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SCI Programming => SCI Development Tools => Topic started by: troflip on February 23, 2007, 12:48:27 AM

Title: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 12:48:27 AM
Here is the latest .SCI Companion release (http://www.mtnphil.com/Games/SCIComp.html)

Rather than wait until I got c++ syntax fully working, I decided to release it as is.  If folks play with it for a while (doing your small contest games with it would be a good test), I'll fix the worst bugs, and release a "final" version. (and then start working on completing the c++ syntax support when I have time - you'll see a few places in the UI currently where c++ syntax is mentioned, but they are greyed out).

The current release offers pretty much all the features of SCIStudio.

A couple of notes:
- I know the script previews are crappy (it should show the script source code, instead of bits and bytes)
- I know the view editor layout kind of sucks, as Cloudee pointed out.  In fact, it may be worse than in the version he used!  It shouldn't take too much work to clean up, based on your suggestions.
- The compiler is more strict than Brian's compiler, and I had some trouble resolving the ambiguities of Brian's SCI language.  So your current games will most likely have compile errors, more or less depending on your coding style. While this may be annoying at first, I think it will help find coding bugs more easily.  The SCIStudio template game has about 5 compile errors - the fixes are described in the SCI Companion help file.  The template game included with SCI Companion already has all the fixes.  Also, if your game compiles in SCICompanion, it will almost certainly compile in SCI Studio too!
- I put in support for exporting/importing bmp files with the actual resources encoded within them.  It is not yet described in the help file, and isn't well integrated in the UI yet ... so let me describe it here:
    - to export, right click on a view in the "game explorer", and choose "Export as encoded bitmap"
    - to import, drag the .bmp file from windows explorer into SCI Companion's "game explorer".  It should bring up a little dialog with a suggested resource number.  Click ok and it should be added to the game.  Of course, this will only work with .bmps that were created using the export function.



edit... and wouldn't you know, 1 minute after I upload this, I find I'm getting a hang opening a pic resource.  But it doesn't happen when the debugger is attached, and it doesn't happen in the debug bits, only the release bits... grr....
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 12:55:28 AM
Excellent news indeed, especially the import bmps, thats pretty sweet it is already integrated. With that and a little sql shenannery, I should be able to link up the galleries public domain images can be displayed in their own page of the sciresources, and they really are reasources  ;D

JT you want to try to post your fairy there with a new encoded bitmap, likewise Doan with the girl, and perhaps the other ones you zipped up.

I'm gonna download it right T, I've been wanting to work on my comp game all night long, and haven't yet. This is a perfect excuse.


* Troflip if there is any way I could get a little bit of that encode breakdown, at least what it would take to figure the area of the first box, I don't know yet, but I might be able to use some of php's image functions and on the resources page possibly maybe use php to crop the image down to the first cel for easier viewing. I guess, I don't need to know anything yet, Ilet me find out what all can be done to bmps with php first.
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 01:44:39 AM
Wow, this is pretty nice at first glance, I was able to compile a script without the vocab.000 error.  The full view on the right makes sorting through views easire, I still liked the animate feature, but mostly just for admiring my work, not working so I can do without it. For the most part it looks pretty good. Here's a short list of my initials


* guage, syswindow and jump appear not to compile with compile all, is that going to lead to issues editing the main script? Do you have a template where these three compile, mine is without Brians update, or your jump bug fix. Ammusing that those two scripts are among them.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 02:08:10 AM
Yeah, the toolbox pane is pretty useless in the "game explorer"... but it is necessary in the resource editors, that's why it can't be hidden.  I could move the preview pane into the toolbox, to reclaim that space...

Putting the compile all next to the compile button is easy... consider it done

I'll change the tutorial link to "http://scicommunity.com/tutorials.php"... will that URL stay the same?

The x to close the views is pretty high... I don't know if I can change that... it's where the application framework I'm using (prof-uis) puts it by default.  I kind of hacked together my own tabbed view though, so that's probably why it's in a bad spot.  I'll see what I can do, but that might be more difficult.

As for the compile errors, see the edits to my first post in this thread, that should answer all your questions :-)  Basically, the template game in SCI Companion has all the errors fixed, and the help file describes how to fix the ones you mention.

But like I said, depending on your coding style, you might get a lot of errors in your current game.  For example, Doan has (ProgramControl) sprinkled everywhere in his New Years game source code.  Since it is a function call, I expect a '()', like (ProgramControl()).  But SCIStudio is more lenient.  I could talk at length about how it's way too lenient and lets you compile stuff you shouldn't be able to... but I'll save that for another time.
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 02:18:32 AM
I figured you had a good template, how many bugs do you have fixed, that would probably be a good download to add somewhere. We need to start adding version numbers on so everyone can tell if there template is the best one they could be using.

The main tutorials page now, will always be the main tutorial page.

I saw something else which I'm sure you've seen too. When the compiler finds an error, it lists it but reports 0 errors on the last line. I almost came it to tell you that it would compile undeclared variables because I realised I had one right when I hit compile, but then I saw the error was actually listed, If i hadn't known it wouldn't have compiled, seeing the 0 errors I would have moved on assuming everything was good. Is there any way we could get a beep added when things fail to compile.

* also I couldn't find the fixes in the help file for the template game.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 03:00:59 AM
The fixes are described in the help, under Compiler->Overview.  (or search for "compiler").  (I'm pretty sure I checked that the correct help file was included in the download)
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 03:11:48 AM
Ah sure enough there it is, Thanks

Could you post that to the template bug fixes, board. They definately fit the bill.

