ResidualVM logo Forum Index - ResidualVM website - Contact us - Rules Login    Register     Search curved edge
It is currently Thu Nov 23, 2017 6:26 pm

All times are UTC




Post new topic Reply to topic  [ 15 posts ] 
Author Message
PostPosted: Wed Jun 25, 2014 10:41 am 
Offline

Joined: Tue Apr 26, 2011 7:21 pm
Posts: 27
I played Escape from Monkey Island a bit in ResidualVM about a year ago, and was excited to see that I could get to Lucre Island. Then, this year I saw that it was being improved for the Google Summer of Code, so I decided to give it a try and see how far I could get now. I was actually able to get all the way through it in ResidualVM, as I completed it today. :)

It freezes in a few spots (such as when trying to open the tupperware under the ocean, or after putting the earrings on the figurehead), but I was able to get past them by using emi_jump in the debug console (I didn't have the debug option enabled in the ini file, so it didn't actually jump to any scenes, but for some reason it did manage to jump start the script actions to get the scene unstuck). Other than those few instances of stuck actions, the boat going straight through the logs in the lava, and some of the forest monkeys randomly not appearing when you challenge them to Monkey Kombat (which required loading a save game, since it caused the game to get stuck), there were no major problems and I was able to play straight through to the end.

Congratulations on this accomplishment. :) It's nice to be able to play Escape from Monkey Island again, since it doesn't play nice on modern computers and it's been a while since any of my computers have been able to run it.


Top
 Profile  
 
PostPosted: Thu Jun 26, 2014 7:59 pm 
Offline

Joined: Thu May 19, 2011 6:28 am
Posts: 6
Good to know.

Did you take a nightly build or did you compile yourself from some git branch?
Also, what platform you tested on?


Top
 Profile  
 
PostPosted: Thu Jun 26, 2014 10:53 pm 
Offline

Joined: Tue Apr 26, 2011 7:21 pm
Posts: 27
It was with a nightly build on OS X (Intel 64-bit processor).


Top
 Profile  
 
PostPosted: Sun Jul 20, 2014 5:12 pm 
Offline

Joined: Sun Mar 21, 2010 10:20 pm
Posts: 22
Does Residual support the PS2 version?

It would be a shame not to support it, because that version was the most definite version you could get, since it was on DVD it had much more space than the 2 discs on the PC version. Most notably better quality FMVs, music and backgrounds and in fact higher polycount on characters and items (you can easily see that by loading the game up on a PS2 emu), gamepad optimized controlls, and bonus features such as viewable concept art.


Top
 Profile  
 
PostPosted: Sun Jul 20, 2014 8:19 pm 
Offline
ResidualVM Developer

Joined: Tue Mar 27, 2012 11:12 pm
Posts: 23
Fischkopf wrote:
Does Residual support the PS2 version?

It would be a shame not to support it, because that version was the most definite version you could get, since it was on DVD it had much more space than the 2 discs on the PC version. Most notably better quality FMVs, music and backgrounds and in fact higher polycount on characters and items (you can easily see that by loading the game up on a PS2 emu), gamepad optimized controlls, and bonus features such as viewable concept art.


We don't right now, but will eventually. Most of the people working on EMI own a PS2 copy, so it's just a matter of taking the time to figure out why it isn't working right now. We're stuck on getting the controls to work properly for the PS2 version right now.


Top
 Profile  
 
PostPosted: Wed Jul 23, 2014 6:24 pm 
Offline
ResidualVM Developer
User avatar

Joined: Wed Nov 24, 2010 2:44 am
Posts: 322
We do accept bug reports for EMI at this point, so if you have any outstanding that we lack in our tracker, then feel free to add them.

As for the PS2 version, I know of two things that don't work there right now, music (we know how to play the music files, we just lack a mapping from the game scripts to which files to play), controls (they work in the very first scene on the ship, but stop working once you reach melée Island). Other than that, I really have no idea if there are other problems lurking around there, as the game is a bit hard to test without controls.


Top
 Profile  
 
PostPosted: Sat Aug 02, 2014 7:28 pm 
Offline

Joined: Sat Aug 02, 2014 12:22 pm
Posts: 11
Fischkopf wrote:
Does Residual support the PS2 version?

It would be a shame not to support it, because that version was the most definite version you could get, since it was on DVD it had much more space than the 2 discs on the PC version. Most notably better quality FMVs, music and backgrounds and in fact higher polycount on characters and items (you can easily see that by loading the game up on a PS2 emu), gamepad optimized controlls, and bonus features such as viewable concept art.


This isn't entirely correct though, as you can read here. The PS2 version definitely did render nicer models but I have no idea how that worked.


Top
 Profile  
 
PostPosted: Fri Aug 08, 2014 3:48 pm 
Offline

Joined: Sun Mar 21, 2010 10:20 pm
Posts: 22
Gannet wrote:
Fischkopf wrote:
Does Residual support the PS2 version?

It would be a shame not to support it, because that version was the most definite version you could get, since it was on DVD it had much more space than the 2 discs on the PC version. Most notably better quality FMVs, music and backgrounds and in fact higher polycount on characters and items (you can easily see that by loading the game up on a PS2 emu), gamepad optimized controlls, and bonus features such as viewable concept art.


This isn't entirely correct though, as you can read here. The PS2 version definitely did render nicer models but I have no idea how that worked.


