[vEX] wrote:Just thought I'd mention I'm playing Indy4, taking the team path, so if anyone else is testing, please pick another path.
Just finished Indiana Jones and the Fate of Atlantis (CD/DOS/English), taking the team path using r42677 under Arch Linux (64-bit). The only thing I noticed was that the "sucker punch" didn't work for me, is it not implemented?
(Managed to score 595 out of 595 IQ points as well, too bad ScummVM doesn't support stacking them from the different paths)
[vEX] wrote:The only thing I noticed was that the "sucker punch" didn't work for me, is it not implemented?
Works fine for me.
Odd, is it still mapped to backspace? I kept a save just to test this again, and by hitting backspace multiple times ScummVM crashed with a floating point exception. I'll need to make a new build from the 1.0.0 branch and retest it.
EDIT: Oh, it's mapped to 0 on the numpad (might be my bad memory that thinks it should be backspace).
As for the crash, it was caused by me having MPD playing music, got this in the console: "WARNING: Sound initialization failed. This may cause severe problems in some games.!". So I guess all is fine.
Been running through Woodruff and the Schnibble, which was completable before, but now seems to be broken. In addition to some new graphical glitches, there now seems to be a bug that makes the game uncompletable, but I want to confirm that is it actually a bug here -- after going back into the past and saving the guy trapped under the rocks, the house appears at Slammer's Dead End as it is supposed to, but entering it does not trigger the master (Riri) appearing as it is supposed to. Is there something I'm forgetting? Thanks.
KuroShiro wrote:In addition to some new graphical glitches
Please, file bug reports for them.
KuroShiro wrote:but entering it does not trigger the master (Riri) appearing as it is supposed to.
Still works here. Maybe you've forgotten something? Since everything there is handled by the scripts, so it's rather unlikely that changes in the engines changed something there. Except maybe for buffer overflows destroying the variables memory, but then lots of other things could go wrong, making such a targeted bug possible but not likely.
Edit: It took a few seconds to sink in... I actually tested it with the trunk... Bummer... I just grabbed the latest SVN build from the download page and went ahead with testing... I browsed around the buildbot web interface but couldn't find a way to download the latest build of the branch...
So: Zak V2 DOS in English is completable in v1.1.0svn42826 on Mac OS X 10.5.7. I guess I'll have to retest it with a proper build...
I noticed two small inventory-related annoyances. Both have been reported.
Just informing, I completed The Bizzare Adventures of Woodruff and the Schibble of Azimuth(English/DOS) on the 1.0.0 svn under Windows XP.
I tried starting the game again to reproduce the error I got with the master appearing, but couldn't. It must have been a one time error sort of thing. I'll try to post the gfx glitches I encountered when I get back from work.