Discworld
Moderator: ScummVM Team
Oh Yeah !!fraludio wrote:Can anyone upload the latest svn compiled for mac intel?
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and pleeeease: check it's compatibility with 10.4.x 'Tiger' on Intel
. . . .
. . . . coming soon ..
Last edited by kosuan on Fri Aug 08, 2008 7:33 pm, edited 4 times in total.
here is my own compilation of latest sources of scummvm (0.13) with working Discworld, now mac users can testfraludio wrote:Can anyone upload the latest svn compiled for mac intel?
http://157.158.191.235/~avoc/scummvm/
compiled and working well on leopard (10.5.4) dunno if will work on other versions of osx.
There is sdl bug that i don't know how to fix after run bin file it will be error message about sdl-1.2.0.dylib image, something like this:
dyld: Library not loaded: /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_devel_libsdl/work/destroot/opt/local/lib/libSDL-1.2.0.dylib
Referenced from: /usr/local/bin/scummvm
Reason: image not found
Trace/BPT trap
you can find that image here http://http://157.158.191.235/~avoc/scu ... 2.0-dylib/
just make dir which is in error message and copy that image there scummvm bin should work.
cheers
You are not static-linking SDL, hence the errors. To fix it, you must use the static compiled version of SDL, not the dynamic one. The "bundle" target in the ScummVM Makefile tries to do that automatically, but works only with SDL installed via FInk by default. To get it to work with SDL installed in other locations, override the OSXOPT variable, which defaults to /sw, e.g. like this:
OSXOPT=/opt/local ./configure
OSXOPT=/opt/local ./configure
Depends on what the patches do. If it's just patch the sound code or some other part of the executable, then no. But if it patch the game data files, like a game script, then yes.chas-g wrote:I'm guessing that patches won't be needed for Discworld 1 & 2 when playing through ScumVM ? And does that apply to any game played through ScummVM ?
I don't even think you would need them for the game scripts, the dev team usually checks for all that stuff and does it through the re-implementation. I never needed to install any patch for the ScummVM games since they usually include all the necessary changes and even specific workarounds for patched bugs. When there finally is a freeware version of Discworld (1) those will be "patched" files for sure.Freddo wrote:Depends on what the patches do. If it's just patch the sound code or some other part of the executable, then no. But if it patch the game data files, like a game script, then yes.chas-g wrote:I'm guessing that patches won't be needed for Discworld 1 & 2 when playing through ScumVM ? And does that apply to any game played through ScummVM ?
For now, Tinsel in ScummVM does not attempt to work around *any* of the issues those game script patches address. And it is not yet clear whether we will attempt that, for various reasons. In particular, if we do manage to get DW freewared, then of course we'd make a fully patched version available. So no reason to bother in implementing hot fixes.
So for now, you should make sure you have the latest game script patches installed. We'll let you know if this ever changes.
So for now, you should make sure you have the latest game script patches installed. We'll let you know if this ever changes.
Discworld Playthru
Attempted to clock discworld using scummvm on a G3 iMac. Plays well until the cutscene before actIII where it freezes with the music still playing. Couldn't load last save game without it crashing so gave up. Anyone else have the same issues?
Re: Discworld Playthru
Hi,TheNine wrote:Attempted to clock discworld using scummvm on a G3 iMac. Plays well until the cutscene before actIII where it freezes with the music still playing. Couldn't load last save game without it crashing so gave up. Anyone else have the same issues?
i couldn't start scummVM on my Intelmini.
Which OS do you use ??