Also I don't see an easy way to copy one view to another resource number, short of exporting and importing it. I need to draw a variation of my main character.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 03:22:44 AM
Also I don't see an easy way to copy one view to another resource number, short of exporting and importing it. I need to draw a variation of my main character.

do "File -> Save As" from the view editor, and specify the new resource number.  Isn't that the way it works in SCI Studio too?  I forget... maybe there's another way in SCIStudio.

Ok, I've changed the tutorial link, and also added a "community" link to scicommunity.com.

Thanks for the note about the compiler error reporting bug... I've fixed that too now.

I've also fixed the script preview so it shows the actual source code.
(none of these fixes are uploaded yet... just on my machine)
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 03:59:35 AM
In scistudio it opens the little resource number specify window each time you hit save.

You should note the other things your template has included already that Brian's boffed. I assume you got the jump script all done up with the bug you found earlier (years ago now, or is that the same bug the compiler finds) and the addition of the avoid script as well as adding wander to the dispose load script. I noticed you didn't fix the inventory views in main.sc, or add in your easy debug mode, but that might be nice for the next update too. Just get it out of the way for everyone now. I've started a changelog out of the game.txt file found in the template folder. I've gone ahead and attatched it, my changes are on my own machine so you can number it as you see fit. Maybe Lars might have some more input on some of the little bugs too, when he shows back up. It would be nice to get everything ironed out at about the same time. The site, the Template, and the Editor. Then we can all just sit around and make some games.

It was in the script editor that I wanted to close the toolbox. I don't like my code all spread out, I get lost to easy.

I just had a room fail becasue of this:  FormatPrint ("blah
I really can't have a space in there.

Effect all cels in loop, very nice.
Title: Re: SCICompanion Prelease Testing!
Post by: jtyler125 on February 23, 2007, 09:17:22 AM
Ok it took me a while to actually figure out what sci companion was...now I get that it is going to replace sci studio so I better put my input in now...

1)  Can you possibly make a navigation screen similar to a website navigation that when you organize thumbnails of the pic shots then that is where the room will navigate to?

2)  Instead of having to go to main.sh and game.sc???? To add inventory items can there be a pop-up window to just add the words and that would write it into the code for us????  I know I want magic....but you coders are crazy smart and could probably do it.

3)  Maybe popup help hints...
Ex 1: In scripts When someone types wander for example a window pops up and reminds them to add the use wnader script to the top of the screen.
Ex 2: In scripts it gives examples of a successful script that you are trying to write such as (if said("open<door")) blah blah blah...I probably wrote it wrong but it tells you what this means...straight from Brian's tutprial it give a quick run down for what each said statement means...just a suggestion...

If you can do the above one....then make sure it is turn-offable I am sure the veterans will hate it kind of like the red hockey puck a few years ago...

4) Maybe a pop up window for said inputs that writes them into the script for you kind of like word art on microsoft word with maybe a spell/grammer checker for the pop up before it puts it into the script resource???

I am dumb to make these suggestions but they are a wish list I guess...I have no idea if it is possible...still just a dumb newbie but not bad huh????

Thanks,
JT

PS....being able to put picture as background of pic image was good enough...thanks tro.

I am sure I will come up with more...but that is already too much
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 11:56:26 AM
In scistudio it opens the little resource number specify window each time you hit save.
In SCI Companion it just saves it with the same resource # when you hit save.
"Save as" let's you specify a different resource number.  Just like saving a file in Windows.  I thought it made more sense.

It was in the script editor that I wanted to close the toolbox. I don't like my code all spread out, I get lost to easy.
I'll look at moving the box... but did you try using the combobox to jump around in your code?

I just had a room fail becasue of this:  FormatPrint ("blah
I really can't have a space in there.
Unfortunately yes... it's the only way to distinguish the grammar of a function call, versus something else.  It's possible for me to "fix this", but it would require some re-architecture of my parser on my part, so I can do symbol look ups while I'm still construction the grammar tree.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 12:14:27 PM
1)  Can you possibly make a navigation screen similar to a website navigation that when you organize thumbnails of the pic shots then that is where the room will navigate to?
Ok, I got no idea what you mean there, mate... can you explain some more?  Is this where you draw the room layout, and it populates the east/west/north/south properties of the room for you?

2)  Instead of having to go to main.sh and game.sc???? To add inventory items can there be a pop-up window to just add the words and that would write it into the code for us????  I know I want magic....but you coders are crazy smart and could probably do it.
Tricky, but possible.  I had started work on something sort of like that, which I called the "visual script editor", where you could add actors, place them in the room, give them properties, all without having to write any code.  The problem is there are so many ways to do this in code, that it was too difficult to reliably read this back out into the visual script editor.  I could maybe do something simple like a little wizard/dialog box that let's you enter a new inventory thing - sort of like the "Insert Object" function currently in SCICompanion for adding Actors and Props and stuff.
The other thing is, you're going to need to write code anyway, and adding things directly in the code helps you learn I think?

3)  Maybe popup help hints...
Ex 1: In scripts When someone types wander for example a window pops up and reminds them to add the use wnader script to the top of the screen.
When you try to compile, it will actually ask if you forgot to put the script in the use command up top...

Anyway, great suggestions, thanks!  Some of them are too much for "this version" though, but maybe in future versions.

