ResidualVM logo Forum Index - ResidualVM website - Contact us - Rules Login    Register     Search curved edge
It is currently Sun Jan 19, 2020 6:45 pm

All times are UTC




Post new topic Reply to topic  [ 31 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
PostPosted: Tue Sep 02, 2014 7:50 pm 
Offline

Joined: Fri Jul 13, 2012 7:43 pm
Posts: 11
Quote:
We built it on 386s and a week after we released it, 486s came out and broke a bunch of the puzzles
Seems to be a little confusion there. WP says the 486 came out in '89. Either he's confused about the processor or the game. Maybe the Pentium III (or Monkey Island)?
Keeping it 4:3 is a bold decision. I don't know how many people that's going to really bother. Personally, I think widescreen would be cool, assuming they can rerender the cutscenes, and some more-than-intended side scenery would look better than black rectangles at the side.


Top
 Profile  
 
PostPosted: Tue Sep 02, 2014 9:27 pm 
Offline

Joined: Mon Jul 25, 2011 6:21 pm
Posts: 19
counting_pine wrote:
Quote:
We built it on 386s and a week after we released it, 486s came out and broke a bunch of the puzzles
Seems to be a little confusion there. WP says the 486 came out in '89. Either he's confused about the processor or the game. Maybe the Pentium III (or Monkey Island)?


He's misremembering. It wasn't the processor model, but the processor speed. We had 486s at the tail end of development, but it was when speeds got above 133MHz (the highest we had during development) that some crash-causing (divide by zero when rendering video while looping back to the beginning) and completion-blocking (infamous elevator/forklift speedup) bugs revealed themselves, mostly due do higher frame rates.


Top
 Profile  
 
PostPosted: Wed Sep 03, 2014 9:10 am 
Offline
User avatar

Joined: Mon Sep 05, 2011 5:13 pm
Posts: 97
Finally, the whole GF-R event at Pax:

https://www.youtube.com/watch?v=KXEymb3c8Hc


Top
 Profile  
 
PostPosted: Wed Sep 03, 2014 2:08 pm 
Offline

Joined: Thu Jul 10, 2014 12:41 pm
Posts: 2
mogul wrote:
counting_pine wrote:
Quote:
We built it on 386s and a week after we released it, 486s came out and broke a bunch of the puzzles
Seems to be a little confusion there. WP says the 486 came out in '89. Either he's confused about the processor or the game. Maybe the Pentium III (or Monkey Island)?


He's misremembering. It wasn't the processor model, but the processor speed. We had 486s at the tail end of development, but it was when speeds got above 133MHz (the highest we had during development) that some crash-causing (divide by zero when rendering video while looping back to the beginning) and completion-blocking (infamous elevator/forklift speedup) bugs revealed themselves, mostly due do higher frame rates.


I can confirm. My family bought a Pentium III (500 or 550Mhz I think) in June 1999 and I got Grim Fandango right after that. I ran into the elevator bug, but I don't remember any crashes. From what you say, it sounds like the Pentium II probably hit this bug too and that came out soon before Grim, so maybe Tim is thinking of the release of the Pentium II, not the 486 if he's thinking of a specific processor.


Top
 Profile  
 
PostPosted: Wed Sep 03, 2014 10:05 pm 
Offline

Joined: Mon Jul 25, 2011 6:21 pm
Posts: 19
Sorry, I said:
mogul wrote:
He's misremembering. It wasn't the processor model, but the processor speed. We had 486s at the tail end of development, but it was when speeds got above 133MHz (the highest we had during development) that some crash-causing (divide by zero when rendering video while looping back to the beginning) and completion-blocking (infamous elevator/forklift speedup) bugs revealed themselves, mostly due do higher frame rates.


...and I misspoke too. I meant that we had Pentium 60s and Pentium 90s during development... GF never ran on a 486. The original CPU requirement was a P60, but we upped that to P90 by the time we shipped, based on how long production dragged out and the speed of the adoption curve. Someone in the compatibility lab had a P133 and started reporting A (crash or non-completable state) bugs to the dev team right after our gold version entered production... Basically the worst thing you can hear at the end of a game development cycle. We jumped on them and fixed them, including the elevator speed bug, in our patch.


Top
 Profile  
 
PostPosted: Thu Sep 04, 2014 8:57 am 
Offline
User avatar

Joined: Wed May 18, 2011 8:10 am
Posts: 37
I can imagine the pain... While you are there talking about patches, just a dev curiosity: why LA encrypted their patches? The encryption is very weak and anyway you can retrieve all the contents with a few registry hack. Thanks!


