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Messages - gumby

Pages: [1] 2 3 ... 65
1
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: Yesterday at 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?

2
Wiki is now updated.

3
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.

4
No problem, see attached.  I added a 5 second wait before monitoring any running processes, that should do it.

5
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=

6
Changed my mind, I'll have read it's own sciAudio.ini file in the same directory as the executable.  Keeps things clean/unpolluted.

7
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.

8
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.

9
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. 

10
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?

11
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 09, 2020, 09:38:16 PM »
Palette or transparency issues maybe?

12
SCI Development Tools / Re: Decompilation Archive
« on: May 15, 2020, 10:44:03 PM »
I think there is a command line compiler.  SCI Studio (or maybe a tool that Brian made) had this capability.

Edit: scc.exe?

13
SCI Syntax Help / Re: Parser Syntax Problem
« on: April 04, 2020, 04:14:36 PM »
Same as Doan's - imperative verb & qualifying adjective.

14
SCI Syntax Help / Re: Parser Syntax Problem
« on: April 04, 2020, 11:25:15 AM »
I played around a bit with this, the best I could come up with was this:
Code: [Select]
        (if(Said('[pry<open]/grave/[shovel<with]'))
            Print("Opened.")
)

But I couldn't get it to work with 'pry open with shovel' without dropping the middle segment entirely as in Troflip's solution:
Code: [Select]
        (if(Said('[pry<open]//[shovel<with]'))
            Print("Opened.")
)

This seems like it should work making 'grave' optional, but doesn't:
Code: [Select]
        (if(Said('[pry<open]/[grave]/[shovel<with]'))
            Print("Opened.")
)


15
SCI Syntax Help / Re: Parser Syntax Problem
« on: April 03, 2020, 08:16:30 PM »
Glad you got this working.  For my own edification I'd like to investigate further, but so far I'm not getting the expected results either.  How do you have these words defined in your vocab?

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