This setting comes from the original mobile port of AGS, but it's not clear whether it was
useful. More importantly, there are issues with this:
1. It was never implemented in another hardware accelerated driver (Direct3D), being
exclusive to OpenGL.
2. It was never added to standard setup, so not very visible.
3. It's not clear whether it was working properly all this time. There were multiple changes to graphic renderers, and some of them may assume that rendering at "native resolution" is done at exactly, well, native resolution.
It is now possible to set the game language in AGS from the command
line, using the "--language" parameter. If a language is set from the
command line, it overrides the one set from the GUI.
Original implementation was done in PR #5151
I did a terribly stupid mistake when was expanding the old save format in the
past (in pre-3.5.0 engines). Instead of checking for the save format,
I've been checking for the game's data format.
This causes following problem: if a game made in a particular range of versions
(something like 3.2.1 to 3.4.4) gets upgraded to a newer version (say 3.6.0),
then all the old saves made in a pre-3.5.0 game version will not load correctly,
as they are relying on the new compiled game data format.
Unfortunately there's no *proper* way to fix this, as the old save format
had been in use for years, nothing can be done about it.
Hence the workaround that I may think of is to provide a config hint,
that would tell the engine: whenever you load a legacy save format,
assume that it was written by a game of particular data version.
From upstream 0a2a0177dd8eaad817b39905bf0471663c431f96
When the setting is changed in game (for example in the Options
dialog in Kathy Rain) that change used to be saved in the ScummVM
config file, but this got lost during one of the synchronisation
with upstream code. This commit adds that code back.
ags64 (and also ags32) are the name of the engine executable on Linux.
These names seems to be exclusivelly used for that OS.
Fix a bug in Zniw Adventure (GOG, Linux) due to translation path being
different between Linux and Windows.
* Added `[misc] multitasking=[0,1]` to config, acting as a *starting*
setting, which may be changed by runtime call to `SetMultitaskingMode`;
* Ensure multitasking mode is overridden by connected external debugger
(always on, if possible);
* Let multitasking mode work in "fullscreen desktop" gfx mode (still
disabled in exclusive fullscreen);
* Now correctly reset multitasking mode if gfx mode changes.
From upstream 9f091926e393f75c90c951f9597710bf17395332