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Messages - Doan Sephim

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SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 09, 2020, 01:47:11 PM »
If the save/load scripts don't have path separators in any of their strings, they're not affected by what I fixed.

Which fix is this? Will I be able to fit it with the old template?

I'd really like to resolve this as I think it is a big issue for the user. Players are going to want to save over earlier files, not the most recent.

SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 08, 2020, 10:26:41 PM »
I ran some tests to see if I could replicate this issue and here's what I found:

If you have your max 20 saves anytime you replace a save over a save file that is not the most recent, it seems to fail to save.

If you are replacing the top save file (the most recent), the save seems to work as normal.

So far, I have not been able to locate the the problem in the code, which isn't surprising to me as programming is my weakest area. I've focused my search in the Game Script, but haven't turned up anything except the save method I posted earlier. I suppose there could be a problem in the restore method, not the save...

SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 06, 2020, 01:57:29 PM »
I captured the bug on video in a playthrough of jummybummy 2

Save is at 5:40 and death at 7:10 then restore doesn't load properly.

Thanks the the help locating the problem Iskovlun. I looked and am still looking. Will update if I find anything

SCI Syntax Help / Old SCI0 Template Save Bug
« on: July 05, 2020, 08:41:08 PM »
While patching the old project (Betrayed Alliance book 1) I've run into a Save issue that I have also found in all the old fan games I've seen. If you run out of save spots, and save over a different file, sometimes I've experienced restoring that file only to discover that the new save did not overwrite the old.

I looked at the code for this, but the problem wasn't obvious to me.
Code: [Select]
(method (save)
(var strDescBuf[20], gameNum, oldCursor, hSound)
        Load(rsFONT gSaveRestoreFont)
Load(rsCURSOR gLoadingCursor)

= oldCursor (self:setCursor(gNormalCursor))
= hSound (Sound:pause(1))
(send gPrintDlg:dispose())
= gameNum (Save:doit(@strDescBuf))
(if(<> gameNum -1)
= oldCursor (self:setCursor(gLoadingCursor 1))
(if(not SaveGame(objectName gameNum @strDescBuf gVersion))
"Your save game disk is full. You must either "+
"use another disk or save over an existing saved game."
#font 0
#button "OK" 1
(self:setCursor(oldCursor HaveMouse()))
Any thoughts?
Also, I know no one still uses the old template, and I am moving on from it myself for the next project. So these problems I'm experiencing with the old template will soon be no more!

Sure, no problem! Thank you both for all the help!

New version attached here and also put all this code into a git repo, apparently it wasn't before:

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]

Fast work! Thanks for the update!

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.

How do you think I should proceed at this point?

Yup, after installing, if I change the name of the executable "Betrayed Alliance" to "RUN" sciAudio works.

SCI Syntax Help / Re: Sierra Script Conversion Issues
« on: June 29, 2020, 10:00:29 AM »
I just re-installed SCI Companion and everything seems to be running properly again. I changed computers recently and something goofy must've happened. Thanks for the help Kawa. I'm not getting any errors any more.

SCI Syntax Help / Sierra Script Conversion Issues
« on: June 29, 2020, 08:27:57 AM »
A while ago I migrated my Betrayed Alliance 2 project from ye old Studio Script to the Shiny New Sierra Script. It took me a while to go through all the error messages, but it got done and everything compiled nicely!

But, I went to make a quick change to my Main Script, and when I compiled, I got A TON of errors! I've changed all the "TRUE's" to "true" and "FALSE's" to false, but there are a number of issues I don't understand. So my first question is, was there an Sierra Script update memo I missed and my other question is, HELP!?!

  [Error]: Undeclared identifier 'rsFONT' .  Line: 332, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 334, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 335, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 336, col: 8
  [Error]: Undeclared identifier 'SET_CURSOR_VISIBLE' .  Line: 338, col: 35
  [Error]: Undeclared identifier 'SET_CURSOR_VISIBLE' .  Line: 341, col: 29
  [Error]: Undeclared identifier 'gtTIME_OF_DAY' .  Line: 390, col: 29
  [Error]: Undeclared identifier 'rsFONT' .  Line: 424, col: 8
  [Error]: Undeclared identifier 'rsFONT' .  Line: 425, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 427, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 428, col: 8
  [Error]: Undeclared identifier 'rsCURSOR' .  Line: 429, col: 8
  [Error]: Undeclared identifier 'NULL' .  Line: 440, col: 3
  [Error]: Undeclared identifier 'FALSE' .  Line: 455, col: 35
  [Error]: Undeclared identifier 'evKEYBOARD' .  Line: 480, col: 10
  [Error]: Undeclared identifier 'miFREEHEAP' .  Line: 498, col: 18
  [Error]: Undeclared identifier 'miLARGESTPTR' .  Line: 499, col: 18
  [Error]: Undeclared identifier 'miFREEHUNK' .  Line: 500, col: 22
  [Error]: Undeclared identifier 'miLARGESTHUNK' .  Line: 501, col: 18
  [Error]: Undeclared identifier 'evSAID' .  Line: 509, col: 25
  [Error]: Undeclared identifier 'grGET_COLOURS' .  Line: 762, col: 16
Compiling failed.
30 errors, 8 warnings.

Beautiful screens!
Thanks, only about 65 more to go  :D  :o

OKAY. I seem to have found part of the audio problem. If I have other audio sources running (like youTube), the audio doesn't work. Also, if I have video capture open (like OBS) the audio doesn't work.

I don't know how or why this is an issue now and wasn't with past iterations, but that's what I have found.

Edit - This isn't a hard and fast rule. Now I'm confused again. The sound works 9 times out of 10, but every now and again, there is just nothing. Weird


Small update today.

Working quite a bit on artwork these days. Trying to flesh out the forest area.

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.
Thanks Collector! The page looks great! I will go through and add some descriptions to the pictures.

I will be uploading the latest version quite soon. I want to hear back from another person and tinker a small bit, but it's essentially ready to go and I think really upgrades things a lot in preparation for me to move more fully into working on the rest of the game.

Were you able to get logged into the Wiki?
Yes. No problem!

Okay. I seem to have it working. Not sure what went wrong the first time

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