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 pursuing 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.
Greetings fellow adventurers! Just a reminder that the submission deadline for the Website Revamp contest is here in just ten days! The very first submission was just received, so if you have yet to even start, time is running out. The prizes will be announced as soon as somebody gets back to me since certain sites news posts suggest he hasn't forgotten :)
Anybody wishing to enter the Website Revamp contest better get their entries in, only two days left! So far we have only five entries. That's not too bad, but I was hoping for at least another five more. So if you're still sitting on an entry, SEND IT IN! Please send all contest entries to [contest@scummvm.org](mailto:contest@scummvm.org). Further information on this contest is available a couple of posts down.
Well, we left it open a bit longer for those who ran late... but the entries for the ScummVM Revamp contest are now closed. Judges will be looking at the pages over the last few days, and unless there is an out-right winner the finalists will be voted on by YOU - our dearest users :) Further information will be posted soon. The winner will receive some Random Stuff(tm), with the main prize being some Sam and Max swag (most likely) signed by the creator of Sam and Max, Steve Purcell. Further information will be posted soon!
Several months have passed since we last updated our [FAQ](/faq/). Lots of things have happened in the meanwhile and we have added a nice collection of new answers to it. So what are you waiting for? Go and read the [FAQ](/faq/) now!
Yo folks, you are probably all wondering Whatever happened to that website design contest? It's been closed over a month ago and there is still no winner!. Well, good question :-) First off, let me tell you that some of the submitted designs are really awesome, and I would hereby like to thank all the people who submitted their work. Sorry for letting you wait so long on the outcome. Now, to determine the winner, we conducted an internal poll with the team. This took some time until all team members were able to submit their filled out forms. That process didn't produce a clear winner, though. So then, some of us wanted to conduct a poll amongst you, dear users, to pick the winner out of the three finalists. For various reasons, that just didn't happen... until now! Go to our [poll page](http://www.scummvm.org/poll/index.php) to see the finalists, and to be able to poll on them! We'll let this polling go for about 14 days, at which point we'll finally decide on the winner. On another matter, we have now started work on the next major release of ScummVM. 0.7.0 is (rather aggressively) scheduled for Christmas 2004! We hope to be able to deliver a nice christmas present to you this way. But for this to work out, we need your help: We need people who actively test the latest CVS so that we can iron out and fix all remaining issues with it, to ensure a high quality release. If you want to help, check out the [release status page](http://www.scummvm.org/documentation.php?view=release) for a list of games which need testing. That's it for today, hopefully the next time around we can announce something more substantial (like a new release or a new website). Until then: happy play testing to all of you! P.S.: Maybe you also have been wondering Gee, will these guys ever reach 1.0? As a matter of fact, we are now working towards this goal. There is basically a single major piece missing for that: a good user manual. If you are a skilled manual writer, have some spare time, and want to help, drop us a mail on the scummvm-devel mailing list.