Sanitarium Engine - All help is welcome
Moderator: ScummVM Team
- Red_Breast
- Posts: 775
- Joined: Tue Sep 30, 2008 10:33 pm
- Location: The Bar Of Gold, Upper Swandam Lane.
I just downloaded the demo for this and it works with Wine. It looks like it's the start of the game as well.
I've never heard of it before. For some reason I'm reminded of Little Big Adventure.
Another game for me to huntdown.
More importantly I posted to say I'm impressed with the work done.
How much time do I have to find a copy? In other words do have a rough idea for when you hope to be finished?
I've never heard of it before. For some reason I'm reminded of Little Big Adventure.
Another game for me to huntdown.
More importantly I posted to say I'm impressed with the work done.
How much time do I have to find a copy? In other words do have a rough idea for when you hope to be finished?
Not to be glib, but I think the common answer around here is "it's done when it's done ".Red_Breast wrote:I just downloaded the demo for this and it works with Wine. It looks like it's the start of the game as well.
I've never heard of it before. For some reason I'm reminded of Little Big Adventure.
Another game for me to huntdown.
More importantly I posted to say I'm impressed with the work done.
How much time do I have to find a copy? In other words do have a rough idea for when you hope to be finished?
If you buy a full version of the game, don't be surprised if you can't get past the first level while playing in Wine. There's apparently some D3D issues that still need to be resolved, but the Wine community is always a good resource for solutions
- Red_Breast
- Posts: 775
- Joined: Tue Sep 30, 2008 10:33 pm
- Location: The Bar Of Gold, Upper Swandam Lane.
- eriktorbjorn
- ScummVM Developer
- Posts: 3560
- Joined: Mon Oct 31, 2005 7:39 am
It used to work in Wine, with minor glitches and frequent memory leaks, but I guess there has been some sort of regression then.maximus wrote: If you buy a full version of the game, don't be surprised if you can't get past the first level while playing in Wine. There's apparently some D3D issues that still need to be resolved, but the Wine community is always a good resource for solutions
Again, thanks for all the interest about the project. Its pretty good to hear that.
The past month we had little activity in the project, but it was mostly because vacations. At least in my case , but actually did the first BlowUp Puzzle we got in the game, the VCR. Now I am in the task to improve the barriers (objects) updates since some of them aren't yet displayed and their animation fps aren't set as they should.
Our main goal is to start doing some conceptual tasks and later improve it according with game engine, etc., so we boost a bit some parts of the project. We did this a lot in first month. Now, most of the structure, at least the base, is done, so we got to improve it to exactly we need. Like better sound and music system, palette manipulation, gameplay, scripting, menu etc..
Also, like maximus said, we want to first make first Chapter to run smootly. Anyway, most things we done will mostly work for other chapters since a lof of things, special in scripting are common. So, it won't be a waste of time.
Thanks again and don't forget, if you can help, just let us know
The past month we had little activity in the project, but it was mostly because vacations. At least in my case , but actually did the first BlowUp Puzzle we got in the game, the VCR. Now I am in the task to improve the barriers (objects) updates since some of them aren't yet displayed and their animation fps aren't set as they should.
Our main goal is to start doing some conceptual tasks and later improve it according with game engine, etc., so we boost a bit some parts of the project. We did this a lot in first month. Now, most of the structure, at least the base, is done, so we got to improve it to exactly we need. Like better sound and music system, palette manipulation, gameplay, scripting, menu etc..
Also, like maximus said, we want to first make first Chapter to run smootly. Anyway, most things we done will mostly work for other chapters since a lof of things, special in scripting are common. So, it won't be a waste of time.
Thanks again and don't forget, if you can help, just let us know
Thanks for the compliments, and I can understand why this game touch you
The past commits don't give new features but improved the previous ones like original implementation. This is the focus now, and my next task is to build the first steps to display characters like original engine since now we have our own. This rework is mainly due to flag manipulation the original engine does which can later give us problems if we continue with our own. Anyway, some of this work will still be used in the new implementation.
Object display isn't yet fully compatible but doing this character thing can allow us to understand what is causing some wrong behaviors.
The past commits don't give new features but improved the previous ones like original implementation. This is the focus now, and my next task is to build the first steps to display characters like original engine since now we have our own. This rework is mainly due to flag manipulation the original engine does which can later give us problems if we continue with our own. Anyway, some of this work will still be used in the new implementation.
Object display isn't yet fully compatible but doing this character thing can allow us to understand what is causing some wrong behaviors.
The project's still going ... albeit slowly. We're currently rewriting all the actor code, as the implementation we did initially strayed pretty far from the original game, and has caused us issues as a result.Jonatan wrote:any news?
We're always on the lookout for new members to the team because honestly, there's not always that much time either alexandre or I can devote to this.
MD5 has helped us out quite a bit, but I think he's quite busy these days with SCI (which I can't wait to see working 100% )
We should probably update the "progress" on the code page though ...
I'm really sorry to read on the project's website that Alex backs down from development for the next few months. I hope the project won't be abandoned by the other contributors. This was really shaping up to be one great scummvm engine addition. Would be a shame if it would halt now.
Best of luck to Alex though. I hope everything works out for you.
Best of luck to Alex though. I hope everything works out for you.
Thanks for the love man The wife and I just recently bought a house and it looks like there's a new addition to the family on the way ... so I'm doing more contract work on the side.skid wrote:I'm really sorry to read on the project's website that Alex backs down from development for the next few months. I hope the project won't be abandoned by the other contributors. This was really shaping up to be one great scummvm engine addition. Would be a shame if it would halt now.
Best of luck to Alex though. I hope everything works out for you.
Since RE work can take a LOT of time to make little progress, I found I'd hit a point where I just can't dedicate the blocks of time I needed to do anything useful (an hour here or there just doesn't cut it).
I mostly posted that so my team members wouldn't think I vanished
On a completely unrelated note, I had a few hours yesterday since my wife was sick, so I decided to port (update) jvprat's old wip code for the DGDS engine to the recent trunk. I'm hoping to check it into google code as a separate project next week, so if anyone wants to work on getting Willy Beamish, Heart of China and Rise of the Dragon working under ScummVM, lemme know
(that should probably have been a separate post, but if there's any interest, we can branch the conversation...)
Great news! Those are the good kind of reasons to be busy.maximus wrote: Thanks for the love man The wife and I just recently bought a house and it looks like there's a new addition to the family on the way ... so I'm doing more contract work on the side.
This is all kinds of nifty.maximus wrote: On a completely unrelated note, I had a few hours yesterday since my wife was sick, so I decided to port (update) jvprat's old wip code for the DGDS engine to the recent trunk. I'm hoping to check it into google code as a separate project next week, so if anyone wants to work on getting Willy Beamish, Heart of China and Rise of the Dragon working under ScummVM, lemme know