Search found 55 matches
- Mon Oct 18, 2021 1:01 pm
- Forum: Help and Support
- Topic: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
- Replies: 11
- Views: 3618
Re: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
For the depth parameter, the scripts either hand in 1, 6 or 7 (driven by a couple of conditions - not sure on specifics but looks to be based on the current board state, possibly how many 'resets' the player has done, and also if you've visited the library book?). From what you said, this means the...
- Wed Sep 08, 2021 11:05 pm
- Forum: Help and Support
- Topic: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
- Replies: 11
- Views: 3618
Re: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
Ah, I think I can see that now. Thanks. I had instead got the notion that it was a recursive call of some sort, using the modulo of the turn number combined with the current depth to select where in the array it jumped to for the next turn a bit like an Enigma cipher, hence the pseudo-random aspect....
- Wed Sep 08, 2021 6:28 pm
- Forum: Help and Support
- Topic: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
- Replies: 11
- Views: 3618
Re: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
Why is the depth limit 20? That sounds awfully high; IIRC a depth of 3 is quite challenging enough for the average human, and the lookup table depths[] doesn't exceed it. It looks from the following code snippet as if the actual depth is supposed to vary between 1 and 3 for each move, jumping around...
- Tue Sep 07, 2021 7:26 pm
- Forum: Help and Support
- Topic: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
- Replies: 11
- Views: 3618
Re: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
The only thing which is scripted is the difficulty level which I assume, is either calculated or used as a setting somewhere deep in the scripts. Well, that's exactly it - feverishly wracking my brains some more to try to remember the details of what I read in that article 2-3 months ago*, I think ...
- Tue Sep 07, 2021 10:47 am
- Forum: Help and Support
- Topic: Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
- Replies: 11
- Views: 3618
Current status of microscope puzzle difficulty in T7G (& possible feature request for Groovie engine)
Can anyone please tell me if the microscope puzzle difficulty in the 7th Guest is currently capped in any way, or is the code a direct reproduction of how the scripting functioned in the original release? I can't find the link now (I'm sorry, I swear I bookmarked it, but now I just can't find it eit...
- Mon Jul 13, 2020 6:14 pm
- Forum: General Discussion
- Topic: Puzzle randomisation in Fate of Atlantis
- Replies: 2
- Views: 1909
Puzzle randomisation in Fate of Atlantis
This has likely been answered elsewhere, but I can't seem to find it: in Indy FoA, there seem two major gameplay branch points: the three "paths" you can freely choose when Sophia reads your fortune after finding the Lost Dialogue of Plato; and the particular location the Dialogue itself c...
- Thu Jan 31, 2019 4:45 am
- Forum: The Junkyard
- Topic: *sad update* ESRGAN AI Upscaling (ScummVM fork and tools pulled from github by author)
- Replies: 163
- Views: 390479
Re: ESRGAN: AI Neural Net Upscaling
Can this be applied to preprocess low-res FMV cutscenes? Maybe even ones with line-skipping like the Z-vision games?
- Tue Nov 28, 2017 11:36 am
- Forum: General Discussion
- Topic: ZVision status?
- Replies: 12
- Views: 10803
- Sun Feb 05, 2017 11:44 pm
- Forum: General Discussion
- Topic: RIVEN: the sequel to Myst
- Replies: 14
- Views: 21588
Regarding image quality, it looks very much as if Cyan used some kind of diamond-shaped dithering effect on the rendered still shots in Riven, which will probably have looked a lot better on contemporary CRT monitors than it does on modern flatscreens. If we can find out what filter they used, un-di...
- Sat Feb 06, 2016 5:54 pm
- Forum: General Discussion
- Topic: The top 10 adventure games of all time?
- Replies: 62
- Views: 139299
- Wed Nov 04, 2015 12:18 am
- Forum: The Junkyard
- Topic: Mike's pants
- Replies: 2
- Views: 4925
Mike's pants
SPOILERS: If the title of this post is baffling to you, then stop reading now! Can anyone tell me the cultural significance of Mike's Pants, as referenced in the easter egg in Grand Inquisitor? A web search turns up this cryptic blog https://mikespants.wordpress.com/, which clearly features said pan...
- Mon Aug 24, 2015 10:57 pm
- Forum: Help and Support
- Topic: How to abort race-game in Sam & Max?
- Replies: 2
- Views: 4059
- Thu Jul 09, 2015 4:21 pm
- Forum: General Discussion
- Topic: Help identifying a couple of games?
- Replies: 21
- Views: 13171
- Wed Feb 04, 2015 10:48 am
- Forum: Grim Fandango Deluxe
- Topic: Grim Fandango Remastered being made by Double Fine!
- Replies: 22
- Views: 53789
Re: Grim Fandango Remastered being made by Double Fine!
I still think they look like calacas, I was just a bit alarmed at the idea of getting rid of the distinctive boxy shape of the characters, which I'm still fairly sure was intentional - other 3D games from 1998 already had significantly better 3D character models. I think I probably overreacted, thou...
- Tue Feb 03, 2015 5:36 pm
- Forum: Grim Fandango Deluxe
- Topic: Grim Fandango Remastered being made by Double Fine!
- Replies: 22
- Views: 53789
Re: Grim Fandango Remastered being made by Double Fine!
It's not like anyone is going to complain that Manny's sleeve isn't a rectangle anymore I guess I'm that guy... :P Although I should clarify, I specifically meant Calaca marionettes - crude, blocky and squarish, with a boxy, hand-made carnival-float / papier mache toy sort of look. At least, that w...