ScummVM 0.6.1 is out, and can now be grabbed from our download page! Among the usual changes, ScummVM should now run natively on 64-bit machines -- something we actually forgot to mention in the NEWS file. And you know what they say: "To save the world, you have to push a few old ladies down the stairs." So we made a mother-load of fixes in this release. Some of the wonderful things you will no LONGER see in ScummVM include: *Glitches using an Ogg Vorbis talkie file in some games *Crashes on 64-bit machines *Crashes when saving to an invalid directory in Broken Sword 1 *Lots of sound glitches in Curse of Monkey Island, Full Throttle and The Dig *Crashes in some international versions of Simon the Sorcerer *... and lots of other annoying bugs! So don't delay, download today. Downloads are not yet available for all supported ports, such as non-ARM PocketPCs and the HandheldPC binaries. These should become available within the next week.
Well, one of those "Small Yet Important" coding mistakes has cropped up in ScummVM 0.6.1. A copy-and-paste error in the 'Edit Game' screen may result in people not being able to save a game. The mistake involves the new 'Paths' tab, which allows for easier editing of game paths. Unfortunately, the 'Extra Path' field on this screen is accidentally saved as directory to use for saved games, instead of correct field below it. This was noticed and fixed in the experimental CVS version, but the fix was mistakenly left out of the ScummVM 0.6.1 release. If you encounter this glitch, the recommended work around is to set the Extra Path to the saved game directory. ScummVM 0.6.1b will be released soon to correct this issue.
ScummVM version 0.6.1b was released today, fixing some very annoying regressions we discovered in its predecessor, 0.6.1. Everybody is strongly recommended to update to this version And now... have some fun, folks!
Well, this is just to let you know we are not dead. There has been some amazing work happening in the last few weeks - with ScummVMs support for the HE SCUMM games improving in rapid bursts thanks to the combined talent of cyx, Kirben and Sev. And of course, there has been more development than just this. And now we would like to bring up the point that our side-projects Residual and ScummEX both need developers and contributors. We welcome patches from other programmers very much. With the help of ScummVM developers joostp and aquadran, salty-horse (a regular #scummvm'er) today submitted a patch for lipsync animations in Residual. Please see our 'subprojects' page and the 'Coding Guidelines' in our Documentation section. If you are interested in persuing a particular problem, please e-mail the "-devel" mailing list or pop on IRC if you need advice or help.
Hello, humble Website Watchers. We have gathered you all here today for a contest of most epic proportions. Well, not really. We're holding a contest to redesign the ScummVM website. If you have talent, and want to contribute something to ScummVM, here is your chance. **Rules** *Designs should be submitted in Photoshop (.PSD) or GIMP (.XCF) format. Layers should be used, and consideration taken that the majority of the design is feasibly done in HTML with minimal use of large graphical elements. *The completed design must be designed for optimal use at 1024x768, but the page should be designed to be renderable in lower resolutions and in text-only browsers. *The main focus should be on an easy, noticeable and uncrowded navigation system. *Sites submitted with a completed HTML template will be considered for extra points if they obey the following extra rules. Otherwise they will be graded on design merits only. *Completed sites should be submitted as a one-page HTML template. All original graphics should be included (layered if applicable) in Photoshop .PSD or GIMP .XCF format. *Sites must have readable HTML/CSS code, and should be quick-loading and as 'light' as possible. *Sites should be W3C HTML4.01 verified, and have no particular browser dependencies. Submissions close on the 21st of October, and public voting will occur after the team has selected the final candidates. There will be a prize or two of some sort for the winner, which will be announced at a later date. Please e-mail all submissions to contest@scummvm.org in a .zip, .tar.gz or .tar.bz2 archive.