ScummVM latest version Aug 2012 : issues


ekianjo

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Hello everyone,


I had no problems whatsoever with the previous version of Scummvm but the latest update (15) makes Day of the Tentacle and Sam & Max Hit the Road crash ScummVM right when I try to launch them...


ANyone faced the same issues? Do you know of any fix for this situation ?


Thanks for your help
 
Hi,


Is there any chance you can keep the issues to 1 thread, you have posted this thread and also in the bigger ScummVM one and sent me a PM about this :) . No need to bombard the forums ;) .


Pretty sure it is your data files or config (you don't mention if your using compressed audio or if you have recopied data files from your CD's etc.).


I test both Dott and Sam&Max as part of checking over the builds and have also rechecked clean CD copies after your question and they are both working fine as far as I can see.


John
 
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Hello everyone,


I had no problems whatsoever with the previous version of Scummvm but the latest update (15) makes Day of the Tentacle and Sam & Max Hit the Road crash ScummVM right when I try to launch them...


ANyone faced the same issues? Do you know of any fix for this situation ?


Thanks for your help

Hi, i tried Day of the tentacle with the latest version, it works fine for me.


Does anybody know however how i can stretch Scummvm games to fullscreen?


I prefer games without black borders (yes i am one of those people)


I tried to uncheck the aspect ratio setting, but this made the screen smaller.
 
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Hi, i tried Day of the tentacle with the latest version, it works fine for me.


Does anybody know however how i can stretch Scummvm games to fullscreen?


I prefer games without black borders (yes i am one of those people)

You can't, it will maintain the aspect ratio (so you will always have borders at the side).


Top and bottom borders are optional (as a lot of the games originally scaled the 320*200/640*400 surfaces to 320*240/640*480 'by design'). You can toggle aspect ratio correction for the game, it's in the options menu after you have added the game, that will determine top and bottom borders.


That said, I may have just noticed a tiny bug ;) with this setting getting overwritten on startup, i'll get that fixed in 1.5.1 :huh: . You can get around this by setting the game to override the global settings, disable Aspect Ratio Correction for the game, start the game, return to the launcher and then re-enable the Aspect Ratio Correction setting and start the game again. That will then stick and the game will ONLY have borders at the side. Sorry about that :( .


I am working on variable scaling and a few way to minimise distortion (I HATE stretching when the aspect is lost ;) ) using OpenGL but that is no where near stable enough to be usable so for now, it's black borders on the side ;) .
 
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Hi, i tried Day of the tentacle with the latest version, it works fine for me.


Does anybody know however how i can stretch Scummvm games to fullscreen?


I prefer games without black borders (yes i am one of those people)

You can't, it will maintain the aspect ratio (so you will always have borders at the side).


You can toggle aspect ratio correction for the game, it's in the options menu after you have added the game, that will determine top and bottom borders. That said, I may have just noticed a tiny bug with this setting getting overwritten on startup, i'll get that fixed in 1.5.1 :huh: .


I am working on variable scaling and a few way to minimise distortion (I HATE stretching when the aspect is lost ;) ) using OpenGL but that is no where near stable enough to be usable so for now, it's black borders on the side ;) .

Hi DJWillis.


Tnx btw for this program, it runs great and i appreciate having it on the Pandora.


I am looking forward to the scaler, for now il play with black borders.


Having said that, some people, like me are not very sensitive to losing aspect ratio, while other cannot stand it, but if you can manage to keep aspect upon scaling, that would be even more awesome :)
 
Hi DJWillis.


Tnx btw for this program, it runs great and i appreciate having it on the Pandora.


I am looking forward to the scaler, for now il play with black borders.


Having said that, some people, like me are not very sensitive to losing aspect ratio, while other cannot stand it, but if you can manage to keep aspect upon scaling, that would be even more awesome :)

Read the edited post, it's a tiny bug and I have worked out a workaround until I fix it properly in 1.5.1 (it's one line of code out of order ;) ).
 
Hi DJWillis.


Tnx btw for this program, it runs great and i appreciate having it on the Pandora.


I am looking forward to the scaler, for now il play with black borders.


Having said that, some people, like me are not very sensitive to losing aspect ratio, while other cannot stand it, but if you can manage to keep aspect upon scaling, that would be even more awesome :)

Read the edited post, it's a tiny bug and I have worked out a workaround until I fix it properly in 1.5.1 (it's one line of code out of order ;) ).

Tnx, nice one, this helps a lot :)
 
You could also use Notaz sdl to scale to fullscreen or any res using hardwarescaling. It's as easy as setting some evironmental variables before gamestart.
 
