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21
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 23, 2020, 12:14:03 PM »
Got it to publish Betrayed as well, but had to comment out line 56
Code: [Select]
!insertmacro MUI_PAGE_LICENSE "${PROJECT_PATH}\Publish_Include\LICENSE.TXTIf I leave that in, I get:
Code: [Select]
Compiling Script...
Processing config: C:\Program Files (x86)\NSIS\nsisconf.nsh
Processing script file: "D:\Ba1_1\Betrayed Alliance Playtest Version\Betrayed Alliance Copy\Setup Script.nsi" (ACP)
LicenseData: open failed "D:\Ba1_1\Betrayed Alliance Playtest Version\Betrayed Alliance Copy\Publish_Include\LICENSE.TXT"
Usage: LicenseData local_file_that_has_license_text | license_lang_string
Error in macro MUI_PAGEDECLARATION_LICENSE on macroline 17
Error in macro MUI_PAGE_LICENSE on macroline 6
Error in script "D:\Ba1_1\Betrayed Alliance Playtest Version\Betrayed Alliance Copy\Setup Script.nsi" on line 56 -- aborting creation process
Am I just missing some file that I should have?
22
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 23, 2020, 10:49:12 AM »
OK, it was a silly little error from a quick cleanup just before the final build. Go grab it now.
Glad to hear it! I will give it a shot soon.

Ok! Things are working, which is good. I'm getting an invalid path error around line 56. I don't have much time to troubleshoot (Wife's bday and all) but hopefully tonight I will give it more attention.

Thanks for updating this Collector!

Edit 1: Got it to publish Quest for the Cheat, but still struggling with Betrayed...will keep at it.

23
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Collector on July 23, 2020, 10:39:14 AM »
OK, it was a silly little error from a quick cleanup just before the final build. Go grab it now.
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I think you might have misunderstood me.

SCI Companion knows where all the text (be it words you looked for or spelling mistakes) come from. That's why you can double click lines in the output panel, right? A plaintext file containing only the raw text does not include anything about where that text came from, and adding that information introduces things that should not be proofed. Also, importing the changes is not as easy as you might think, especially with the way the script strings are found and exported because those are done quite differently from how "find" does it.

So besides the script strings being Weird...

Non-interactive - already hard enough I'd say.
1) Load up a hidden ASpell instance and a pipe.
2) Iterate through all text and message resources.
3) Pass each line to ASpell, read back its judgment.
4) If it's not "*", put a clickable line in the output panel.
5) Let the user click each line and apply each fix as they see fit.

Interactive - would need creation of an all-new dialog box and holy shit this is MFC and oh god oh god
4) If it's not "*", pop up that dialog box, with the original line and ASpell's suggestions in it, let the user judge or edit it, apply the fix.

External - can't be plain .txt but who knows, would require some kind of re-import feature
1) Hope source data is available for the script strings.
2) Iterate through all text and message resources.
3) Write each line to a specially-designed file marked with its source.
4) Let an external tool work with only the "text" fields.
5) Re-import everything, somehow.

...yeah. And then there's things like words it simply doesn't know that need to be added to a personal dictionary, which the non-interactive option can't really do. (It's done by sending a special command line to ASpell.)
25
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 22, 2020, 10:56:43 PM »
I'll take another look, but it is working for me.
Hmm...well that's good! I wonder what's going on on my end? I will keep tinkering. I think I'll start from scratch with everything. Companion, the Installer, and NSIS

Damn! I just downloaded/reinstalled new versions of Companion, the Publisher, and NSIS, merged the foldres and am getting the same result...very frustrating!

I cannot seem to get it to produce a script at all, for any game I put in, whether I press "publish" in companion or "NSIS publisher." All the project properties are auto-filled just as you said, but when I click "publish" nothing seems to happen. If I click the NSI script editor tab, there is just a blank page.
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SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Collector on July 22, 2020, 10:45:45 PM »
I'll take another look, but it is working for me.
27
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 22, 2020, 10:33:55 PM »
Did you start with Publisher or Publish?

* Completely delete the old Publisher and unpack the new version in Companion's plugin folder.
* Start Companion, load your game and click the plugins menu and select "NSIS Publisher". It should open to the game's properties tab with most of the fields filled.
* Complete any missing fields and/or make any corrections. Click the "Publish" button above the fields. It should generate the NSI script and the compile buttons should be enabled.

I followed these steps and am getting the same problem. The Publish button currently doesn't seem to be doing anything.

I tried other fan SCI games as well and am getting the same issue.
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If you can I could try to do a GUI for it like I did for your SEQ tool.
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SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Collector on July 22, 2020, 10:22:52 PM »
Did you start with Publisher or Publish?

* Completely delete the old Publisher and unpack the new version in Companion's plugin folder.
* Start Companion, load your game and click the plugins menu and select "NSIS Publisher". It should open to the game's properties tab with most of the fields filled.
* Complete any missing fields and/or make any corrections. Click the "Publish" button above the fields. It should generate the NSI script and the compile buttons should be enabled.
30
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 22, 2020, 08:10:28 PM »
Collector, I downloaded the most recent version (1.3). I'm getting unusual behavior and cannot get the program to publish. Sometimes It will produce a script, but have the same problem where the compile button is unavailable. Other times it simply won't produce a script at all regardless of if I press publish or not. One time it gave me a script AND allowed me to compile, but it said there was an error. When I tried comment out the error line (just to see what happened), it wouldn't compile at all anymore...

I think I followed all the directions properly.
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