I'm glad this is the kind of feedback I'm getting, instead of "it crashed here", or "it corrupted my game!"....
Title: Re: SCICompanion Prelease Testing!
Post by: jtyler125 on February 23, 2007, 01:22:57 PM
The whole mapping system I am talking about instead of east west north south....if it had thumbnail slides kind of like a power point where you put the pic screen(slide) next to it, it makes a spider web next to it or something...and that means go east to that screen....it sounds more difficult than it is because I am trying to explain the picture in my head and I assumed that you have seen the navigation bar in frontpage or something which shows you how screens are attached to each other...

Imaginge just drawing all of your screens and then having a master layout mapping screen which outlines which screen leads to which screen just by dragging and dropping the thumbnail image of the screen...(the preview picture) that is fine...just drop them next to each other....sorry....maybe we can chat about this one one day on chat....or maybe I cna attach a word doc or something I am much better at explaining things with word docs...

Thanks Tro...I look forward to using sci companion.


Thanks,
JT - Mad Chatter
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 02:07:42 PM
If I picture what you are talking about JT, where you just kind of drag and drop images around a page and the software programs the room changes for you, I don't think it is really going to be feasable.

SInce the rooms a script transport to are only held internally in each roomscript, there's no master area for this drag and drop area to update to, and with all the different ways to enter a room, it wouldn't really know how.

Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 02:10:15 PM
I'm pretty sure I know what you're talking about.  Again, I started doing something like that.  It went as far as analyzing the code, and mapping out the rooms all visually, using their pic to represent them.  That's as far as I got.  I didn't have it working the other way yet, where you move the images around to re-arrange the rooms.

It gets difficult when you have rooms connected in code right (as opposed to just as the east/west/north/south properties).  Because then, where do you put them?  I think for many, that is the common case (e.g. the ego walks on top of a green control colour -> send him to room 5).  How can you express that visually, and let the user edit it visually?

btw, winagi has something like this it seems... I haven't played with it too much, and I'm not familiar enough with agi to know if the problem is easier there.
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 02:22:09 PM
I for instance haven't used north south east and west variables ever since I learned I could control the memory better by doing it manually. There's a certain level when the software is doing too much for you.

An editor that does everything for you takes out the code creativity factor. For instance this is my competition games roomScript
Code: [Select]
//***************************************************************
(instance RoomScript of Script
(properties)

  (method (doit)
  (super:doit())
  )// end method
 
  (method (handleEvent pEvent)
  (super:handleEvent(pEvent))
  )// end method
 
)// end instance
//***************************************************************
Now granted, the other instances that make up the room take up 320 lines of code. A rigid editor that tries to do things for me wouldn't give me the flexibility that being creative allows.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 02:36:15 PM
I guess we're getting off topic now, but filling in the north/east/south/west properties can't hurt (if indeed it makes sense for a room to be in one of those directions)... and in fact, you can refer to the rooms by (Rm004:north) for example, instead of using the number.  Like "(send gRoom:newRoom(Rm004:north))".  More importantly, filling in the direction properties also means that SCICompanion will give you one click access to the adajcent screen's scripts.

If you want to do memory cleanup when changing rooms, you could always just override the newRoom function and put it in there I think (haven't tried it).  Then you only need to type it in once, so its easier to maintain, *and* your script will take up less heap space.
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 03:19:42 PM
Mirror of in the view editor acts a little screwy.

Is it intentional that it always switch back to none after being set to mirror a loop. I could see where that might be handy, so I'm just making sure here, but I expected it to persist.

Also the toolbox list of cels does not update when mirror loop creates them, the filmstrip does, but the cel is unselectable until one is manually made. Also the option to delete cels and loops does not readily present itself, right clicking in the filmstrip area that listed delete options would be nice. Also with the save icon, if a right click on that could also offer the save as feature. Making them both accessible from the same button, it makes sense that it just automatically saves to the same resource number, thats just not what I was used to expecting.

* Del key works for deleting cels
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 23, 2007, 03:47:24 PM
Is it intentional that it always switch back to none after being set to mirror a loop. I could see where that might be handy, so I'm just making sure here, but I expected it to persist.
Sounds like a bug... it should persist.  Thanks for finding that!

Also the toolbox list of cels does not update when mirror loop creates them, the filmstrip does, but the cel is unselectable until one is manually made. Also the option to delete cels and loops does not readily present itself, right clicking in the filmstrip area that listed delete options would be nice. Also with the save icon, if a right click on that could also offer the save as feature. Making them both accessible from the same button, it makes sense that it just automatically saves to the same resource number, thats just not what I was used to expecting.

Wow, you're a good tester!  I'll take a look at all these things and fix them.  I was thinking of getting rid of the "toolbox list of cels" anyway.  But I think the take home point here is, when you mirror a loop, things don't get updated properly. 

For loop/cel navigation, I was thinking of just showing the complete bitmap of all the cels, and you could click on one to starting editing that cel.  And it would be highlighted of course, so you knew which one you were editing.

But then that kind of provides some of the same functionality as the filmstrip view.  And I've invested some time putting features into that, such as drag and drop (try it out - you can rearrange cels by dragging them around).

I should probably also have "Delete cel" and "Delete loop" buttons.

For Save/Save As ... right clicking on a toolbar button would be unorthodox UI.  I think having a separate Save As button would work though.

