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Messages - lskovlun

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1
SCI Syntax Help / Re: SCI0 - Death Icon at Top of Window
« on: January 12, 2021, 02:58:26 PM »
In fact this is easy: There is already code to do it! When looking over the code, I found a special case that I didn't know about: If you call Print with an empty text along with an icon, the icon will be centered:
Code: [Select]
(Print "" #icon 800 0 0 #button "Very long button text here\nto illustrate the point")pictured below. All you have to do is move that code appropriately.
Code: [Select]
(hDialog setSize: center:)
(hIcon
moveTo:
(/
(-
(- (hDialog nsRight?) (hDialog nsLeft?))
(- (hIcon nsRight?) (hIcon nsLeft?))
)
2
)
4
)
This relies on the trick I mentioned before, that it is permitted to recalculate the size of things multiple times.

2
SCI Syntax Help / Re: SCI0 - Death Icon at Top of Window
« on: January 11, 2021, 10:48:20 AM »
OK, so there are two things to be done here. Changing the Print procedure and then changing the death scripts.
The first part is more difficult, so we'll start with that. The central bit of code is this, in Controls.sc (you're still on the old syntax, right?):
Code: [Select]
(if(hIcon)
(send hIcon:moveTo(4 4))
(send hDText:moveTo( (+ 4 (send hIcon:nsRight)) (send hIcon:nsTop) ))
(send hDialog:add(hIcon))
)
As you can see this positions an icon (which was created before this) at the top left, then positions the (also previously created) text next to it. The important thing to note when changing this code is that the position and size of these objects are (and can be) recomputed several times (using the setSize and moveTo methods in particular) as more things are added to the layout. So you can take advantage of this. It's probably better to do this in a separate copy of Print since it's a bit of a mess already (you can always work on integrating them later, and may have to do so out of heap concerns). Then you add an option in the death script to call either of those as desired.

3
And this is what the Gauge dialog looks like.

4
SCI Syntax Help / Re: Telephones
« on: December 13, 2020, 06:16:16 PM »
This reminds me of that easter egg in SQ6 that to the best of my knowledge hasn't been described online.
Type Steve Conrad's girlfriend's phone number and get a personal message.

To conceal the number, Steve used partial sums.

5
SCI Development Tools / Re: Documentation for Sierra's original tools
« on: November 03, 2020, 05:43:26 AM »
Of course knowing how to invoke a tool is one thing, actually being able to troubleshoot with it is quite another.

6
I'd take AUDMAP.EXE from Omer's stash and do a before/after comparison between 230.MAP. Mind you, I just discovered a use for this tool today, so I can't help you interpret the output. I'd also check why 540.MAP is suddenly mentioned, it shouldn't be affected by the changes you made, I think. Those files should be available in audiocache/ until SCI Compannion decides to delete them.

Sorry I can't be of more help.

7
SCI Development Tools / Re: Freddy Pharkas - messages voices?
« on: November 01, 2020, 03:17:14 PM »
I don't own that collection, so I can't say what is and isn't true. I'll just say that ScummVM parses the map files fully at startup or whenever the in-game switches mentioned are used, so any errors are caught sooner rather than later. There's a bunch of different error situations that  can trigger the warning dialog (which I didn't show). Missing files, inconsistent files, broken files...

8
SCI Development Tools / Re: Freddy Pharkas - messages voices?
« on: November 01, 2020, 08:40:10 AM »
I'm not sure about that, there's a bunch of exceptions in the ScummVM resource manager for Collection CDs that were improperly laid out. A random comment from the code:
Quote
   // The warning dialog is shown here instead of someplace more obvious like
   // SciEngine::run because resource sources can be dynamically added
   // (e.g. KQ5 via kDoAudio, MGDX via kSetLanguage), and users really should
   // be warned of bad resources in this situation (KQ Collection 1997 has a
   // bad copy of KQ5 on CD 1; the working copy is on CD 2)

9
Be aware of the audio cache part of the manual. The audio cache exists because it would be too expensive to rebuild the AUD file all the time. Perhaps when you did the thing that didn't work, you didn't rebuild the resources or something.

Quote

Managing the audio cache

You can force the audio files to be re-packaged into resource.aud or resource.sfx by using Tools->Repackage Audio. You’ll need to do this if you’re running the game externally (i.e. not from within SCICompanion) and you want to be using your latest audio changes.

From Tools->Audio Preferences, you can also force a repackage of all audio files (instead of just those that SCICompanion thinks are out of date).

You can also clear out the audio file cache completely. This means you will lose any new audio files that have not been repackaged. You will also lose the audio negatives for any recordings you have made in SCICompanion.
http://scicompanion.com/Documentation/audiofiles.html

10
SCI Development Tools / Re: Freddy Pharkas - messages voices?
« on: October 30, 2020, 12:35:57 PM »
It looks like Companion is not loading RESOURCE.AUD (my GOG version puts it in a subdirectory; somehow, moving the files around doesn't seem to help). Because it thinks that file is missing, you don't get a preview pane for message audio.

EDIT: You can go into 'Game/Version detection' and put a check mark in 'supports message audio' manually. The  playback button looks a bit weird under Linux/Wine, but it does work (but you do need to move/copy/symlink the files)

11
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 05:29:06 AM »
I would try asking this guy.

12
SCI Development Tools / Re: Error in SCICompanion documentation - fopen
« on: October 04, 2020, 07:12:12 AM »
These are not the same kernel calls. There's FOpen, FGets and friends, and then there's FileIO. The latter is used in SCI01 and later, SCI0 has the former ones. I haven't checked the return types of each, but they could be different.

13
Even cooler if it supported MIDI input to record music straight in Companion with a MIDI keyboard or controller without the need of a MIDI editor/sequencer/DAW.
There's truth in doing one thing and doing it well. I think you'd be reaching for your usual tools more often than not.

14
Because the rest of ScummVM works that way, I'm afraid. I do not agree with it personally, and fought it hard when the FreeSCI code base was merged. But I have to admit that versioning (especially with SCI1 and later) has turned out to have complications that I did not foresee when we only supported SCI0/SCI01.

15
Speaking of 'holy moly' and graphics, I just noticed this over at vogons. It's a year and a half old:
https://www.vogons.org/viewtopic.php?t=75877

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