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Everything posted by Thrik

  1. At this point I’d probably say that it’s a volunteer project and so perhaps there simply haven’t been people interested enough in the LucasArts games to work on them. However, I have also seen the… warm and inviting… conversations in some of the code repository threads and pull requests, and it seemed unnecessarily challenging and thankless getting a change accepted. That sort of thing can quickly lead to people not wanting to bother with the hassle, hence a decline in contributions. It may stem from good intentions like not wanting to break all the (Now almost as ancient as the games themselves were!) ScummVM code, but if nobody wants to touch that old stuff it also means those imperfections may stay baked in forever. I agree though Thunderpeel, ScummVM does achieve its goal of making the games functional and portable, albeit with a range of issues from minor (SOMI quirks) to quite major (CMI iMuse, thankfully fixed after 18 years). It has done great stuff allowing people to enjoy them in an accessible manner.
  2. Has nobody picked this up then?!
  3. Yeah it’s an interesting one. The archivist in me thinks that fixed versions of games should be versions of games, and not a pseudo version that sort of arises from the emulator/tool massaging the implementation. For example there are numerous editions of Monkey Island 1 & 2 that were released for various platforms with many small variations. Should the tool be smushing those variations into one definitive version, or letting the differences stand — like a missing prop description, or minor dialogue fixes? If so, then what about bugs? Different versions of classic games have different bugs because of how patches didn’t exist back then. Should the tool also smush those fixes together? I think for casual players or those seeking the ‘best’ experience then it does make sense to do the above. However, few casual players are going to be using ancient versions of games and trying to run them on modern systems — they’ll just pick up the Special Editions. It’s going to be enthusiasts playing these old versions, for whom I feel the tool’s primary job is to preserve the original game exactly as it was, and if there is any ‘fixing’ that is done very transparently in a toggleable way. Otherwise, what if you do want to play SOMI with its bugs intact — whether it be for the experience, or to check something (i.e. research)? With that said, I think the ship has sailed as far as ScummVM being a serious archival tool goes. It seems the only real avenue for that is using something like DOSBox, or another way of simulating the original runtime conditions, so that there is no interpretation or decision making happening. BTW this wall of text isn’t meant to savage your contribution Thunderpeel. It is more a general concern I have about the scope and direction of ScummVM, which is admirably volunteer-run but also constitutes the only official way of playing a lot of games, and the primary way people play them unofficially.
  4. Perhaps yet another time Archive.org is our saviour: https://archive.org/details/Win95OSR2
  5. Has anyone played around with virtual machines? As I understand it Dosbox-x can basically reproduce a simulated 90s-era Windows environment, meaning that as far as the game’s concerned it’s on ‘home turf’. Whether or not it is that simple I don’t know, but it seems like it’d be the most reliable way of getting as authentic an experience as possible short of literally setting up an ancient computer. Of course you’d lose any ‘special’ options like upscaling tricks, but that could be fine…
  6. That would be crazy if it didn’t support Rift. Hope you can confirm!
  7. Very quickly — I checked several hours after that post and they were already gone. A very hot commodity it seems!
  8. To be fair, that was De Niro himself being de-aged, so the issue was that he moved like an old chap despite supposedly being younger. In this case, it sounds like a younger model is being used with a replaced face, probably using deep fake whiz-bang tech that’s all the rage now.
  9. Nothing new obviously but I do just love the detail of doll Guybrush wearing the MI1 outfit.
  10. You might have a Rolls Royce Phantom, but do you have a PS5? I thought not.
  11. I’m a bit sad it’s not launching with a proper PS5 version, as I was lucky enough to get one but there’s a shortage of stuff to give it a run for its money. I understand that the Xbox Series X is getting a new-gen version, which makes sense given Double Fine’s new ownership. I hope it doesn’t take long for that cut to make its way to the PS5.