Did you know there is undo/redo too in the view/font/cursor editors? :-)  (Ctrl-Z, Ctrl-Y).   And holding Shift/Ctrl/Alt down while resizing a view cel gives different results.  Just pointing out some less discoverable features (they are mentioned in the help though).
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 23, 2007, 04:33:09 PM
Right click is always the first thing I try.  :P

I was just suggesting it to try and keep the icon count down but the options close together.

As far as the whole bmp, I put alot into my views out of organization. for instance usually view311 would contain all of the views of room 11. That's why I always got lost trying to edit views. But I think the whole bmp would be too much.
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 24, 2007, 08:50:46 AM
Oh, copy and pasting from a bmp didn't quite go as expected. I've attatched a screenie of the resultant image. Besides the wierd split, the color band at the bottom isn't supposed to be there either.

(http://img145.imageshack.us/img145/5654/pastefrompicerrorua3.png)

The pink and what not is part of the cel I dropped it into
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 25, 2007, 01:17:38 AM
Where did you copy the bitmap from?  Another view?
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 25, 2007, 02:53:00 AM
Some random bmp from the web. Had it open and copied it from  paint.

I have just spent some time copy and pasting bits from bmp's that I have made without issue. I am going to assume there is some sort of corruption with the picture, everytime I try to atatch it to the post, ie crashes.

* I also just had the picture editor hang. The right pane populated (control, visual, priority) from the first click, but the workspace never made it, and the right pane never went away.  I don't think I had opened any views prior, but I did rebuild and run the game before I tried to open the pic.

windows error report:

Error Signature
szAppName:SCIComp.exe szAppVer: 2.1.0 szModName:hungapp
szModVer: 0.0.0.0 offset: 00000000

Error Report Contents
C:\DOCUME~1\Cloud\LOCALS~1\WERb6de.dir00\SCIComp.exe.mdmp
C:\DOCUME~1\Cloud\LOCALS~1\WERb6de.dir00\appcompat.txt

I don't know if either of those bits of info can help.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 26, 2007, 01:15:03 AM
How big is the mdmp file?  Any chance you could email it to me, or put it somewhere so I can download?
Unfortunately I lost the symbol file for the version I posted up there that is crashing for you (I saved the symbol file for the new version I just uploaded, which has fixes for the view mirroring issues).  That would help me debug it more easily.  But I still might be able to figure out what happened.

Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 26, 2007, 03:45:38 AM
I'm not sure, I wasn't able to actually locate it at the time (I tried), I'm doing a search for it now and I haven't been able to track it down.  ::)

I'm gonna snag the newer one, now. But earlier, straight from opening sci companion to the pic I wanted to edit, hung it twice in a row. I didn't do, look, or click on anything else, I opened it up soley for the purpose of editing that pic. So it seems to be repeatable.

If you want, Troflip, I can rename this thread to sci companion prerelease testing or something like that.

* Is there a new one up, the page says Version 2.1.0.0, I think that's the one I've got, or have you just not edited that?

** There is a new one up, but a slight bug with the version number T, the exe file itself thinks its 2.1.0.1, while the about sci in help thinks it's 2.5.0.1 But whichever is right, Opening pic right away doesn't hang now.

*** Once I close the preview pane, how can I reopen it?

       Replace color, only replaces one way.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 26, 2007, 11:24:52 AM
If you want, Troflip, I can rename this thread to sci companion prerelease testing or something like that.

sure...

*** Once I close the preview pane, how can I reopen it?
It appears you can't!  I should either make the preview pane unclosable, or find a way to open it up again.

       Replace color, only replaces one way.
I didn't know you could right click and reverse the colours in SCIStudio...  Do you ever use that feature?  It seems kind of random.
On the other hand, double-clicking to replace all pixels of the colour seems useful :-)
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on February 26, 2007, 01:26:21 PM
Switching color oppositely with right click is actually pretty handy. When changing colors, if you get a pixel you don't want changed then you can just use the other mouse button to switch it back, it also requires 0 thought when selecting the colors, I don't have to remember which one goes on top, the color being replaced or the color replacing it.

As for the preview pane, maybe a view > toolbar option in the file menu area kind of like our browsers, then it could be either checked or unchecked.

I was doing some scripting today, and after a couple of hours the display became unresponsive. I could move the cursor, but any typing I did didn't echo on screen. Changes were registered though, because it asked me to save my changes. I said no, and have been afraid to go back in since, I can't remember if I had any compile errors the time I compiled before I closed it down.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on February 26, 2007, 02:07:35 PM
Switching color oppositely with right click is actually pretty handy. When changing colors, if you get a pixel you don't want changed then you can just use the other mouse button to switch it back, it also requires 0 thought when selecting the colors, I don't have to remember which one goes on top, the color being replaced or the color replacing it.
Well, if you make a mistake, the easiest thing is to just undo (ctrl-z).  But I can see the "0 thought" argument...

I was doing some scripting today, and after a couple of hours the display became unresponsive. I could move the cursor, but any typing I did didn't echo on screen. Changes were registered though, because it asked me to save my changes. I said no, and have been afraid to go back in since, I can't remember if I had any compile errors the time I compiled before I closed it down.

Ouch, that's a terrible bug!
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on March 07, 2007, 02:08:03 AM
I just uploaded a new version here (http://www.mtnphil.com/Games/SCIComp.html)!

I used this to write my competition entry, and that helped weed out a bunch of bugs and some usability issues.

