Testing Blade Runner with ScummVM

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Praetorian
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Re: Testing Blade Runner with ScummVM

Post by Praetorian »

Raziel wrote: Thu Aug 01, 2019 8:50 pm @Preatorian

Nope.

Local build on AmigaOS4
And does this also happen with the official AmigaOS4 ScummVM dev build?
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Re: Testing Blade Runner with ScummVM

Post by Raziel »

I'm going to test and report once I'm back home
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Re: Testing Blade Runner with ScummVM

Post by Raziel »

@Preatorian

Tested latest local build and latest buildbot build.

Both show the exact same issues with white screen when using OpenGL and the recurring GL ERRORs
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Re: Testing Blade Runner with ScummVM

Post by Praetorian »

Raziel wrote: Sat Aug 10, 2019 9:30 pm @Preatorian

Tested latest local build and latest buildbot build.

Both show the exact same issues with white screen when using OpenGL and the recurring GL ERRORs
This one might difficult for me to debug. I don't have an amigaOS machine, and on the powerPC (with Linux Debian Wheezyy) emulator ScummVM uses SDL 1.2 (because that the one available for that Linux), and the game is displayed without issues (albeit it is extremely slow on the emulator).

Our official AmigaOS build, builds with SDL 2.0.9 from what I can tell from the builder logs.
The issue seems to have to do with the graphics driver for opengl, at least that was the issue for me in Windows 10 that gave the same debug output.

Were you ever able to play Blade Runner in ScummVM with the opengl renderer at an earlier point without such issues?
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Re: Testing Blade Runner with ScummVM

Post by Raziel »

@Preatorian

It shows a white screen with both local SDL1 and SDL2 builds here.
So it seems to be a "local" general problem with OpenGL.

And no, i can't remember that i have used it with OpenGL in place, albeit i might have.
I only started around March to actually try to run the game and there it worked, but i don't really remember if i had OpnGL on.
I might try to build an older version and check if that was working...
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Re: Testing Blade Runner with ScummVM

Post by Praetorian »

Raziel wrote: Mon Aug 12, 2019 10:31 pm @Preatorian

It shows a white screen with both local SDL1 and SDL2 builds here.
So it seems to be a "local" general problem with OpenGL.

And no, i can't remember that i have used it with OpenGL in place, albeit i might have.
I only started around March to actually try to run the game and there it worked, but i don't really remember if i had OpnGL on.
I might try to build an older version and check if that was working...
@Raziel, what is the machine you're running AmigaOS on?
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Re: Testing Blade Runner with ScummVM

Post by Raziel »

@Praetorian

AmigaOne X1000

But please stand by, it's a regression, i'm in the process of bisecting it (manually).

Probably blaming https://github.com/scummvm/scummvm/comm ... 604b48badb, but not sure yet
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Re: Testing Blade Runner with ScummVM

Post by Raziel »

@Preatorian

Yep, it's regression from e86ee33999f33ad66bb7c018b4d4b7604b48badb
Ticket 11078 created.
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Re: Testing Blade Runner with ScummVM

Post by Praetorian »

Raziel wrote: Tue Aug 13, 2019 9:23 am @Preatorian

Yep, it's regression from e86ee33999f33ad66bb7c018b4d4b7604b48badb
Ticket 11078 created.
Just to have an update on this here, @Raziel, I believe that this issue has been resolved, based on the discussion at the bug tracker on this issue.

Is this correct?
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Re: Testing Blade Runner with ScummVM

Post by Raziel »

The white screen issue is gone for me, yes.
I consider it fixed

Thank you very much.

But, it seems the fix from https://bugs.scummvm.org/ticket/11078#comment:29
has issued a problem in android 4.2.2 (and older?).

Maybe you want to take a look there?
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Re: Testing Blade Runner with ScummVM

Post by Joce »

Hello,

It is possible to play the English version with french subtitles ?
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Re: Testing Blade Runner with ScummVM

Post by Praetorian »

Joce wrote: Fri Sep 27, 2019 5:24 pm Hello,

It is possible to play the English version with french subtitles ?
Currently this is not supported. But it is a possible plan for the future, especially when/if more translations are completed by the community.

A related question here is: in such a case, would one also expect the interface to be in French (KIA screens, tooltips etc), and only the voices/speech to remain in English?
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Re: Testing Blade Runner with ScummVM

Post by er453r »

I've tested the English DVD version on Windows and Ubuntu, everything running perfectly. Just 2 questions:
1. The graphics filters (eagle,hq) seem not to work at all - is this intentional?
2. Is there a list o features added in the Restored Content?

Thanks for the great work!
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Re: Testing Blade Runner with ScummVM

Post by Praetorian »

er453r wrote: Sun Oct 06, 2019 12:07 pm I've tested the English DVD version on Windows and Ubuntu, everything running perfectly. Just 2 questions:
1. The graphics filters (eagle,hq) seem not to work at all - is this intentional?
I think in a way it is. There's no visual improvement to be gained with those filters iirc specifically for the blade runner engine. Another developer of the engine could perhaps explain this further; I haven't been involved too much in the graphics part of the code.

The only thing that can significantly affect the visuals is enabling or disabling "Filter Graphics" using the checkbox in the Graphics tab for the game. I prefer to have it enabled.
er453r wrote: Sun Oct 06, 2019 12:07 pm 2. Is there a list o features added in the Restored Content?
There isn't one because the work on the Restored Content version is not fully complete.
Some of the stuff that are currently restored are:
  • Talkie GPS
  • Runciter's Voigt Kampff test
  • Two extra (optional) meetings with Rachael (depends on player's actions)
  • A few additional cutscenes, ie. landing at Howie's restaurant (won't always play), taking off from Runciter's, trains at underground meeting spot.
  • More dialogue from McCoy and other characters for a few interactions
  • The player can purchase animoids (depends on player's actions and they are expensive(!)
  • The player can talk to Hasan about the scale to "complete" the side story for that clue
  • A few more interactions with Dino Klein at the lab (and he won't go away after the first day)
  • Some quality of life improvements in easy mode for the infamous rat puzzle and the Moraji sequence
  • A few other small details (eg. clicking on a rotating object model in KIA, McCoy should say what it is)
There's quite a lot more to be restored though and work has been slow on the front lately due to other life priorities.
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Re: Testing Blade Runner with ScummVM

Post by er453r »

Nice! Thanks for the answers. One more thing - when starting ScummVM from the command line, I've left the console opened and played in a window - something like a "directors commentary" started printing live in the console, depending on what was happening in the game. What a cool feature! Is this embedded in the original game files? Is this from the original developers? Is there some planned form of presenting this commentary in the game?
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