You could also use Notaz sdl to scale to fullscreen or any res using hardwarescaling. It's as easy as setting some evironmental variables before gamestart.

Thanks, very well aware of that (well the underlying OMAP hardware bits, not used it in Notaz SDL mods) but I'll stick to the path I am going down for this as it stands as it's interesting for me to tinker with and I have more than one device that I would like the resulting code to work on not to mention that the resulting scale and resolution will change during the runtime.
 
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Sorry for advertising, but it doesn't need any special code, just setting some environment vars, and the mod is in firmware nowadays (OMAP code is off by default though). It handles resolution changes, even scales the touchscreen input for you, take a look at the readme:


http://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=sdl_omap.git;a=blob;f=README.OMAP


So zero-cost solution (well almost) would be adding something like this to launchscript:



Code:
if test -e iwantfullscreen.txt; then

  export SDL_VIDEODRIVER=omapdss

  export SDL_OMAP_LAYER_SIZE=fullscreen

fi

./scummvm ....

and Foxgod could then create iwantfullscreen.txt in appdata to have his fullscreen mode.
 
Hi notaz,


Ok, that is less messing about then I planned. I'll look at shoving it in as it really is a no cost option.


Obviously not going to be added to the existing release but no harm putting it in newer builds.


Thanks buddy,


John
 
@foxgod:


Meanwhile you can extract the attached zip and place the file that it contains into your appdatadir for scumvm :)

runscummvm.sh.zip
 

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I'm also getting a crash on starting my Sam & Max in your 1.5.0 PND. I don't have my Day of The Tentacle installed at the moment to test.


Monkey Island 1, 2, and 3 run fine, as do Gobliiins, Gobliins 2, and Goblins 3.


I forget where in the basement my old LucasArts classics CDs are (I have close to a thousand CDs boxed up down there), so I've just been using the files I grabbed off them back when I last dug them out and squeezed all the ones I wanted onto a DVD+R for easy access. (Specifically, monster.sou, samnmax.000, and samnmax.001)


It was running fine in the old 1.2.x PND and I just confirmed that the files are byte-for-byte identical to the ones that don't crash in the copy of ScummVM 1.4.1 on my Lubuntu desktop, so I'm considering just switching back to the 1.2.x PND and leaving Toonstruck to be played on the desktop.


Help would be appreciated, though.
 
Hmm I have no issues with Sam & Max with the 1.50 ScummVM PND.. I'm using the Floppy Disk Dos English Version.


Edit: Just to add, you guys did clear your appdata directory from your previous install, right? if not do so.
 
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Edit: Just to add, you guys did clear your appdata directory from your previous install, right? if not do so.

ssokolow,


Before you do that can you please copy the scummvm.config file from your appdata/scummvm folder and the scummvm.std*.txt files from appdata/scummvm/runtime and then delete them.


After that restart ScummVM and re-add the games and try to start them. With a little luck they will work but even if they don't can you copy the files again and send all the files (both before and after) to me so I can investigate what may be going on.


Thanks,


John
 
Edit: Just to add, you guys did clear your appdata directory from your previous install, right? if not do so.

ssokolow,


Before you do that can you please copy the scummvm.config file from your appdata/scummvm folder and the scummvm.std*.txt files from appdata/scummvm/runtime and then delete them.


After that restart ScummVM and re-add the games and try to start them. With a little luck they will work but even if they don't can you copy the files again and send all the files (both before and after) to me so I can investigate what may be going on.


Thanks,


John

That worked... including for Day of the Tentacle which I have since added to my SD card.


However, I forgot to make sure the problem games were the last things I ran, so the log files I saved seem to be useless. (They just mention when I ran Gobliiins to verify it still worked)
 
That worked... including for Day of the Tentacle which I have since added to my SD card.


However, I forgot to make sure the problem games were the last things I ran, so the log files I saved seem to be useless. (They just mention when I ran Gobliiins to verify it still worked)

Glad that worked, even without the log files the scummvm.config files would be REALLY handy to help me understand what may be going on.
 
I still have the old version of ScummVM on my first batch Pandora, Should I install the new version of ScummVM and then pass on the scummvm.config to you?
 
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I still have the old version of ScummVM on my first batch Pandora, Should I install the new version of ScummVM and then pass on the scummvm.config to you?

Thanks but it would not really help me much.


In every test case I have come up with the config file has been updated flawlessly from the older version to the current one. It was just that ssokolow and someone else encountered issues running some games after the config file was updated. The only way I can get to the bottom of this is to have examples of the config files in question to see what may have gone wrong.


J.
 
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