You're probably right, it could have something to do with he shading on the PS2, but no doubt they do appear to look nicer. But apart from the graphics the other thing that stands out the most is the controls, it plays reaaaally nice with a analog stick.


Top
 Profile  
 
PostPosted: Mon Sep 22, 2014 4:42 am 
Offline

Joined: Mon Sep 22, 2014 1:33 am
Posts: 1
Fischkopf wrote:
You're probably right, it could have something to do with he shading on the PS2, but no doubt they do appear to look nicer. But apart from the graphics the other thing that stands out the most is the controls, it plays reaaaally nice with a analog stick.


For the ps2 it was all about smoothing groups, which gave the appearance of having smooth surfaces with more polygons.
The also probably used FSAA, since i remember a pretty clean picture overall.
Also i would be interest to know if the ps2 version of the game will be moddable(textures\models) with Rvm.


Top
 Profile  
 
PostPosted: Wed Sep 24, 2014 10:50 pm 
Offline
ResidualVM Developer
User avatar

Joined: Wed Nov 24, 2010 2:44 am
Posts: 322
PS2 EMI, just like PC/MAC EMI shares a lot of (non-gfx) code with Grim. Grim has support for datausr.lab files, it would be trivial to do something similar with EMI, however, while textures are trivial (TGA), the models would need conversion tools written (just like the deluxe-project on here did for Grim) to be usefully moddable).

As it stands both Grim and EMI get a bunch of script patches from us as it is (to fix bugs and move configuration from efmi.cfg to the correct place among other things).


Top
 Profile  
 
PostPosted: Sat Jan 10, 2015 6:50 pm 
Offline

Joined: Sat Jan 10, 2015 7:57 am
Posts: 8
I’m a big fan of what you guys are doing here. I found out about ResidualVM from my ScummVM experience. Monkey Island is the main game that I have enjoyed playing on ScummVM, so when I saw that Escape from Monkey Island was being worked on I thought I’d help. I downloaded the daily build from January 1, 2015, 10:26 pm. Played the whole game (completed) through on my Windows 7 x64 bit. While playing I took screenshots of what I could and notes of everything else. Most of the issues are already reported on GitHub, but there seemed to be one or two not on there. I will try to put the ones I found on the site, so they can be looked at. Of all the issues encountered, it mainly involved some graphical issues and some voice cut outs (characters start talking and quit mid-sentence). Didn't have any freezes in game. If more information is needed feel free to ask. I’m not too sure what is useful for you guys and what isn’t other than bug reporting on GitHub. Thanks again.


Top
 Profile  
 
PostPosted: Sat Jan 10, 2015 7:48 pm 
Offline
ResidualVM Developer
User avatar

Joined: Wed Nov 24, 2010 2:44 am
Posts: 322
First of all, thanks a lot for doing some much needed testing of EFMI.

If the bugs already exist on github, but you have something to add to them (i.e. steps to reproduce if they lack), then by all means do so. Some of the older bugs may also have people asking "is this still a problem" in them, if that's the case, mentioning that they still are issues is good.

Other than that, the following information should preferably be in any bug report if possible:

Version of game: (i.e. Language in case of Monkey Island, further specifics like jewelcase/dvd/budget if there are detection issues).
OS: Windows (Including version, i.e. XP/7/8/8.1, 64/32) / OS X (Including full version) / Linux (Including distro and version if applicable, i.e. Ubuntu 14.04)
Graphics Card: (Not strictly required unless issue is graphical and only shows up in OpenGL Renderer)
Renderer: TinyGL (Software) / OpenGL (Hardware)
Version of ResidualVM: Number is listed in launcher, if you built it yourself it might be worth mentioning so.

Steps to reproduce the bug. (I.e. what you had to do to produce the bug)

And, if you have a chance, a save close to where the bug can be reproduced. (Tip: Rename the file to a .png file, then github allows you to drag and drop it in).

This sounds tedious, but is in fact a one-time job that you then can repaste into all your issues, and it helps us in narrowing down any issues if we can't reproduce using whatever systems we have at hand.


Top
 Profile  
 
PostPosted: Sat Jan 10, 2015 8:03 pm 
Offline

Joined: Sat Jan 10, 2015 7:57 am
Posts: 8
So I updated the bugs with all the information and some save files. I looked through the issues and I'm pretty sure the 5 issues I posted are new ones. I'll update some of the old issues of the ones I encountered in game.

When you would like some more testing done on newer versions, feel free to ask me. I will be looking at news updates anyways, so if you post anything on the forums I will probably have some time to help.


Top
 Profile  
 
PostPosted: Mon Apr 20, 2015 7:21 am 
Offline

Joined: Sat Aug 02, 2014 12:22 pm
Posts: 11
The3Dguy wrote:
For the ps2 it was all about smoothing groups, which gave the appearance of having smooth surfaces with more polygons.
The also probably used FSAA, since i remember a pretty clean picture overall.

Is ResidualVM capable of using smoothing groups? Could it be done to the PC version?


Top
 Profile  
 
PostPosted: Tue Feb 14, 2017 5:34 am 
Offline

Joined: Sat Jan 10, 2015 7:57 am
Posts: 8
I haven't been active on the site for a while. :oops: I know that work on 3.0 was in progress at the time. Totally wish I had programming experience, but I thought I'd pop in and see if there was a need for some testing or whatnot. Unfortunately I only own EMI. Thanks for everything!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 15 posts ] 

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Forum design by ScummVM team, icons by raina, adopted for ResidualVM
curved edge   curved edge