Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - gumby

Pages: [1] 2 3 ... 71
1
Everything-Else / Re: ChatGPT is WRONG!
« on: May 10, 2023, 07:29:42 PM »
Yeah the smart templates do help for sure. I guess what would be nice would be something a bit more robust than templates that could help based on your intentions.  I have no clue if something AI-driven (that provided value) would even possible or worth the effort. Interesting to think about though.

2
Everything-Else / Re: ChatGPT is WRONG!
« on: May 10, 2023, 08:19:20 AM »
Having a code co-pilot to assist in writing AGI/SCI games would be pretty cool.

3
SCI Syntax Help / Re: SCI0: Title screen menu
« on: April 04, 2023, 09:12:52 PM »
Search this site for handsOn or handsOff.  Something like this is what you are looking for in the init of your first room:

Code: [Select]
(gGame handsOn:)

4
SCI Syntax Help / Re: SCI0: gTheMusic Roland MT32
« on: February 16, 2023, 09:23:00 PM »
I'm reluctant to use Gumby's SciAudio as I want to have the game files as small as possible.
Yeah, I wouldn't use that then.  If you are worried about your game size, it'll allow you to use mp3s instead, but the way it was implemented chews up a lot of heap space - just ask Doan, he pushed it as far as it could reasonably go with Betrayed Alliance.

Did SciAudio ever get moved over to use the Sound class? Or does it still require windows to run?
As far as I know it requires Windows to run.  I think at some point ScummVM added support for it, but I could be misremembering.  It'll never be 'native' in SCI games, it'll always be something that the operating system takes care of, external to the interpreter.  I did toy with the idea of tying it into the Sound class, but never did so - either way it doesn't change any of the implementation, adding it to the Sound class would have just made using it more consistent with the scripting language.

5
AGI Development Tools / Re: AGI Base Logic Generator
« on: January 26, 2023, 08:27:07 AM »
That's cool.  This type of work reminds me of the some of the ports of Ravi's sound utilities that I did years ago.

6
Thanks Kawa.

8
This is great.  At one point I was considering making a point-and-click version of Colossal Cave, similar to what I'm doing for Zork (if I can ever get it done).  Glad it's getting a reboot.

9
Nice!

10
SCI Syntax Help / Re: SCI 1.1 - Game class, newRoom method
« on: February 15, 2022, 09:12:04 AM »
Same outcome.  I don't see any difference in the behavior, locks up the game in the same place as using the gGame handsOff/handsOn methods.

11
SCI Syntax Help / Re: SCI 1.1 - Game class, newRoom method
« on: February 14, 2022, 09:23:41 AM »
Yeah, I'm not calling the changeState directly, just doing a setScript call.

I tried adding another state with just a (= cycles 1) and while that allows the room to fully init (paint the pic etc), it still locks up.  By adding a few DebugPrint statements, I was able to confirm that it's locking on the (gGame handsOff:) call.

12
SCI Syntax Help / Re: SCI 1.1 - Game class, newRoom method
« on: February 13, 2022, 03:56:56 PM »
Here's my typical room script, which gets called on init() of the room.

Code: [Select]
(instance rmScript304 of Script
(properties)

(method (changeState newState)
    (= state newState)

(switch state
  (0
(gGame handsOff:)
(gGame setCursor: 997 1)
  (if (not (IsLight))
                   (DrawDarkness)
)
        (if (not (RoomVisited RV_CHECK))
      (= seconds VERBOSE_ROOM_DESCRIPTION_DELAY)
  else
      (= cycles 1)
        )
  )
  (1 
        (if (not (MovedIntoDarkPlace))
      (if (RoomVisited RV_SET)
         (rm304 roomLook:)
    )
)
(DoDaemons)
(gGame setCursor: gPreviousCursor 1)
(gGame handsOn:)
  )
)
)
)


Functionally, I'm trying to make it so that when the player first enters a room, it removes control from player, wait a couple of seconds, then the room description prints along with any other actions (DoDaemons) then return control to the player.

13
SCI Syntax Help / Re: SCI 1.1 - Game class, newRoom method
« on: February 13, 2022, 02:27:04 PM »
Oof.  ScummVM locks up too - in that state I can't get the debugger to open.

14
It could be done with a plugin I suppose.  Something that uses a file watcher task and monitors the patch files and upon change issues a commit to a 3rd party source control repo.  It's not really in the traditional spirit of source control (commits-on-change could result in a bunch of bad/useless commits), but that would fulfill the 'automatic' portion of your concept Collector.

15
SCI Syntax Help / Re: SCI 1.1 - Game class, newRoom method
« on: February 12, 2022, 09:37:00 AM »
Yes, just did.  So far, no lockups but I'll need to do a lot more testing before I'm satisfied that the problem is remedied.

EDIT: Ugh.  That's not it, time to look elsewhere.  I just discovered that creating a save game and then attempting to change rooms causes a lockup every time.  And removing the handsOff/handsOn from the destination room prevents a lockup.

Pages: [1] 2 3 ... 71

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.038 seconds with 19 queries.