I was just wondering what functions of the Grime engine are still missing that affect gameplay?
The ones I spoted are:
- Save/Load
- Manny looking at objects that can be used.
Other than that it's just bugs right?
Btw the wiki has said for a while that it's possible to get to the end of year 2 but ResidualVM has been crashing when trying to enter the world of the living since I have been messing with it.
Current missing functions?
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- ezekiel000
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- garrythefish
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Re: Current missing functions?
Sometime earlier than June 19th, the crash, when entering the land of living, was fixed. You can now play up to right after the year 2 intro (i tried it out myself). so pickup the latest svn and try it out.Ezekiel000 wrote: Btw the wiki has said for a while that it's possible to get to the end of year 2 but ResidualVM has been crashing when trying to enter the world of the living since I have been messing with it.
The crash after the year 2 intro is related to saving the game, which residual fails to do at the moment.
There are some tricky stuff yet to be fixed, like the "looking at objects" feature and save/load game, so let's keep our fingers crossed.
- ezekiel000
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- MeddlingMonk
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There seems to be a lipsync regression. I don't think it's me because I've recopied the game data just in case. That fixed some subtitle weirdness I was having, but Lipsync still isn't happening. Have to expect regressions, though. I suppose bug reporting will have to wait until after saving/loading is made to work.
(It's funny how a ghost of Bruno is sticking out of Manny's torso in the diner scene. I could make some crude remarks about it, but I won't.)
(It's funny how a ghost of Bruno is sticking out of Manny's torso in the diner scene. I could make some crude remarks about it, but I won't.)
- ezekiel000
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- eriktorbjorn
- ScummVM Developer
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It looks like the problem was introduced in r1499 ("get rid Resource and ResPtr").Ezekiel000 wrote: Yep jaws move but mouths don't open at the moment not sure when it started.
I think what has happened is that the resource manager used to cache the entire resource, so when the game asked for the textures for Manny's face, it would always get a pointer to that one "Materials" object.
Now, only the resource data appears to be cached, so when the game asks for those face textures, it will get a different object each time. All those objects will share the same texture data, but will have different "current frame" value. So it sets the current frame in one object, then it uses another one (which always has the same frame) when drawing the face.
At least if I understand it correctly. ResidualVM is mostly one big mystery to me.