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Messages - OmerMor

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1
That's beautiful! Thanks for your hard work!

I noticed a few small issues:
 - At https://youtu.be/1y2qVXWWIxw?t=35, when you start the battle with the troll, the background music of the cave and the battle music are both playing at the same time.
 - At https://youtu.be/1y2qVXWWIxw?t=77, after the defeated troll falls to the ground and you use your hand icon on it, the palette changes right when the response message appears ("The dead troll's huge club is much too heavy for you to lift."). You can see the troll's outline become darker.
 - The end credits message boxes are not as nice as the ones in the EGA version which time-out automatically.

Overall - this a great mod! Congratulations!



2
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 22, 2020, 03:47:22 AM »
I didn't have time to check for differences, but you can find all the versions of qfg1ega that I have (including for different systems) in this Google Drive folder:
https://drive.google.com/drive/folders/1KlY9ywIX-w54lhaq8AqUfdyzPHnWSmZt?usp=sharing

Maybe they have a better version of the sound 99 resource.

3
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 07, 2020, 08:39:11 AM »
What do you think would be better for that last part, a dragon like the original EGA release or the genie from QfG2 VGA?

I'd say the genie would be more appropriate, but it's all good...  :)

4
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 06, 2020, 02:45:39 PM »
Well, the "razzle dazzle root beer" debug menu is only present in the EGA version. Since there is no parser, you can think of some other mouse-based mechanism to access a debug menu.
I can't think of any other missing content. I didn't even know about the troll's cave until you came here.  ::)

Regarding the ending scene - you can borrow missing graphic assets from AGDI's QFG2VGA fan remake. You could either try some AGS resource extractor s(I have never tried to do so, but I guess it's doable), or try to contact the developers and ask for it.

5
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 05, 2020, 02:17:14 PM »
Looking great! Thanks for uploading the video.
I really look forward to seeing this with music and credits.... as well as the troll's cave you're adding.
Keep up the great work!

6
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 05, 2020, 03:02:13 AM »
Cool!
Can you upload a video to youtube? I'd love to see this.

7
Take a look at Ravi's research on SCI drivers: http://sci.sierrahelp.com/Tools/RavisSoundDrivers.html
You can also try contacting NewRisingSun who I believe have experience reverse engineering the drivers.

8
SCI Development Tools / Re: Decompilation Archive
« on: May 16, 2020, 05:16:30 PM »
Just put *.SCO in .gitignore and be done with it.

This is what I was aiming for. I tried a bit to see if I can drop the SCO files, but failed.
That's why I was asking.
Have someone managed to build a game using just the script files?

9
SCI Development Tools / Re: Decompilation Archive
« on: May 15, 2020, 04:11:38 PM »
Thanks for the answers!
I'm only bothered because they add some friction when maintaining SCI projects over source control such as github.
I guess if there was some CLI tool (like Lars mentioned he once wrote) that could create SCO files from scripts, then with a bit of automation we would be able to get rid of these files altogether.

10
SCI Development Tools / Re: Decompilation Archive
« on: May 14, 2020, 03:18:11 PM »
Thanks Eric!

Why are the binary SCO files needed?
Do they contain any information not contained in the script files?
If they're needed for SCI Companion, would it be possible to re-create them from the scripts?

I think my question was overlooked. :)
Can anyone here please answer?

11
SCI Development Tools / Re: Decompilation Archive
« on: May 08, 2020, 05:30:55 AM »
Thanks Eric!

Why are the binary SCO files needed?
Do they contain any information not contained in the script files?
If they're needed for SCI Companion, would it be possible to re-create them from the scripts?

12
SCI Development Tools / Re: Decompilation Archive
« on: May 06, 2020, 06:00:13 PM »
This archive is great.
But maybe it's possible to have all the information in one place?
Maybe update the first post in the thread all the decompilations?

Or maybe it's already collected together and I have just missed the link?   ???
If so, maybe it'd be nice to put the link in first post in the thread...

Agreed.
Or - even better - put the decompiled sources on Github.

13
As I also said there, you have the whole "Hebrew is the other way around" thing to consider.

I thought English is the other way around?  ::)
מה, לא ככה?

14
Saving changes to an SCI32 game might be a bit more difficult, because there's a third file, resmdt.xxx - and to my knowledge nobody has quite figured out what to do with it. ScummVM works without it, as does Companion if you rename the other two files. Since it's the same size as the resmap file, it's probably going to have the same data sorted by a different key, perhaps, but the map entry format looks different as well. It's been a while since I looked at it.

Hi Lars,
I have found this piece of documentation for MAKEVOLS which might help:

Quote
MAKEVOLS.EXE
Version 5.00


Purpose:
Combines a game's resources into one composite volume.  In addition to the resource volume, a map file of offsets and a map file of resource date/times are generated.  The offsets map file is used by the game for locating resources within the volume.  The date/times map file is only needed when re-running MAKEVOLS in Update mode. 
   
So probably we should not worry about RESMDT.

15
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 09, 2020, 02:36:44 PM »
This is a cool project! I hope you manage to accomplish it.

In 2015 I had a similar idea of expanding the ending scene in QFG1VGA to match the one in QFG1EGA: http://sciprogramming.com/community/index.php?topic=1522
Most of the artwork assets are already there so it should not be too hard.

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