Top
 Profile  
 
PostPosted: Thu Sep 04, 2014 4:41 pm 
Offline

Joined: Mon Jul 25, 2011 6:21 pm
Posts: 19
YakBizzarro wrote:
I can imagine the pain... While you are there talking about patches, just a dev curiosity: why LA encrypted their patches? The encryption is very weak and anyway you can retrieve all the contents with a few registry hack. Thanks!


It was not meant to be a high barrier, just enough of one to hold off piracy for a little while; the first few days and weeks of a title being on sale are critical for game developers. As to why the patch was also encrypted, I don't remember, but it's likely because it went through the same production pipeline as the main game binary, rather than any specific concern about the patch content.


Top
 Profile  
 
PostPosted: Thu Sep 04, 2014 4:47 pm 
Offline
User avatar

Joined: Mon Sep 05, 2011 5:13 pm
Posts: 97
Hey Mogul, thanks for feedback.

Any more interesting anegdotes from the GF development? Are you involved with the Remastering project?


Top
 Profile  
 
PostPosted: Fri Sep 05, 2014 9:14 am 
Offline

Joined: Thu Aug 07, 2014 10:57 am
Posts: 1
One thing I'm not keen on is keeping the 4:3 aspect ratio. The reasoning about maintaining how it originally felt strikes me as a cop out. I'm sure the real reason is that it creates too many development problems.

Please that they are remastering it though - I'll buy it regardless :)


Top
 Profile  
 
PostPosted: Fri Sep 05, 2014 3:42 pm 
Offline
User avatar

Joined: Tue Jul 19, 2011 2:51 am
Posts: 327
Location: aka ThunderPeel2001
nigelgos wrote:
One thing I'm not keen on is keeping the 4:3 aspect ratio. The reasoning about maintaining how it originally felt strikes me as a cop out. I'm sure the real reason is that it creates too many development problems.

Please that they are remastering it though - I'll buy it regardless :)


Yes. My feelings exactly.

I understand keeping the videos 4:3, simply because it would be an expensive nightmare to change them all (probably have to redo them), but the gameplay backgrounds would be very simple to extend.

Also: Big thanks to you, ultraneonoirantihero!


Top
 Profile  
 
PostPosted: Wed Oct 15, 2014 1:31 pm 
Offline
User avatar

Joined: Tue Jul 19, 2011 2:51 am
Posts: 327
Location: aka ThunderPeel2001
Hmm. Looks like DF aren't actually updating the models... only the textures and lighting?

Image


Top
 Profile  
 
PostPosted: Tue Jan 13, 2015 11:37 am 
Offline
User avatar

Joined: Mon Sep 05, 2011 5:13 pm
Posts: 97
Well:
http://www.gog.com/game/grim_fandango_remastered

I have to say I am disappointed. It looks like digital-only release. No artbook, no puzzle document, no HD backgrounds, no widescreen, no boxed edition with special goodies... just redone music score and developer commentary. I'm not counting joystick support and mouse mod.


Top
 Profile  
 
PostPosted: Tue Jan 13, 2015 8:42 pm 
Offline

Joined: Tue Apr 26, 2011 7:21 pm
Posts: 27
I usually wait until a sale when ordering digital games, but I made an exception here and pre-ordered it as soon as I found out that pre-orders were available. For me personally, the musical score performed live by the Melbourne Symphony Orchestra is worth the price of admission alone. It sounds amazing in the sample provided in the latest episode of the Making of Grim Fandango Remastered documentary.


Top
 Profile  
 
PostPosted: Wed Jan 14, 2015 1:26 am 
Offline

Joined: Sun Mar 21, 2010 10:20 pm
Posts: 22
The backgrounds look basically untouched, this is underwhelming... I understand that revising every background in photoshop would be too expensive, but they could have at least applied some filter to the backgrounds.


Top
 Profile  
 
PostPosted: Wed Jan 14, 2015 3:37 pm 
Offline
User avatar

Joined: Tue Jul 19, 2011 2:51 am
Posts: 327
Location: aka ThunderPeel2001
JenniBee wrote:
I usually wait until a sale when ordering digital games, but I made an exception here and pre-ordered it as soon as I found out that pre-orders were available. For me personally, the musical score performed live by the Melbourne Symphony Orchestra is worth the price of admission alone. It sounds amazing in the sample provided in the latest episode of the Making of Grim Fandango Remastered documentary.


Agreed. The other biggest difference in the new lighting system which makes the game look a TON better. Plus the videos are now higher resolution than before. We'll have to take another look at Deluxe once we've played through it, and see what we might be able to add.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 31 posts ]  Go to page Previous  1, 2, 3  Next

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