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ThunderPeel2001

Mojo Updater
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    2016
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Everything posted by ThunderPeel2001

  1. The thing I'd change in ScummVM if I ever had the time or inclination is the interface. It's really quite ugly and not particularly new user friendly. I don't know why "Aspect ratio correction" isn't enabled by default, for example. Or why it doesn't cleverly calculate the best resolution for your screen to have a pixel perfect experience. (Apparently it can be done.) But the amount of work going in that project is still pretty astounding. The world that was done on Blade Runner for example was incredible.
  2. It's true. It's incredibly polished. And just what I needed in 2021. I want them to go back and add that level of polish to Psychonauts 1 now! One thing: Is it just me, or where the levels generally a bit less... mindbending than Psychonauts 1? I can't really remember a moment where my brain was spun upside down by the world suddenly shifting perspective. Or have as wide a range of environments: From being Goggalor or being inside a board game with someone who thinks they're Napoleon? Just me?
  3. The internet was supposedly born on Jan 1, 1983, according to Google. I guess it was just glint in a computer scientist's eye in 1982.
  4. When I've had any spare moments of downtime between the craziness of my life lately, I have to admit I've thrown them all into Psychonauts 2. IT WAS GLORIOUS!
  5. Rightly or wrongly, I don't think ScummVM has ever been aiming for software preservation in an archival sense. Just look at the UI in LucasArts games running in ScummVM, for example. The "Are you sure you want to win?" pop-up gag in MI doesn't look anything like the original modal window. Nor do any of the save screens (even the really pretty Last Crusade one). But there's also functionality differences: The way you can save any time you like. Or the fact that you have basically unlimited saves whereas you were often limited in early LucasArts games. Then there's all the filters they added to make the games look "better" that have been there since the beginning. Just to be clear, I'm not having a go at anyone who appreciates software preservation. I do too. (Part of me actually wants to sit and listen to the Amiga floppy drive sounds again as SOMI boots up ) I just think ScummVM has always been about getting the games up and running, and less about preserving them. (Personally I wish the "alternate" save windows that tried to preserve the original look in ScummVM hadn't been abandoned, but it apparently has.)
  6. I feel you're being a bit sensitive to this. We have no idea what their plans are, and more importantly we have no idea what any new film might be like. Honestly it just sounds as though her character has worked really well in the new Indy and they're thinking of a spin-off just for her. If that spin-off is great, then what's the issue? I don't care where characters come from, or if they're part of a franchise. Marvel have made 20+ very enjoyable movies. Are they "milking a franchise" or are they making good films? Just look at The Matrix 4. Nobody was particularly excited until they saw the trailer. A good film is a good film. Let's just judge whatever comes on its own merit. Plus Phoebe Waller Bridge is amazing.
  7. Hmm. These are straight up bugs once you look at the code and see what's going on. It's just like when they re-enabled the blocked dialogue tree in Grim Fandango. I think worrying about bugs being fixed is taking preservation to another level ("I want to play the version where I can't ask Domino about his plan!"). You always have DosBOX for the die-die-die-hards who want to see the original versions. I'm glad ScummVM is merging these fixes myself.
  8. And you didn't share the crowd-funding project here? (Or was it top secret?) That's some incredible work! Incredible! (Although I want to nitpick the left side of Monkey Island on the map -- it's what fans do! ) Well done
  9. His work was incredible compared to ILM's. They probably only hired him to stop him showing them up!
  10. I had to dig it out. I love it! It's in keeping with his more recent style, which I like just about as much as his old one.
  11. I opened a bug for this months ago: https://bugs.scummvm.org/ticket/11948 I hope one day someone fixes it. ScummVM is heavily reliant on volunteers, obviously. What they've managed to do is really quite a miracle. Especially with games like Blade Runner where they've added lost scenes and puzzles, etc. But yeah, when you're a die-hard like us, it can be frustrating that things aren't pixel perfect -- even though they have a continuous stream of pull requests, there's endless work to be done! (I have daydreams of finally committing time to the project, becoming an amazing coder, and fixing all the niggling issues that bother me.) I managed to persuade one amazing person to fix the clocktower bug in the CD-ROM version of SOMI. Turns out the CD-ROM version of the game has a ton of weird bugs in it, as if a developer tried to bug fix it by reading the code. That particular one has bugged me for decades. The dev fixed a few more things like this, too: https://github.com/scummvm/scummvm/pull/3239 https://github.com/scummvm/scummvm/pull/3252 https://github.com/scummvm/scummvm/pull/3253 https://github.com/scummvm/scummvm/pull/3211 They're a damn hero, I tell ya!
  12. I don't believe it supports Rift (or Rift S). (And Psychonauts Rhombus of Ruin doesn't support Quest II -- so annoyingly I can't play it, although I believe DF/@Spaff are looking into it.) The whole VR space needs some unification really.
  13. Damn. LucasHacks was amazing!
  14. I didn't know this game was popular enough to warrant such attention?
  15. I think there's still time to become and investor, if that floats your boat, too.
  16. With no deadline on when to deliver them. Ha. I can just imagine Ron limiting it to one a day.
  17. Ha. A decent interface for emulators was going to be my second project. Crazy. I can't believe you're making a 2D game engine just to use as an interface Realistically I don't know how much time (or talent for that matter) I could contribute. I am but a lowly PHP web developer with an incredibly intense job and vague aspirations.
  18. Agreed. That's insane. Still by my rough calculations you could do it in five, extremely boring and carpel tunnel syndrome inducing, hours. (I timed myself writing 40 signatures in one minute.) Ron's too smart to agree to something like that, though? Is he going to stamp them or something instead?
  19. Nice! Thanks for the quick history lesson. I didn't realise Disney had cut a deal. They bought spent $4billion and then had to pay extra for the upgrades. Crushing.
  20. Paramount always owned the distribution rights to Indy... did Disney definitely buy them, too? Or just the character and likeness that Lucas owned?
  21. This was going to be my project during Lockdown if I got furloughed... it never happened.
  22. How does anyone seize power in a democracy? By being a populist demagog of course!
  23. I seem to remember that Wolpaw was an employee at Double Fine? One of the first? I'm sure there's account by him talking about the sewage overflowing and how it was too much for him. But I may be misremembering. Either way, he's back at Valve as of Jan 2019. https://www.denofgeek.com/games/half-life-portal-writer-erik-wolpaw-returns-valve/
  24. Ah, so it was only a short-term thing? Interesting.
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