[Scummvm-cvs-logs] CVS: residual README,1.4,1.5
James Brown
ender at users.sourceforge.net
Thu Aug 21 20:46:01 CEST 2003
Update of /cvsroot/scummvm/residual
In directory sc8-pr-cvs1:/tmp/cvs-serv4162
Modified Files:
README
Log Message:
Write the Residual readme.
Index: README
===================================================================
RCS file: /cvsroot/scummvm/residual/README,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -d -r1.4 -r1.5
--- README 20 Aug 2003 10:43:55 -0000 1.4
+++ README 20 Aug 2003 19:41:36 -0000 1.5
@@ -1,30 +1,76 @@
-(C) 2003- The ScummVM-Residual team
-http://www.scummvm.org/ Version 0.0-CVS
-------------------------------------------------------------------
-README: Still needs writing
+Residual: A LucasArts 3D game interpreter Version 0.01-CVS
+(C) 2003- The ScummVM-Residual team Last Updated: 21st Aug 2003
+--------------------------------------------------------------------------------
-What is Residual:
- Residual is a ScummVM sub-project to create an engine to play the remaining
- (residual) LucasArts adventures that ScummVM does not support. This means the
- 3D titles Grim Fandango (and eventually, maybe, perhaps) Escape from
- Monkey Island. It's a word pun, as 'grime' is a residue (as is scum).
+What is Residual?
+-----------------
+Residual is a ScummVM (http://www.scummvm.org/) sub-project to play LucasArts'
+LUA-bassed 3D adventures. The 2D adventures based on the SCUMM-engine can be run
+by the main ScummVM software, Residual handles the residual (remaining) games.
+It is also a word pun, as the engine used in the first LUA-based adventure was
+gamed GrimE, which is a residue. Residual is an OpenGL program, and requirs a
+3D card and OpenGL support.
+
+What games does it support?
+---------------------------
+Residual is a very new project, and still very much in an alpha stage. Currently
+it contains some support for Grim Fandango. We hope to later be able to support
+the other LucasArts LUA-based title 'Escape from Monkey Island'.
How do I run Residual?
- Create ~/.residualrc (UNIX) or C:\residual.ini (Win32)
- Add:
- DataDir=[path to all the .lab files]
- good_times=TRUE
+----------------------
+Again, as Residual is still under heavy development, it is not yet stable, easy
+to use, nor complete. However, if you do wish to try it you can do so by:
-Notes about Residual:
+UNIX:
+ Create a ~/.residualrc file, containing the following lines:
+ DataDir=[path to all the .lab files]
+ good_times=TRUE
+Win32:
+ Copy 'residual.exe' into the directory containing your .lab files, and
+create a file in this directory called 'residual.ini'. This file should contain
+the lines:
+ DataDir=.
+ good_times=TRUE
+
+What is the state of Residual?
+-------------------------------
+Many features are not yet supported. 2D graphics and text are not yet drawn,
+although you can interact with objects that do not appear (eg, the mail tube)
+It may crash. There is no kind of zbuffering, so Manny is always 'in front'
+of objects. You can walk off the screen and into places you should not be
+able to. There is no lighting. Basically, not all that great.
+
+However, the game itself is in a fairly decent state. You can (using the
+default Grim keys, such as 'e' for examine, 'u' to use, 'p' to pickup and
+'i' for inventory) interact with things and actually 'play' it.
+
+How do I report bugs?
+---------------------
+See above. There is no point yet.
+
+What else should I know?
+------------------------
* Exit with 'q', and don't press f1, as things will go loopy.
* Won't compile in MSVC (see TODO), but will on MingW32.
- * Windows you must put .exe in the DataDir and set it to '.' in residual.ini,
- Windows-style path slashing isn't parsed yet.
* See TODO for other stuff
ScummVM-Residual Team Credits:
+------------------------------
+ScummVM-Residual Team Credits:
Daniel Schepler Initial engine codebase & LUA upgrades
James Brown ScummVM project leader, core engine developer
Vincent Hamm Core engine developer
Lionel Ulmer OpenGL optimisations
Pawel Kolodziejski SMUSH/iMUSE implemention
+
+Special Thanks To:
+------------------
+ The LUA developers, for creating a nice compact script interpreter.
+
+ Tim Schafer, for obvious reasons, and everybody else who helped make
+ Grim Fandango a brilliant game; and the EMI team for giving it their
+ best try.
+
+ Bret Mogilefsky, for managing to create a SPUTM-style 3D LUA engine,
+ and avoiding the horrible mess it could have been.
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