Here is the list of changes:


Changes in version 2.1.0.2
-----------------------

Bug fixes:
--------
- for resources w/o a previewer, we now hide the previously shown previewer
- script preview now shows the .sc file if available, and has a horizontal scrollbar
- fixed a short pause when switching to a script editor
- deleting all things in a mirror (view) caused an assert (fixed)
- you can now re-open the preview pane by using the Window menu
- fixed off-by-one error in "goto definition"
- duplicate pics of the same number were all black in the pic explorer (fixed)
- no more flicker in the view editor's animate dialog when resizing
- no longer leaking a DC for each new script editor that is opened
- fixed wrong colors in "convert bitmap to pic" dialog
- fixed issue (or rather worked around issue) where we lost our font in the tabs and output pane when there was a system settings change
- ctrl-s now works to save a resource when focus is in the toolbox pane
- fixed a crash that sometimes happened when typing in "(procedure" in a script
- fixed some issues with resources not getting marked as "unused"
- fixed memory leak in "add word as synonym" dialog, accessed from script editor
- fixed "add word as synonym" dialog (it was totally broken)
- fixed bug in "add word" functionality accessed from script editor
- adding a new word in the vocab editor now "dirties" the document (prompting a save)
- fixed multiple issues with the "font from windows font" dialog... it should behave much better now
- font preview in font editor now updates properly when you get a new font
- fixed visual issues in toolbox panes for cursor and fonts
- fixed button states not properly updating in toolbox panes in view and pic editors
- we now generate an error message when you can't saved a compiled script resource due to the game currently running.




Other changes:
-------
- "observe control lines" is now a right-click option when using the fake ego in the pic editor
- view editor "cel chooser" is now on the right instead of at the bottom
- changed UI theme from blue to grey
- right clicking will invert the source/replace colours for the replace colour tool
- we now use the last view magnification when you open a new view.
- added "delete cel" and "delete loop" buttons, so this functionality is more obvious
- views, pics, cursors and fonts now show a tooltip indicating the resource number when you hover over them.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on March 07, 2007, 10:54:57 PM
btw, as a SPECIAL BONUS, this version (2.1.0.3) contains some hidden features that might make an appearance in future versions:
- ctrl-F11 brings up a room map, like jtyler was suggesting in a recent thread.  It attempts to arrange pics of the rooms together based on their east/west/north/south properties.  It doesn't let you change anything though.
- pressing ctrl-F12 from the script editor brings up a "visual script editor", which actually doesn't let you edit anything.  It shows the room with instances of views/props/acts placed on it.  You can move them around, adjust their properties, and animate them.  Of course this is just a piece of UI for now, it doesn't actually change the script.

Both these were things that I started a while back but never finished, so they're full of bugs and obviously incomplete, but they show some ideas I was thinking of.
Title: Re: SCICompanion Prelease Testing!
Post by: Cloudee1 on March 08, 2007, 09:55:17 AM
I haven't had a chance  to get in there and look around yet  :P

Unfortunately, not all of my rooms views make it to the scicompanion list (or they didn't before.) But then again, not all of them have the standard instances. I've been thinking on it, and while the obvious solution is just to start making everything instances, I like those one liners for placing background views or props. Would it be possible, to display two lists, one of the actual instances like you have now, but how about if sci companion looked for all the cases of a ... :view(xx) in a script. Then displayed those.

For example, Lets say there are three views to an actor, regular, wading, and swimming. When scicompanion lists the instances it shows just the single character on the list, whereas finding the places where a view is set, would generate a list of all three views used in the room for the actor instead of just the one instance. It would also find those things that don't have Instance names that litter my scripts, which is really what I was shooting for but this example fits a lot more situations.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on March 08, 2007, 01:40:51 PM
Yeah, it would be possible, and probably not very difficult.  I'll put it on the todo list for the next version.  I'd like to only make bug fixes from now on for this version, as new features tend to destabilize things.
I could also have it so when you right-click on a view number/define, then it offers the option to go edit that view.
Title: Re: SCICompanion Prelease Testing!
Post by: Eigen on March 14, 2007, 11:40:07 AM
Here's a couple of things I noticed about the script compiler.

1) In SCI Studio the following line

Code: [Select]
(var var1 var2)
throws a "Out bracket (')') expected" but in SCIComp it compiles fine. Although it doesn't seem to have any difference run-time. In SCI Studio it has to be

Code: [Select]
(var var1, var2)

2) And when the game is still open and I try to compile, I get the "acces denied" notice in the script Output window. That's fine. But when I close the game and try to compile again, the program crashes. Probably because the resource.### is renamed to resource.###.bak so I have to go rename it manually and re-open the game.


-Eigen
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on March 14, 2007, 12:21:55 PM
2) And when the game is still open and I try to compile, I get the "acces denied" notice in the script Output window. That's fine. But when I close the game and try to compile again, the program crashes. Probably because the resource.### is renamed to resource.###.bak so I have to go rename it manually and re-open the game.

I do this all the time and its never crashed for me.
a) open game
b) do single script compile -> fails because game is open
c) close game
d) do single script compile -> succeeds

You are getting a crash at d?  And you saying the resource.map is gone? How can that be if the game is running and using the file?
Can you get a dump file for me to debug (and make sure you're using version 2.1.03)
Title: Re: SCICompanion Prelease Testing!
Post by: jtyler125 on March 14, 2007, 06:10:38 PM
Will sci somp ever run on Vista?
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on March 14, 2007, 06:35:02 PM
Will sci somp ever run on Vista?

