[Scummvm-devel] 0.3.0 RC: misc small things

Max Horn max at quendi.de
Tue Nov 5 13:59:02 CET 2002


At 11:50 Uhr -0600 05.11.2002, J.Brown (Ender/Amigo) wrote:
>  > Is there a way to skip cutscenes and intros? If not, then there definitly
>>  should be one.
>
>Escape should work for most games... just as it did in 0.1.0 and 0.2.0 :)
>
>>  Are old savegames supported? I have a DOTT savegame from short after 0.2.0
>>  CVS and in the future the backgrounds aren't drawn in the house.
>
>No. I guess I should mention this in the readme file. Save games will
>break between 0.2.0, 0.3.0 and 0.4.0. I had been hoping to be able to keep
>compatability between 0.3.0 and 0.4.0, but it doesn't look like that has
>any chance of happening... nobody else seems to believe save game
>compatability is important :P

Well, it is, but not that important compared to some other things. 
Also note even if we keep 100% binary compatibility, there are many 
many changes in there since 0.2.0 that will only get effective with a 
new game started from scratch. E.g. many masking bugs in MonkeyVGA 
will only go away if you start a new game - if you use an old save 
game, you'll keep all of the bugs.


>  > The 'O' from Options is missing in the menus.
>
>Yikes, so it is! Um, Fingolfin, any ideas?

A regression from my recent change (clip text instead of drawing it 
out of bounds), working on a fix.

>
>>  Which music_driver should I use? Cause in DOTT the music is wrong. I didn't
>>  add an entry into scummvm.ini for this.
>
>Can you define 'wrong'? The default driver is always adlib (except for
>one exception), and that's what is recommended for all games.
>
>>  Can the gfx_mode be set ingame?
>
>Yes, as documented in the README file:
>	Ctrl-Alt 1-7             - cycles between graphics filters

That's for the SDL backend of course, could be different for other 
backends, couldn't it?


Max
-- 
-----------------------------------------------
Max Horn
Software Developer

email: <mailto:max at quendi.de>
phone: (+49) 6151-494890




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