The "1.0" release
Moderator: ScummVM Team
The "1.0" release
Hi guys!
Any specific schedule for the release of the 1.0 ?
Like any really outstanding features still to be done?
Thanks and keep on the (very) good work!
Chris.
Any specific schedule for the release of the 1.0 ?
Like any really outstanding features still to be done?
Thanks and keep on the (very) good work!
Chris.
- abelthorne
- Posts: 43
- Joined: Fri Jun 02, 2006 11:50 am
- Location: France
See this topic.abelthorne wrote:What do you mean by "decent"?sev wrote:
- Decent documentation. Nobody is working on that now.
1.0 is finally around the corner and here I am doing forensics about the PC Engine version of Loom. Looks like the copy I donated to Ender ages ago didn't bear any fruit.sev wrote:Support for all LEC games. Now we still have big problems with MM NES, MM C64 and lack support for Apple ][ games as well as PCE Loom
So what's the score, and most importantly, what's missing to support this version? I have acquaintances in the PCE dev community and am willing to get them having a serious look at this. A 1.0 release without Loom PCE support would be quite frankly disappointing.
(For info, I have tried the special build by Kirben, but I'm not sure what I'm supposed to do with the dumps, especially since one can't see what's going on on screen.)
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- Posts: 70
- Joined: Wed Jan 25, 2006 5:27 pm
A 1.0 release could also do with more cleaned-up FM-Towns emulation/simulation/whateveryouwanttocallit. Like eliminating the gfx glitches during screen changes for example.
It's a darn shame if those people who were previously handling FMT duties on the project literally picked up the ball (read: their FM-Towns games) and went home.
It's a darn shame if those people who were previously handling FMT duties on the project literally picked up the ball (read: their FM-Towns games) and went home.
I don't know much about that, but AFAIK our guy working on Zak FM-Towns did commit suicide long ago (before I joined the team actually). I don't know who else has SCUMM FM-Towns games in the team.marzipan wrote:It's a darn shame if those people who were previously handling FMT duties on the project literally picked up the ball (read: their FM-Towns games) and went home.
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- Posts: 70
- Joined: Wed Jan 25, 2006 5:27 pm
There's also (or rather, isn't) the support for music in Amiga SCUMM games.
But the question really is what the criteria are for a "1.0" release, since ScummVM isn't a commercial project that has to be boxed up and put on shelves at some point. It seems to be that the completion of the core functionality and documentation can be seen as enough for a 1.0 release. On a project that keeps adding features, you simply can't wait for all of them to be perfected (read: probably never). On the other hand, there's no real need to ever hit 1.0 either.
I'm sure the developers are having a similar discussion amongst themselves
But the question really is what the criteria are for a "1.0" release, since ScummVM isn't a commercial project that has to be boxed up and put on shelves at some point. It seems to be that the completion of the core functionality and documentation can be seen as enough for a 1.0 release. On a project that keeps adding features, you simply can't wait for all of them to be perfected (read: probably never). On the other hand, there's no real need to ever hit 1.0 either.
I'm sure the developers are having a similar discussion amongst themselves
Support for all adventure games based on the SCUMM engine is available, but games using 16bit color are currently only supported in the gsoc2009-16bit branch of ScummVM SVN.
Support for sound in Amiga of The Secret of Monkey Island is available, but currently only in the gsoc2009-mods branch of ScummVM SVN. All other Amiga ports of SCUMM games already provide sound support, although not quite perfect in all cases.
The Apple/Commodore64 ports of Manic Mansion have really progressed, due to work provided by segra, although the patches have not been merged into trunk yet (due to feature freeze).
A few developers own FM-TOWNS versions of games, but I'm not sure if anyone owns the FM-TOWNS versions of games (FOA and MI2), where the major bugs still occur. Fixing bugs specific to a single port of a game, often requires in depth knowledge of that system, simply owning the game doesn't always help.
Support for sound in Amiga of The Secret of Monkey Island is available, but currently only in the gsoc2009-mods branch of ScummVM SVN. All other Amiga ports of SCUMM games already provide sound support, although not quite perfect in all cases.
The Apple/Commodore64 ports of Manic Mansion have really progressed, due to work provided by segra, although the patches have not been merged into trunk yet (due to feature freeze).
A few developers own FM-TOWNS versions of games, but I'm not sure if anyone owns the FM-TOWNS versions of games (FOA and MI2), where the major bugs still occur. Fixing bugs specific to a single port of a game, often requires in depth knowledge of that system, simply owning the game doesn't always help.
Does this mean none of the gsoc projects will be part of 1.0 (assumption based on the 'feature-freeze' comment). I would assume 16-bit colour support would be a major milestone to include in a release, and it sounds like upthorn's making good progress (though obviously I'm not one to judge that ).Kirben wrote:Support for all adventure games based on the SCUMM engine is available, but games using 16bit color are currently only supported in the gsoc2009-16bit branch of ScummVM SVN.
...
The Apple/Commodore64 ports of Manic Mansion have really progressed, due to work provided by segra, although the patches have not been merged into trunk yet (due to feature freeze).
No, none of the gsoc projects will be part of 1.0 (but they will most certainly be in the next stable release). More testing is needed to include them in the stable build, and there is not enough time for testing for the major release, plus there's ALWAYS going to be "feature X" which would be nice to be included (refer to the discussions in scummvm-devel). In the case of 16-bit color support, more time is also needed to support it in the majority of the platforms that ScummVM has been ported tomaximus wrote:Does this mean none of the gsoc projects will be part of 1.0 (assumption based on the 'feature-freeze' comment). I would assume 16-bit colour support would be a major milestone to include in a release, and it sounds like upthorn's making good progress (though obviously I'm not one to judge that ).Kirben wrote:Support for all adventure games based on the SCUMM engine is available, but games using 16bit color are currently only supported in the gsoc2009-16bit branch of ScummVM SVN.
...
The Apple/Commodore64 ports of Manic Mansion have really progressed, due to work provided by segra, although the patches have not been merged into trunk yet (due to feature freeze).
Fair enough. I'm sure it's difficult enough to isolate when the code should be frozen as everyone's opinion of what features "must" be included differmd5 wrote: No, none of the gsoc projects will be part of 1.0 (but they will most certainly be in the next stable release). More testing is needed to include them in the stable build, and there is not enough time for testing for the major release, plus there's ALWAYS going to be "feature X" which would be nice to be included (refer to the discussions in scummvm-devel). In the case of 16-bit color support, more time is also needed to support it in the majority of the platforms that ScummVM has been ported to