Of course, it runs on Vista just fine.

It should run fine on Win 98 now too...

[edit]
it appears that sciv.exe doesn't run on Vista though.  That's completely unrelated to SCI Companion of course.  Has anyone got sciv.exe to work on Vista?  Or do we have to run it using DOSBox or FreeSCI?
Title: Re: SCICompanion Prelease Testing!
Post by: Collector on March 15, 2007, 02:00:02 AM
With the exception of some Install Shield installers, No 16 bit code will run on 64 bit Windows. In fact there is no NTVDM on 64 bit Vista. Even on 32 bit Vista, no DOS game can run full screen with Vista graphics card drivers. Some have gotten around this by forcing the install of XP drivers. The good news is that DOSBox runs fine on both 32 AND 64 bit Vista.
Title: Re: SCICompanion Prelease Testing!
Post by: jtyler125 on March 15, 2007, 08:48:04 PM
Ok what exactly is dos box?  And will sci comp or sci studio compile and then run on vista...I know it works on vista it just won't run...darn that Bill Gates guy...
Title: Re: SCICompanion Prelease Testing!
Post by: Collector on March 16, 2007, 02:15:00 AM
DOSBox (http://dosbox.sourceforge.net/), not a DOS box. It is an open source project that emulates an entire DOS machine. It is what VU shipped the new collections with to make them "XP compatible", though with an older version. There is almost no Sierra DOS game that will not easily run in DOSBox, windowed or full screen. Games can be launched in DOSBox from a single Windows shortcut. It has great sound emulation and can be used with an MT-32. DOSBox has improved so much over the last couple of years that you can now even install Windows 3x in it to play the earlier Sierra Windows only games in it.
Title: Re: SCICompanion Prelease Testing!
Post by: jtyler125 on March 16, 2007, 06:24:49 PM
You say DOSBox, I say tomato... :P
Title: Re: SCICompanion Prelease Testing!
Post by: Collector on March 17, 2007, 01:44:03 AM
If you aren't comfortable with using DOSBox, you may want to consider using a frontend like DBGL (http://home.quicknet.nl/qn/prive/blankendaalr/dbgl/). It makes setting up games in DOSBox easier.
Title: Re: SCICompanion Prelease Testing!
Post by: Doan Sephim on March 18, 2007, 04:11:50 PM
Troflip, Thanks for the SCI companion...I was a little bummed because SCI studio wasn't allowing me to change the cursor hotspot, but the companion allowed me to change it.

But in some of the text in your cursor editor it says that SCI0 games only use the (0,0) hotspot...but if that's true, why can I change it?

Edit: OK, I tried it out, and even though the cursor hotspot is (8,8) it works as if it were (0,0). So I think I understand the comment in your cursor editor now. It does not allow for a functioning 8,8 hotspot. But, why not?
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on March 19, 2007, 04:12:55 AM
Yeah, I added the ability to set the hotspot, because I read in the SCI cursor specs that there was a bit that indicated whether the hotspot is 0,0 or 8,8.  And there is - except the SCI0 interpreters don't look at it, only the SCI1 (and maybe SCI01) ones do.
So I was lazy and just added a comment to that effect. Oops :-)

Anyway, you can achieve the same effect in code, just by adding 8 to the x and y coordinates of the cursor code (Cursor.sc maybe?  I forget).
Title: Re: SCICompanion Prelease Testing!
Post by: Eigen on March 25, 2007, 04:13:21 AM
Here's another "bug?" I found, it has 2 aspects. Again with the compiler. I attached the Controls.sc file with modifications from Brians tutorial for custom gui so you can try it out yourself.

1) In SCI Companion it gives a bunch of warnings: "[Warning]: '1' has no effect on code. Line:#, col:#" in different places. It compiles but with warnings. In SCI Studio on the other hand, it compiles alright. That's one part of the bug.

2) The other one comes up when running the game with compile-warnings. The game crashes with random "Text 100 not found" and so on. I wouldn't want to remove the lines of code giving the warning because they are needed. So I recompile the script in SCI Studio and the game works fine.

So, I'm not sure if this is a bug or maybe you tried to enhance the compiler, but needing to switch between different tools is not very ptoductive. Hope this helps :)
And you're doing a fantastic work with your editor!



-Eigen
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on March 31, 2007, 03:56:00 PM
The "[Warning] '1' has no effect on code" isn't a bug in the compiler, it's a bug in the script, sort of.

Look at what you have... to make it more clear, I'll replace some of pieces with tempN variables:

Code: [Select]
+ (+ nsTop (>> (- h rect[rtBOTTOM]) 1) 1)
Code: [Select]
+ (+ nsTop (>> temp1 1) 1)
Code: [Select]
+ (+ nsTop temp2 1)
But + is a binary operator (in Brian's SCI language at least).  So you have a 1 that isn't being used (this causes the compile warning).  You also have a + that needs another term, and it uses the one from the next parameter to the Display function.  This causes the run time error you see.

The '1' should be moved outside the parenthesis.  It should be:
Code: [Select]
+ (+ nsTop temp2) 1or to expand it out again...
Code: [Select]
+ (+ nsTop (>> (- h rect[rtBOTTOM]) 1)) 1
Make this change, and it will compile w/o warnings, and run without the "text 100 not found" error.

