Search found 580 matches

by Vinterstum
Tue Jan 31, 2006 10:55 pm
Forum: General Discussion
Topic: Is the ScummVM Team being sold out ???
Replies: 15
Views: 19513

Actually, this is perfectly legal :). The only requirement under the GPL, is that they provide the source code used to compile the binaries, if requested by someone who bought the product. Presumably they just used a release version of ScummVM, so that wouldn't even be an issue. This is a good thing...
by Vinterstum
Sun Jan 29, 2006 1:10 pm
Forum: General Discussion
Topic: Dev C++ to compile?
Replies: 2
Views: 3001

ScummVM should compile fine in both Visual Studio and MingW. Unsure about Dev-C though.

And there's nothing wrong with Visual Studio :). I'm a Linux person myself (usually), but Visual Studio is the only thing I really -miss- from the Windows world.
by Vinterstum
Sun Jan 22, 2006 10:13 am
Forum: The Junkyard
Topic: Ringworld
Replies: 11
Views: 17673

Those screenshots were located on an abandonware site, I'm afraid (Hence breaking rule 0). If you want to link to them, please host them somewhere else :).

That said, I love Larry Niven's universe, though I haven't played these games myself. Would be interesting to take a look at some point.
by Vinterstum
Fri Jan 13, 2006 5:39 pm
Forum: General Discussion
Topic: The Legend of Kyrandia: Testing
Replies: 87
Views: 73549

joachimeberhard wrote:
LordHoto wrote:you have to exit the debugger with "exit" if you press ESCAPE it will not open again, at least it never did for me.
Maybe that's a bug to fix :wink:
It's on my list.

Not too high up though ;)
by Vinterstum
Thu Jan 12, 2006 11:35 pm
Forum: General Discussion
Topic: The Legend of Kyrandia: Testing
Replies: 87
Views: 73549

In the meantime:

Hit 'd' to enter the debug console, then enter 'settimercountdown 5 <somenumber>'. 5 is default, lower is faster.
by Vinterstum
Tue Jan 10, 2006 6:31 pm
Forum: The Junkyard
Topic: Will SCUMMVM support...
Replies: 181
Views: 265635

john_doe wrote:Yes, I'm playing around with it and will try to implement it when I know enough.
Excellent!

We're going to have to objectify the Kyra engine at some point anyway in preparation for HoF, if Toonstruck uses a fairly similar engine we'd have a good common base for it.
by Vinterstum
Tue Jan 10, 2006 5:30 pm
Forum: General Discussion
Topic: The Legend of Kyrandia: Testing
Replies: 87
Views: 73549

I've noticed that there is text skipping in the code (by left clicking or pessing ".") but it only works for Brandon's lines, not the things that other characters say Yeah I added that for Brandons chatting when I first implemented it, but it's a bit more tricky for other chats. Something...
by Vinterstum
Tue Jan 10, 2006 2:51 am
Forum: General Discussion
Topic: The Legend of Kyrandia: Testing
Replies: 87
Views: 73549

Some/most of the animation glitches should be resolved now. Hopefully :).

We had a fastmode you could use to fast forward through cutscenes and such, but it might've gotten lost in the changes at some point. Might not be a bad idea to use something similar to skip past dialog.
by Vinterstum
Mon Jan 09, 2006 3:02 pm
Forum: General Discussion
Topic: The Legend of Kyrandia: Testing
Replies: 87
Views: 73549

Currently all versions should work, except the french floppy version (which I'll hopefull have added today). Language versions besides the spanish and german will have the intro and end dialogues in english instead of the normal ones. Other known issues: Mouse flickers quite a bit, there's a small g...
by Vinterstum
Wed Dec 07, 2005 7:59 am
Forum: Help and Support
Topic: What files are needed of the Kyrandia CD?
Replies: 3
Views: 6972

You need all of them except the exe, .dip, .adv, and .drv files. I think :). And the kyracd.cfg file, if you've used the install program.