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Messages - Collector

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Forum Support and Suggestions / Re: Rules for editing the wiki
« on: September 15, 2020, 11:13:22 AM »
Yeah, don't worry too much. All of the original versions can be seen in the history, so nothing is lost. I am more concerned over maintaining stylistic consistency than any updating you might do. One thing that I would like to see is updating the tutorials and code samples to Sierra Script.

What I like is my old Voyetra Orchestrator Pro, which is unfortunately 16-bit. During the Win7 era I was still able to use it via XP Mode. Haven't done anything on 10, so I haven't missed it. I'll agree with you about Anvil. Just wish that Voyetra would get ported to at least Win32.

AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 27, 2020, 08:12:45 AM »
The original download on the Virtual Broomcloset included all of the NAGI files. The big ZIP with all of the fan AGI games that was circulating on the net several years ago does as well as does the one on the AGI Wiki. Not sure who was distributing your incomplete archive.

AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 26, 2020, 07:50:34 AM »
The game includes the right version of SDL and NAGI would use the DLL in its own folder. Most (all?) applications that use SDL simply includes it in its own folder and does not copy it to SysWOW64 or register it. So this seems unlikely unless RamoramaInteractive replaced it himself for some reason.

AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 23, 2020, 06:07:03 PM »
I believe that Replicated is one of those fan games with sloppy memory management where the original interpreter fails on launch, but works with NAGI. Give ScummVM a try as Charles suggested if you are having trouble with NAGI.

AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 23, 2020, 08:50:09 AM »
Workes here, too.

SCI Development Tools / Re: SCI32 Source Code
« on: August 16, 2020, 02:21:02 PM »
Nice, but wouldn't Companion need to be updated to handle things like V56 and P56 resources? Would the compiler need to be updated? It would be nice to be able to build SCI32 games.

Using the ThunderBoard driver is a standard workaround scratchy or noisy SB sounds for games from that era. It would be nice to track down the underlying problem.

It's just not finding your "LICENSE.TXT" in the "Publish_Include" folder. Drop it in that folder or change the path in the script to match. You can comment the line out as you did if you do not want to use a license.

OK, it was a silly little error from a quick cleanup just before the final build. Go grab it now.

I'll take another look, but it is working for me.

If you can I could try to do a GUI for it like I did for your SEQ tool.

Did you start with Publisher or Publish?

* Completely delete the old Publisher and unpack the new version in Companion's plugin folder.
* Start Companion, load your game and click the plugins menu and select "NSIS Publisher". It should open to the game's properties tab with most of the fields filled.
* Complete any missing fields and/or make any corrections. Click the "Publish" button above the fields. It should generate the NSI script and the compile buttons should be enabled.

How about spell check and translate plugins for Companion?

I think that I have everything fixed. Grab the new version from the Wiki. Try it and play with it. Kick the tires and see if you can break it and let me know.

Besides code cleanup I also added a few extra tweaks. The project properties tab will now autopopulate if launched from Companion with a game loaded in it. any of these fields can be changed before generating/regenerating script. If including source files the script will now ignore any "*.bak" files. These can manually be readded to the script if desired.

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