Brian's compiler is kind of sloppy in when it decides to look at parentheses.  It's hard to emulate that in my compiler :-).  So that allowed him to write code that wasn't syntactically consistent, but which happened to compile and do the right thing.
 But I did insert warnings to indicate when my compiler detects some code that has no effect.  This usually indicates that some parentheses are mismatched, which will cause problems with my more strict compiler, but which Brian's compiler happens to do the right thing (presumably).


btw, Eigen, you never answered the questions from the previous bug you reported (further up in this thread - the program crashing)... if you could, that would be great!



Title: Re: SCICompanion Prelease Testing!
Post by: SuperDre on June 07, 2007, 03:48:04 AM
The biggest problem with SCI Companion is the interface, IMHO it is very bad compared to SCIStudio, there is no real distinguish between toolbars and windows, it all looks like one big canvas with icons. But I guess that's just my opinion. But it's great someone is making another editor..
Title: Re: SCICompanion Prelease Testing!
Post by: MusicallyInspired on June 07, 2007, 09:28:22 AM
You can alter the interface to look like a list instead of labeled icons like SCI Studio. I think the interface is fantastic, however.
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 07, 2007, 12:42:30 PM
The biggest problem with SCI Companion is the interface, IMHO it is very bad compared to SCIStudio, there is no real distinguish between toolbars and windows, it all looks like one big canvas with icons.

Is your complaint that you want the toolbars to have lines around them?
Title: Re: SCICompanion Prelease Testing!
Post by: SuperDre on June 11, 2007, 03:53:15 AM
Is your complaint that you want the toolbars to have lines around them?

Simply put, yeah, or better said, I'd rather have the real 'old' windows look like scistudio has.. but musicallyInspired said about being able to alter the look, and that's something I haven't tried yet..

Just to let you know what I think about UI's: the new ribbon stuff in the new MS Office is just plain awfull.. hehe..

but keep up the great work on SCI-Companion, in the end it will be a really great enviroment to develop SCI games..
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 11, 2007, 12:13:48 PM
Ah, I think the office ribbons look great... I'm still not sold on their usability though.

I can easily switch sci companion back to something resembling the old windows look (just one line of code change).  I could offer this as an option in the prefences dialog.
Title: Re: SCICompanion Prelease Testing!
Post by: Nychold on June 13, 2007, 10:50:49 AM
SCI Companion crashed several times for me last night, trying to add two functions to Feature.sc.  I don't have them with me, but I'll post them up when I get home tonight.  Sufficed to say, the problem is with one specific chunk of code that may or may not have syntax errors.  I can't tell because it crashes.  ;D  But I do know that if I comment it out, the program works perfectly.

Also, would it be possible to change the names of proc999_2 and proc999_3 to something representative of what they actually do?  proc999_2 is a max function (returns the largest number in a list) while proc999_3 is the min function. ;D 
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 13, 2007, 01:17:07 PM
Thanks... I will await your code...

As for proc999_2, that's just what Brian called it when he created the template game - I haven't changed it, but I could.
Title: Re: SCICompanion Prelease Testing!
Post by: Nychold on June 13, 2007, 04:12:57 PM
Yeah, I know.  And I'm sure Brian wanted to go back and change it, but I think he was too busy getting a demo game together, and didn't remember when it was all over with.  But since you seem to be the only one working on getting new/better tools for us to use... :D
Title: Re: SCICompanion Prelease Testing!
Post by: Nychold on June 13, 2007, 06:33:07 PM
Here's what I was trying to do.  I used the SCI tutorials to set up a simple room, but had troubles with determining on which control line ego stood.  In the tutorial, it says to use

Code: [Select]
  (if (== (send gEgo:onControl()) ctlXXXX)
    // stuff
  )

But this doesn't always work, especially when multiple control lines are triggered.  So I thought I'd simplify the whole process:

Code: [Select]
(procedure (consolidate x others)
  (if (== paramTotal 0)
    return(0)
  )
  (else
    (if (== paramTotal 1)
      return(x)
    )
    (else
      return(| x consolidate(others))
    )
  )
)
//...
// Inside of Actor
  (method (isOnControl controlColor others)
    (if (== paramTotal 0)
      return (self:onControl())
    )
    (if (== paramTotal 1)
      return (& (self:onControl()) controlColor)
    )
    (if (> paramTotal 1)
      return (& (self:onControl()) (consolidate(controlColor others)))
    )
  )

If I comment out Actor:isOnControl, the program doesn't crash, the game compiles, and runs.  If I uncomment it, the program crashes, with nothing sent to the output screen:

http://i176.photobucket.com/albums/w167/nychold/SCI%20Companion/Success.jpg (http://i176.photobucket.com/albums/w167/nychold/SCI%20Companion/Success.jpg)

http://i176.photobucket.com/albums/w167/nychold/SCI%20Companion/Fail.jpg (http://i176.photobucket.com/albums/w167/nychold/SCI%20Companion/Fail.jpg)
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 13, 2007, 07:25:06 PM
Excellent, thanks. I'll try to reproduce this when I get home.
One question: do you have browse information enabled?  (tools->preferences)

Also, when does it crash?  When you compile?  Or as you are typing in the editor?

As for the control colours,
have a look at this tutorial (http://sciprogramming.com/tutorial/tchapter8.html).  You shouldn't need to change the template game to get the behaviour you want.

