Tuesday, July 22, 2008

0.12.0 has been branched

Basically that means that there are just a few days that Tinsel engine will be in SVN. No, 0.12.0 will not contain it, as the engine is too raw, and there are still some legal questions to resolve.

I really hope that this will not interfere much with the testing season, as it will still not appear in the daily builds. But for our porters it will mean that we the compile-testing ;) will start on it for all supported platforms which will let us work on the portability issues. Read More...

Thursday, July 10, 2008

Discworld: A Smooth Tale

Here is a short note from one of the playtesters:

"I have played Discworld on an 80486 originally and then a Pentium and many years later on DOS Box and I can say without any doubt that the ScummVM version is the smoothest and most pleasurable Discworld experience ever!

Congratulations to the ScummVM team for such a wonderous achievement in such an early private build of the engine." Read More...

Wednesday, July 9, 2008

Discworld: End of game

Here it is. It was made just yesterday with current code base. Libcoro was so non-portable, that it did not work well even under Windows. Now when it's gone, we're portable enough, so we expect it to work across all ports. Read More...

Tuesday, July 8, 2008

Goodbye, libcoro, goodbye

Our Tinsel team finally got rid of unportable libcoro in the favor or method described by Simon Tatham here. This means that soon, very soon Tinsel engine may appear in the SVN trunk.

I do not have an end game screenshot handy, but I suppose that you will be able to produce it by yourself pretty soon.

So, yet another important part of adventure gaming history will get a second life soon. Read More...