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Messages - Collector

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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.

I remember when this first came up and the solution. I was looking through the code earlier to refresh my memory of the fix.

Agree that its own ini is best. The game.ini is more for Companion and may not necessarily be distributed with the game unless it includes the source. If the user selects the sciAudio template I can have Publisher make the entry in the new ini. Don't think that Companion should be changed to accommodate this. Not sure how many new sciAudio games we will get with SCI1.1 being available unless someone really wants the SCI0 graphics.

Doan, give me a little time and I will make adjustments to Publisher to add the EXE name to the sciAudio ini.

In trying to track down why Doan's installer broke the sciAudio I found an issue with the program. At first I thought it was a bug in the Publisher plugin, but it turned out that by changing the name of the launcher from 'RUN' to the game's name was causing sciAudio to prematurely exit, so no sound. I have been mulling over solutions, but some of them seem more like workarounds or hacks.

It seems like the best way would be to get sciAudio to look for the launcher regardless of the file name. Easy enough to change the sciAudio source to look for a different specific name than RUN, but that would require the user to edit and then recompile the program. I would rather not have to have the user to install VS if they do not already have installed. Perhaps have it look for an INI file with the game's launcher?

Any other ideas?

Nice to see additions to the AGI tutorial section here.

I edited the release page to fix things that got broken from some template changes I had made earlier. You should look it over to see if you need to make any further changes. I also set the screenshots to just three across to reduce horizontal scrolling for users with smaller screens. You can add descriptions to each screenshot now as well.

Were you able to get logged into the Wiki?

Attach your NSIS script and I'll take a look. You already have a Wiki account with your real name. If you cannot remember what your pass is, just use the forgot password function to reset it.

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 08, 2020, 10:58:57 AM »
Just curious.

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 07, 2020, 12:05:01 PM »
Any reason that you disabled embedding?

SCI Development Tools / Re: Decompilation Archive
« on: June 07, 2020, 11:59:00 AM »
What about the Studio games that used assembly?

SCI Development Tools / Re: Decompilation Archive
« on: May 16, 2020, 02:54:47 PM »
I believe I could have gotten rid of them for SCI Companion (along with the 'use' statements), but I just made it have "compatibility" with SCI Studio as a first step, so they got left in.

If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.

SCI Development Tools / Re: Decompilation Archive
« on: May 08, 2020, 04:29:41 PM »
Not to get too pedantic, but what about a readme in each game's entry with the versions info? I am not sure if it is possible with GitHub, but it would be nice if there was a way to download each repo separately as individual zips instead of the entire thing..

SCI Development Tools / Re: Decompilation Archive
« on: May 08, 2020, 04:21:10 PM »
Great. I just noticed that you have the LSL2Demo under funseek. This is ambiguous since there is the Fun "Seekers Guide to East Madera County".

SCI Development Tools / Re: Decompilation Archive
« on: May 08, 2020, 02:40:26 PM »
Great. Could we have game/interpreter version info included for each decompiled source?

I've heard people call QFG2 an SCI1 game. Is there any truth to that?

Here is what Cory Cole told me:

Quest for Glory II definitely did *not* use the SCI1 interpreter that Sierra used for King's Quest V and the other 256-color EGA games. That interpreter did not have a parser, so could not handle typed input at all. If they internally called QfG2's interpreter 'SCI1', it was just a PR thing - It was not the same interpreter.

As to *why* QfG2 used the parser and EGA graphics, it's because all of Sierra's other games were running late. Sierra needed a major release for Christmas 1990, and we were the sacrificial lamb. (I think it was partially because I did not fight as hard as Mark Crowe - The choice was between QfG2 and SQ3 as to which game would ship early, but with 16-color graphics.)

Perhaps if Phil sees this he might be able to point you in the right direction.

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