Opened 2 weeks ago
Last modified 3 days ago
#12377 new defect
Issues Starting Wintermute Games
Reported by: | joeraz | Owned by: | |
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Priority: | normal | Component: | Engine: Wintermute |
Version: | Keywords: | ||
Cc: | Game: | Wintermute |
Description
I attempted to add "Chivalry is Not Dead" in the latest daily build of ScummVM, and noticed a couple issues. First, while the game is detected, the list of detected games also lists unknown game variants for a series of seemingly random AGS games (see screenshot). Though Chivalry is Not Dead can be added correctly.
But more importantly, when I tried to run the game, it failed to start. I briefly caught a glimpse of the window for the game appear, then ScummVM just quit (or returned to the launcher when I had always return to launcher enabled). I noticed this also happened when I tried to start Corrosion: Cold Winter Waiting, though the support status for that game is a bit ambiguous.
I'm running Windows 10.
Attachments (1)
Change History (8)
by , 2 weeks ago
Attachment: | DetectionList.png added |
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comment:1 by , 13 days ago
comment:2 by , 9 days ago
Thanks for reporting those issues.
I'll work on fixing them.
also lists unknown game variants for a series of seemingly random AGS games
Those games have one thing in common - they all have executable binary named "game.exe" added to detection tables.
As a workaround, you can rename game.exe binary in your "Chivalry is Not Dead" folder, it's not required for ScummVM's Wintermute.
But more importantly, when I tried to run the game, it failed to start.
As a workaround for now, can you please try selecting "Game 3D Render: Software" option for WME games? I believe that second issue is related to this mode.
comment:3 by , 9 days ago
For the unknown AGS game variant, this is indeed related to some AGS games being in a "game.exe" file. We can detect if an exe file is an AGS game, and this is used in the AGS fallback detection. So maybe what we need to do (if that is possible) in the AGS engine is drop unknown variants when the fallback detection does not recognise them as AGS games.
comment:4 by , 9 days ago
I tested the workarounds you mentioned, and both of them appeared to work. Renaming the game.exe caused the other games to no longer be falsely detected, and using the Software option for the 3D renderer allowed me to start both games. Thanks.
comment:5 by , 8 days ago
So maybe what we need to do (if that is possible) in the AGS engine is drop unknown variants when the fallback detection does not recognise them as AGS games.
I'm thinking of providing a PR with a more straightforward fix this week:
- if detection results contains at least one candidate that does not have unknown files - then display only those candidates (if it's exactly one - then autoselect it)
- else (=if all candidates are "Unknown variant"s) - then display all candidates (if it's exactly one - then autoselect it)
This way we won't have to fix similar issues with other popular files mentioned in detection tables of very different engines (e.g. "demo.exe" at Petka's detection table, "engine.exe" at ICB's detection table)
comment:6 by , 8 days ago
I tested the workarounds you mentioned, and both of them appeared to work.
Great, I'm glad to hear that!
comment:7 by , 3 days ago
I have now improved the AGS detector to avoid false positive. It should now only recognize games that actually are AGS games.
I can confirm this on macOS Big Sur. When trying to start the game, the console will print a lot of OpenGL info, but then just reopen the ScummVM launcher menu in a weird new stretched format.