  12. Adventureland is just such a good place for Indy too. I’d love to see more of it there.
  13. I might be oversimplifying but I feel like it’s best to just take each film based on its own merits rather than having all kinds of festering presumptions. Disney has been involved with plenty of actually very good movies, but also ones that are by-the-numbers disappointments. It’s probably more pertinent who specifically is involved with the production. Disney is a monster company, but these films are still ultimately made by human beings hopefully trying their best to make a good flick. I also don’t think it can be emphasised enough that to my knowledge Disney wasn’t involved at all with Crystal Skull, and… well. As a random aside, I just want to mention that Disneyland Paris has had an awesome Indiana Jones ride since the mid-90s. I was wondering how that happened given it was long before Disney obtained Indiana. Turns out it was a LucasFilm/Disney collaboration.
  14. Great work. I’ve never seen CMI art with enough fidelity to appreciate all those fine organic details.
  15. A shocking oversight! Time to press some fresh records.
  16. Using Residual is actually a good idea even if you don't need it to get the game running. It fixes a number of bugs that exist in the original game and were never patched, for example the infamous dialogue scene between Manny and Domino in Year 3 that never plays in almost all cases. Of course, even better is the new remastered edition of Grim Fandango released last month that includes updated lighting and less compressed cutscenes. Still, for those still able to get the original game running and don't wish to use additional tools I guess this is a good way of achieving that, and digital archivists might find it useful so that they can properly explore the original game.
  17. When I played through the game using Residual last year I noticed quite a number of animation glitches. It seems surprising that a lot these have made it into the re-release, but I guess it's to a certain extent unavoidable with an old game that has an engine seemingly quite vulnerable to scripting/animation glitches caused by various hardware configurations. Even when the game was being developed in the 90s they had a lot of trouble with animation glitches, apparently. I'd be interested to know if the console versions of the remastered edition are as bad. With one platform to test, it should be much easier to identify and fix scripting/animation glitches. As such, those are probably inherently more 'preservable' than computer versions, and would be a wise purchase for those with the devices to run them.
  18. I wouldn't expect anything in that respect any time soon. The LFN has been all but dormant for years, in that things continue to be kept running but to do any kind of significant work would require endless effort to bring things up to date. The GFN isn't even hosted on it any more, although the forum remains here for the sake of everyone not having to sign up again.
  19. Haha. I was wondering if anyone would notice that it's an intentional throwback to the old official design and also the circa 2001 GFN (screenshot).
  20. Hi everyone, Just letting you know that I've given the Grim Fandango Network an overhaul for the first time since 2004. There's a lot of additional content in draft form that I'll be finishing and adding to the site in the near future, and if anybody wishes to contribute fan art, etc please feel free to use the contact information on the site.
  21. Haha, OK. Correct, there's no rush. I intend to put the new site up tomorrow evening, but there's much content to add so I'll include the novel with an update shortly thereafter. There'll be proper contact details for me on the site if you'd prefer to do that rather than risk a PM again.
  22. Wonderful! Mind if I include these in the GFN's fan art section? And is there anywhere you'd like me to point the credit link towards if so?
  23. The one version I have is below, let me know if there's a version you'd prefer that I use: https://dl.dropboxusercontent.com/u/37346336/projects/grimfandango.net/misc/Grim_Fandango_Novel_-_Charles_Frederick.pdf It'd be really nice if you could do a foreword actually, a paragraph or few that gives a little insight into what led you to writing the novel, etc. As something that I'm sure a lot of people have enjoyed and will continue to do so, it'd be nice for readers to know a little more about its author. I can also present a photo of yourself and your name alongside the foreword on the page if you'd like. Otherwise I'll just use a piece of Grim Fandango imagery.
  24. I just saw that, thanks for the offer ZaXeriaw. At this time I don't think extra hands will actually speed anything up, as the new site is essentially complete in terms of development and it's just adding content now — something that's already going well.
  25. I got no PM, but I'll happily include the novel. I'm expecting to get the updated site up tonight or tomorrow, albeit in a fairly fundamental state to build upon. My main goal was doing away with the ancient code I wrote when I was like 16.
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