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Messages - Doan Sephim

Pages: [1] 2 3 ... 27
2
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: Yesterday at 03:20:40 PM »
Troflip, you're investigative skills are top-notch! Very impressive.

I'm just glad the problem is coming into focus!

3
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 12, 2020, 10:29:22 PM »
No workaround here
Sounds like I would need something like Gumby and Collector are suggesting then. When at 20 saves, to either archive the other saves to a new directory, or force new saves to a new directory.

4
You can do this in SCI Companion. It's a bit flaky, but you need to select all pic commands, cut (ctrl-c), then paste (ctrl-v). Then, there are some hot keys for manipulating the pasted commands. Looks like numpad 2 and 8 flip horizontally. I think there used to be a bug where the result was off by one, I forget if it's fixed in the official version of SCI Companion, or what. After you're done moving/modifying the pasted commands, double click on the selection rect in the pic view area and to commit the commands.
Cool! that worked pretty well! It was a pixel off, but that's not too much of a problem to fix.

        

5
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 12, 2020, 11:09:11 AM »
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.
It'd be a better user experience than the game not saving at all! And while I like a lot of saves, I can't think of a single time I open one up more than 3 or so down.

6
I did just mirror a random pic from Larry 2 using Sierra's own picture editor though. It was pretty easy, just a few clicks. Would you like a copy?
Sure! I didn't even know we had access to something like that!

7
I'm wondering if this feature is in the current build or not: Can I flip a Pic so that it is essentially mirrored? I noticed in Quest for Glory, they have certain rooms that are essentially the same, only flipped on the x-axis.

I would really like to replicate this process for my game as well and was just wondering if it was implemented in Companion.
     

8
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 09, 2020, 10:33:21 PM »
Thanks for the links. So if I'm understanding correctly, it's not a problem in the template code at all. In that case, I'm even more at a loss! That's frustrating!

9
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 09, 2020, 01:47:11 PM »
If the save/load scripts don't have path separators in any of their strings, they're not affected by what I fixed.

Which fix is this? Will I be able to fit it with the old template?

I'd really like to resolve this as I think it is a big issue for the user. Players are going to want to save over earlier files, not the most recent.

10
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 08, 2020, 10:26:41 PM »
I ran some tests to see if I could replicate this issue and here's what I found:

If you have your max 20 saves anytime you replace a save over a save file that is not the most recent, it seems to fail to save.

If you are replacing the top save file (the most recent), the save seems to work as normal.

So far, I have not been able to locate the the problem in the code, which isn't surprising to me as programming is my weakest area. I've focused my search in the Game Script, but haven't turned up anything except the save method I posted earlier. I suppose there could be a problem in the restore method, not the save...

11
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 06, 2020, 01:57:29 PM »
I captured the bug on video in a playthrough of jummybummy 2

Save is at 5:40 and death at 7:10 then restore doesn't load properly.

Thanks the the help locating the problem Iskovlun. I looked and am still looking. Will update if I find anything

12
SCI Syntax Help / Old SCI0 Template Save Bug
« on: July 05, 2020, 08:41:08 PM »
While patching the old project (Betrayed Alliance book 1) I've run into a Save issue that I have also found in all the old fan games I've seen. If you run out of save spots, and save over a different file, sometimes I've experienced restoring that file only to discover that the new save did not overwrite the old.

I looked at the code for this, but the problem wasn't obvious to me.
Code: [Select]
(method (save)
(var strDescBuf[20], gameNum, oldCursor, hSound)
        Load(rsFONT gSaveRestoreFont)
Load(rsCURSOR gLoadingCursor)

= oldCursor (self:setCursor(gNormalCursor))
= hSound (Sound:pause(1))
(if(GetSaveDisk(TRUE))
(if(gPrintDlg)
(send gPrintDlg:dispose())
)
= gameNum (Save:doit(@strDescBuf))
(if(<> gameNum -1)
= oldCursor (self:setCursor(gLoadingCursor 1))
(if(not SaveGame(objectName gameNum @strDescBuf gVersion))
Print(
"Your save game disk is full. You must either "+
"use another disk or save over an existing saved game."
#font 0
#button "OK" 1
)
)
(self:setCursor(oldCursor HaveMouse()))
)
  GetSaveDisk(FALSE)
)
  (Sound:pause(hSound))
)
Any thoughts?
Also, I know no one still uses the old template, and I am moving on from it myself for the next project. So these problems I'm experiencing with the old template will soon be no more!

13
Sure, no problem! Thank you both for all the help!

14
New version attached here and also put all this code into a git repo, apparently it wasn't before:  https://bitbucket.org/nellisjp/sciaudio/

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]
[sciAudio]
GameExecutableName1=RUN
GameExecutableName2=DOSBox
GameExecutableName3=ntvdm
GameExecutableName4=
GameExecutableName5=

Fast work! Thanks for the update!

15
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.

How do you think I should proceed at this point?

EDIT:
Yup, after installing, if I change the name of the executable "Betrayed Alliance" to "RUN" sciAudio works.

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