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Messages - gumby

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AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 23, 2020, 01:03:14 PM »
Maybe try changing the compatibility mode of NAGI within Windows?

Yeah, that's the log that I was referring to.  I wonder if the volume setting is carrying over from the previously played sound.  Maybe the fade settings on the previous sound?

EDIT: But it doesn't look like you are fading from the titlescreen sound to the into.  Hrm.

There is one weird thing going on with SCI audio (I think). I don't mess with the volume or allow player input to change it, but sometimes the audio seems to play louder than other times. I'll open the program and the title theme will play either loud or softly. Then when the next song starts, sometimes it's loud and sometimes it's soft. There doesn't appear to be any rhyme or reason. I'm not too concerned about it, I think somehow the volume is bouncing between 70 and 100...I just don't know how or why.
Any thoughts?
Offhand I don't know why that would happen.  Are you including a volume command on playback?  If so, maybe the adjustment of the volume is failing sometimes.  Can you post the command you are issuing along with the output from the sciAudio.log file?

I love this idea.  I had a stand-alone tool that did spelling (and maybe grammar checking?) at one time, but it was clunky - extract the resources, run the tool, re-import the resources.  Having it integrated into Companion would be great.

SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 13, 2020, 08:06:46 PM »
Troflip, do you think it might be possible to hack around it with some custom post-processing that would (re)create the .dir file with the correct values?

Wiki is now updated.

SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 12, 2020, 08:12:01 AM »
I've been bitten by this before as well.  EricOakford - you managed a workaround for SCI01, would that (or a similar approach) work for SCI0?

If not, a potential workaround could be to check the number of save games before launching the save dialog and if it's more than 20, delete the oldest one (or better yet, move it to an 'archive' directory).  Admittedly, not a great user experience but it might work.

No problem, see attached.  I added a 5 second wait before monitoring any running processes, that should do it.

New version attached here and also put all this code into a git repo, apparently it wasn't before:

Now there is an sciAudio.ini file (needs to be in the sciAudio subdirectory of your game) that is read in and used for monitoring a list of (5) possible applications to monitor to determine when to kill sciAudio.  It's a bit hacky, and 5 applications might be overkill but it gives a little flexibility and is backward-compatible with the previous versions which monitored either 'RUN', 'DosBox' or 'ntvdm'.  I also improved the logging around all of this so it's a bit easier to troubleshoot.

Here's what the included INI file looks like, modify it to suit your needs:

Code: [Select]

Changed my mind, I'll have read it's own sciAudio.ini file in the same directory as the executable.  Keeps things clean/unpolluted.

I'm looking into making the changes now.  Would it work/make sense to put another section in the game.ini file for this?  Input welcome.

Yes, in order to not have sciAudio become a zombie task upon game exit, there is a thread that is periodically looking for a known application running (RUN or SCIV?), if it doesn't find it running it kills itself.

An INI or config file makes sense.  I'm kicking myself for not considering that, I think it's hard-coded in the application itself.

SCI Syntax Help / Re: Converting sciAudio to Sierra Script
« on: June 23, 2020, 08:29:04 PM »
Thanks for picking this project up EricOakford.  I intended to do this years ago when Sierra script was implemented in Companion, but life got in the way.  Let me know if I can provide any context if questions arise. 

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 10, 2020, 09:20:26 AM »
My suggestion would be to import the resource into a completely new game and see if the issue is reproducible?

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