Search found 8 matches

by hal9000lives
Fri Jun 20, 2008 4:04 pm
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

Ouch. In the end, I guess it will depend on the nature of the bug. Some script bugs may be easy to work around. Others not. For instance, Broken Sword 2 has a few known script bugs (including the infamous "pyramid bug") which happen simply because a script forgets to reset a variable, or ...
by hal9000lives
Fri Jun 20, 2008 3:50 pm
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

That's just a tad sloppy Dave codewise to not allow for local variables in the first place. It's fixable, but it's definitely a lot of hard work and trial and error to even find where the fixes need to be made. *sighs* Surprised there weren't fan fixes for that sort of thing though after you guys h...
by hal9000lives
Fri Jun 20, 2008 3:41 pm
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

That's just a tad sloppy Dave codewise to not allow for local variables in the first place. It's fixable, but it's definitely a lot of hard work and trial and error to even find where the fixes need to be made. *sighs* Surprised there weren't fan fixes for that sort of thing though after you guys h...
by hal9000lives
Fri Jun 20, 2008 2:40 pm
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

To clarify what Eugene wrote: We already work around game script bugs in many other engines (e.g. the SCUMM engine). This works with existing releases of the game, and does not require to recompile the game scripts etc. -- so it's a bit more work, but certainly feasible. So we might get a bug repor...
by hal9000lives
Fri Jun 20, 2008 2:16 pm
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

If the bugs are known, though, surely the ScummVM implementation can work around those bugs? Unfortunately missing cut scenes may be a bit more problematic, but surely something could be arranged like the Broken Sword cutscenes, where they are made available via SourceForge for use with ScummVM? No...
by hal9000lives
Fri Jun 20, 2008 10:17 am
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

Re: Easter egg

We will do both. But of course, now we concentrate on DW1, both versions of the engine. We will try to integrate both DW1 and DW2 engines into a single one in order to avoid code duplicate. We always try to do that with multi-game engines. And there will be no point in fixing existing DW2 Windows e...
by hal9000lives
Fri Jun 20, 2008 9:01 am
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

Re: Easter egg

Interesting facts about the cheats ;) As for a time frame: the tinsel engine for DW1 is in quite a good state and is progressing very well, however we are trying to fix some evil pointer casts and parts of the engine which are not portable at all (e.g. parts which assume that the platform and opera...
by hal9000lives
Fri Jun 20, 2008 8:24 am
Forum: General Discussion
Topic: Discworld
Replies: 484
Views: 517927

Easter egg

moderatorial: this went too off-topic. All off-topic posts were removed. hal9000lives , please, keep all personal discussions in private e-mails. Exactly my point. Thank you for removing all the offending posts :) Back to a previous Discworld related comment, the Discworld 1 Easter Egg solution on ...