<div class="gmail_quote">On Mon, Jan 11, 2010 at 8:12 AM, Vladimir Menshakov <span dir="ltr"><<a href="mailto:whoozle@yandex.ru">whoozle@yandex.ru</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
11.01.10, 12:42, "Filippos Karapetis" <<a href="mailto:philipk79@hotmail.com">philipk79@hotmail.com</a>>:<br>
<div class="im">> > Both solutions don't affect VideoPlayer for the regular engine in any sense. Postprocessing used only in sword1/2,<br>
><br>
> ...and some other engines outside the main tree (e.g. asylum, for Sanitarium)<br>
</div>Any problems with calling parent class method? I could do it for you and send patch. :) BTW, what's the status of asylum project? It would be pleasure for me to see it in the trunk :)<br>
<div class="im">></div></blockquote><div><br></div><div>I don't want to derail the thread here, but thought I'd chime in on this one ;) I'm not sure what the criteria is for acceptance into trunk, but I'm pretty sure asylum still has a way to go. The direction of the project (from my perspective at least) is to get the main processing loops 100% implemented. Once that's done, the first scene should be about 80% playable (as this will encompass character motion, interaction, cursor events, npc interaction and animation updates). Once that's done, we need to incorporate inventory management, mini-puzzles (somewhat functional already) and saveload functionality.</div>
<div><br></div><div>I wouldn't really recommend adding it to trunk yet because the engine's a mess! I'm pretty sure the seasoned devs will have a field day refactoring the code (as we've seem them doing with SCI lately :P), but we're keeping it purposely messy to keep it as close to the original as possible so we can make sure we're not missing anything.</div>
<div><br></div><div>We're always looking for new devs though if anyone wants in ;)</div></div>