[edit] ... oh, I see.  It crashes when you "compile all".. in that case, browse information has nothing to do with it.
Title: Re: SCICompanion Prelease Testing!
Post by: Nychold on June 13, 2007, 07:39:55 PM
Yeah, I figured out why it didn't work, but I kind of prefer a bit more simplicity when I code. ;)  Especially with a Polish notation language like Lisp SCI's language.  ;D
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 13, 2007, 10:31:03 PM
Ok SCI Companion version 2.1.0.5 has been uploaded here (http://www.mtnphil.com/Games/SCIComp.html).

Let me know if that works for you.  The crash would happen whenever you added a method or property to a class that used a name that wasn't used anywhere else in the game yet (e.g. isOnControl).
Title: Re: SCICompanion Prelease Testing!
Post by: Nychold on June 13, 2007, 10:44:00 PM
Yep worked.  Thanks!

Edit:  I got another one for you now.  The program crashes when you "define" a value from another defined value.  In other words:

Code: [Select]
(define TRUE 1)
(define FALSE 0)

(define ENABLED 1)
(define DISABLED 0)

(define NULL 0)

(define DEBUG_ENABLED TRUE) // <--- This causes the crash
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 13, 2007, 11:26:50 PM
Ok, for some reason I was under the impression that SCIStudio didn't even allow you to do this (I thought it only allowed integers for defines), but I guess I was wrong. 

I could fix the crash pretty easily, but offering that functionality is a bit of work, and I don't want to risk de-stabilizing the version that's out there now.  So I think I'd like to address this in the next version.

So for now, can you just work around it by specifying 1?

I really appreciate you finding these issues though!
Title: Re: SCICompanion Prelease Testing!
Post by: Nychold on June 13, 2007, 11:59:01 PM
Yeah, that's what I'm pretty much going to do...just make it 1.  Whether it's defined in the language or not, it shouldn't crash. ;D  And rest assured, if there's some little nuance of the compiler that's at fault, I'll find it.  I pride myself on not following the norm of programming. :D :D
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 14, 2007, 09:35:02 AM
If you find yet another significant bug, I'll fix that crash along with it.  :)
Title: SCICompanion BUG Text Editor
Post by: SkaZZ on June 18, 2007, 11:38:12 AM
Sorry by my bad english...

Ok, there is an error when it try edit text resource, and the text is very long. SCI Companion cut this text, and SCIComp cut it. Edit, for example, QFG2 and you will see.

And now, the question...

Some versions from Sierra's games have more the 127 characters in the fonts. This versions are international versions (ahora, un momento para el te). There are games that contain SCIV.OLD. I looked in wikipedia and this file is used for international versions... but, how? How activate this fonts of 256 characters...?

One question more please...
Don't exist graphic editor for SCI32 (SCI1.2) like Quest for Glory 4?

P.D... i love SCI Companion, but i love the marihuana... xDDDDD
Title: Re: SCICompanion BUG Text Editor
Post by: troflip on June 18, 2007, 02:59:44 PM
Ok, there is an error when it try edit text resource, and the text is very long. SCI Companion cut this text, and SCIComp cut it. Edit, for example, QFG2 and you will see.

SCIComp and SCI Companion are the same program, so I'm not sure what you're talking about there.

Which string in which text resource in QFG2? (I don't want to have to look through all of them).
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 18, 2007, 10:49:23 PM
Ok, I have reproduced the issue.  It turns out it is a limitation in the windows listview control I'm using - it will only ever display 260 characters for an item.

I think I've found a workaround for it though.  I'll fix the other crashing bug too, and make it properly report errors in the header file.

Anyone have any other bad bugs? (It's time consuming to prepare a new version, so I'd like to batch up fixes).
Title: Re: SCICompanion Prelease Testing!
Post by: SkaZZ on June 19, 2007, 05:13:12 PM
xDDDDDDD! Sorry for my explain...

It's more easy say "string for object minor 260 length".

For the new version, you may include an text editor that it support 254 characters. International versions support 254 characters. Why? SCIV.OLD support international versions...

Thanks, SkaZZ
Title: Re: SCICompanion Prelease Testing!
Post by: troflip on June 19, 2007, 06:03:20 PM
What does xDDDDDD mean?

As for 256 characters fonts, I don't think the SCI0 interpreter supports that.

Title: Re: SCICompanion Prelease Testing!
Post by: MusicallyInspired on June 20, 2007, 03:36:18 AM
I think he was making the smiley face "XD" (eyes shut and mouth open wide) but in the way that some people write "llololollololol" instead of just "lol" to make it seem like they're laughing a whole lot like "hahahaha" but it doesn't make any sense for "laugh out loud out loud out loud". Same deal.
Title: Re: SCICompanion Prelease Testing!
Post by: SkaZZ on June 20, 2007, 06:30:26 AM
"XD" = jajajajajajaja (spanish) = hahahahahaha (english)

In Spain we use XD instead lol... but, this is other story...

Space Quest 3 have a international version (German version) and i believe that it support 256 char.

SCI01 support this too.

Example:

"Later versions of SCI0 added bilingual support for international versions; their version string reads "S.OLD.xxx". Games include:

King's Quest I: Quest for the Crown (1990 remake)
Space Quest III: The Pirates of Pestulon (international versions)
Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectorals (international versions)
Jones in the Fast Lane (disk version)" - http://en.wikipedia.org/wiki/Sierra%27s_Creative_Interpreter

Thanks...