On Wed, 21 Nov 2007 07:12:49 -0800
"G33K" <[EMAIL PROTECTED]> wrote:

> These are old questions from "Talking and Flipping", but it's
> actually a new topic that I've thought about a lot: ScummC web
> presence.
> 
> 
> 
> > don't forget to tell us if there is anything we can do to improve
> > scummc to make it more friendly for developers! :)
> 
> Do you mean ScummC compiler developers, or adventure game developers?

I adventure game developers was meant, but i won't exclude anyone ;)

> I assume the latter, and I have some suggestions here for *attracting*
> more adventure developers, because I think that's what this project
> needs most. You could then figure out how to be friendly to them
> later. ;-)

:)

> * Alban, you should maybe post some recent news on the ScummC page, or
> link to James' blog, as it's updated more regularly. That'd prove
> you're still working on the project. If I hadn't followed the link to
> the mailing list archive, I would've thought the project was dead. On
> the adventure forums, many people believe it is.

Too true. As you probably understood public relation is not my strong
point :) The svn version definitly have more than enouth improvement
over the last release to do some news. However most of the important
stuff was done quiet a long time ago now, so I don't really remeber
much. Going over the svn log should help with that.
 
> * Also, you should definitely provide a download for the compiled road
> game binaries, in the "tentacle" form, so that people can play them
> out of the box in an unpatched ScummVM. Pretty or not, it's a very
> strong proof of concept, but I think few people have seen it yet. A
> lot of adventure fans out there might not have the skill or the
> patience to compile ScummC and the games correctly right away. A
> working binary might provide enough motivation to give it a second
> try. If I hadn't seen the screenshots, I probably wouldn't have
> bothered either.

I few precompiled games is proably a nice idea. I wanted to do it long
time ago. But at that time there was still a few dott related hack in
scummvm that prevented running scummc games as dott. So I submitted the
fix to the scummvm team and they applied it. Then I wanted to wait
for the next scummvm release, and ... it got lost :/

> * Last point: most adventure developers are probably Windows guys, as
> the most frequently used adventure developer systems and most engines
> are Windows only. I personally have no experience with compiling on
> Windows and couldn't get ScummC to work with MinGW, and only partly
> with Cygwin. On your homepage it states that this was tested though.
> Maybe you can provide a small tutorial, or even the compiled ScummC
> Windows binaries? 

I never really tested the build system under windows, so that might be
the problem. I only have linux here, the other *nix where tested using
the sourceforge compile farm (sadly discontinued nowadays ): so on those
only the command line tools are tested. Cigwin was reported to work by
someone and as much more esoteric unix work I assume it should be fine.
For mingw I used to have a cross compiler on my system and it compiled
fine. The problem is probably within the Makefile. My new room mate
have a windows box, I'll try to see what's wrong. In the mean time you
can at least post the error here, that should help :)

It would be realy great if I could again get access to a compile farm.
I thought about doing a poor man solution using a bunch of virtual
machines but I have never got over doing it.

> I don't want to criticize anyone here, I just think your project has a
> lot of potential, and it doesn't get the attention it deserves. If
> you'd put a little more information on the web, you could probably
> tap into a multitude of adventure game communities. I acknowledge
> that the actual development is more important than marketing the
> project on the web, but with an increased audience, you might get
> more feedback and more help for the development. :-)
> 
> Or is there any problem with increased exposure, like LucasArts
> lawsuits or something?

No, unlike the scummvm dev I'm not afraid of LucasArts. As long as we
stay clear from directly associating scummc with any monkey island
revival and the like, I can hardly see what LucasArt could do.

As I said earlier I'm not really the man for "public relations".
But if someone (you? ;) want to give some help it's always welcome.
I can make you an account on the wiki if you want, just send me a
user/pass.

imho another very important thing is to make a new release. But before
we release 0.2 I'd like to have at least openquest completed (or
nearly) and some basic man page for all the major tools (or at least
some exaustive -help).

> > That's definitly great and I hope you agree to add it to the
> > examples. If you do, just send me a login+passwd in private for the
> > svn account. If you have htpasswd (from apache) you can send it
> > encrypted, that would be better, but plain text will do too.
> 
> Sadly, I have neither my own website, nor an SVN server running. You
> are most welcome to apply the OpenQuest game to your own repositories
> if you want. I haven't received an answer from the author of
> OpenQuest, Michael Sheail, but I doubt that he'd have anything
> against that. His game isn't GPL, but his README states explicitly
> that everything can be reused.

Nice, the README seems clear enouth, we can reuse :) And anyway the
due credit will come in our README and in-game.

I can commit openquest for you if you want, but it make much more sense
if you do it yourself. Plus having a repos to work with, make many
things a lot simple. I'll create you an account, but for that I need a
username and password.

        Albeu


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