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Messages - WD-40

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1
SCI Syntax Help / Re: SCI0 Importing a MIDI
« on: October 18, 2018, 04:26:15 PM »
Creating new Adlib sound effects is proving to be tricky, I might have more luck doing sounds with SCI1.1 because it supports a lot more formats.

I was looking at troflip's website with his SnailTrek games and It looks like he has recreated SCI0 text parser functionality but with the SCI1.1 engine. Is there a template available for this? I want the feel of SCI0, but with the enhanced features of SCI1.1 at my disposal.
 

2
SCI Syntax Help / Re: SCI0 Importing a MIDI
« on: October 12, 2018, 03:11:04 PM »
I switched from ADL to MT32 driver and it plays. I kinda wanted to keep my ADL driver though, because it sounds more retro :(

3
SCI Syntax Help / SCI0 Importing a MIDI
« on: October 12, 2018, 11:57:32 AM »
I'm trying to import some new music into a game. I have never done this before and could use a little help.

I downloaded a midi file, made a new sound resource and imported the midi into it. The music plays in SCI companion no problem, but when I go to use it in my game I get no sound at all. I'm guessing it has something to do with the Sound Patches again.

What are the steps to make a midi sound compatible in my game?

4
SCI Syntax Help / Re: SCI0 Space Quest III Decompilation Problem
« on: October 03, 2018, 11:44:49 AM »
69 is just the room number the object originally appears in.

Isn't the reference to 69 for the most phallic inventory item in the game highly suspect? given the sexual nature of two proven easter eggs: hosebag rosella and the vibrator in the junkbay? Of course we will never really know for sure, unless somebody wants to ask the TwoGuysFromAndromeda about it.

5
SCI Syntax Help / Re: SCI0 Space Quest III Decompilation Problem
« on: October 02, 2018, 11:05:41 AM »
Doesn't mean Sierra are misogynists

I dunno, I found another easter egg which can only be triggered when Roger is sitting in the grabber machine.

VOCAB: hosebag | rosella

Hosebag definition: A trashy, dirty, skanky or sexually loose woman.

(if (Said('fuck/rosella')) (Print(703 2)) // "Not with your crank!"

 :-\

This obscure feature doesn't cater to anyone but the developers of SQ3. The only way for a player to find it would be through decompiling the resource files.

Now going back to my original argument: Can we please accept that the "Handy Pole 69" is a penis reference?


6
SCI Syntax Help / Re: SCI0 Space Quest III Decompilation Problem
« on: October 01, 2018, 06:26:57 PM »
The panties thing is purely coincidental.

That's a fine explanation technically speaking, but when has Roger Wilco ever wore women's "panties"?

I'm simply arguing that this game has raunchy undertones. Is that so hard to accept?

I don't mean to beat a dead horse but here's example #5...

Let's consider the wordage used to refer to a girl in 4 popular adventure games of the time:

SQ3: bitch | broad | female | girl | lady | slut | whore | woman
LSL2: bimbo | blond | blonde | broad | chick | girl | lady | maid | mama | mom | momma | mother | receptionist | secretary | slut | stewardess | woman
KQ4: fishwife | girl | girls | lady | maiden | wife | woman | women
PQ2: broad | female | girl | lady | woman

Isn't it funny that Space Quest even beats out Leisure Suit Larry? :o




7
SCI Syntax Help / Re: SCI0 Space Quest III Decompilation Problem
« on: October 01, 2018, 01:19:41 PM »
You're seeing things, friend. Even Larry games wouldn't do that stuff, let alone on purpose.

I definitely thinks it's on purpose. Scott Murphy and Mark Crowe admitted to putting a vibrator into SQ3:

https://guysfromandromeda.com/episode-008-sq3-commentary-scott-murphy-mark-crowe-host-chris-pope-guys-andromeda-fan-podcast/



I think this game is chalked full of sexual and drug innuendo.  :)

Example #4:

(instance ThermoWeave_Underwear of InvI
   (properties
      said '/panties'
      description {ThermoWeave Shorts.__They keep you cool, and they're oh, so stylish.}
      owner 470
      view 242
      cel 9
      name "ThermoWeave Underwear"
   )
)

8
SCI Syntax Help / Re: SCI0 Space Quest III Decompilation Problem
« on: September 30, 2018, 10:26:14 PM »
I also found this Picture Resource "Pic.420". It depicts an elevator used to get higher within the structure.



Has anyone noticed this stuff before? It's hilarious, I wonder if there is more in this game?

9
SCI Syntax Help / Re: SCI0 Space Quest III Decompilation Problem
« on: September 30, 2018, 05:52:37 PM »
(instance Metal_Pole of InvI
   (properties
      said '/pole'
      description {A handy metal pole.}
      owner 69
      view 242
      cel 11
      name "Metal Pole"
   )
)

LOL

10
SCI Syntax Help / Re: SCI0 Space Quest III Decompilation Problem
« on: September 30, 2018, 11:58:20 AM »
You might want to try a newer build of SCI Companion, because my decompilation looks like this:
Code: [Select]
(instance Glowing_Gem of InvI
(properties
said '/crystal[<glowing]/'
description {You are still carrying the piece of orium you picked up on Labion during your last adventure. However, it has long since lost its glow.}
view 242
name "Glowing Gem"
)
)
I happen to have one in my stash, linked in my signature.

I replaced my executable with the one in your stash and it decompiles properly now. When is this version going to be officially released?
Thanks

11
SCI Syntax Help / SCI0 Space Quest III Decompilation Problem
« on: September 29, 2018, 04:24:53 PM »
I'm reconstructing the inventory items for Space Quest 3. I decompiled the game and found all the inventory items in script: n000. The items in the decompiled source are missing the "said" and "description" strings. They appear to be replaced with pointers/offsets into something unknown. A search for the missing strings reveals no matches found anywhere in the game.

(instance Glowing_Gem of InvI
   (properties
      said 4873
      description 6795
      view 242
      name "Glowing Gem"
   )
)

(instance Wire of InvI
   (properties
      said 4883
      description 6936
      owner 6
      view 242
      cel 1
   )
)

(instance Ladder of InvI
   (properties
      said 4887
      description 6988
      owner 15
      view 242
      cel 2
   )
)

Does anyone know where these strings might be stored? and how to get access to them? The description is not hard to find out, I can just run the game and read the description, but the said string I can only guess at what that might be.

12
SCI Syntax Help / Re: Automatic Ego Motion Problem (SCI0)
« on: September 26, 2018, 01:43:06 PM »
When calling a setMotion on the ego it's also necessary to notify it that it's moving in that direction: "(User:prevDir(RIGHT))". This way when you press a key to stop, it will know to stop with a single key press.

Another option is to disable input until they've completed the entrance animation.

I'm not talking about an entrance animation. In some games the ego will enter a room and walk clear across that room and into the next room without any keyboard input. You can stop the ego in its tracks at anytime to explore that room by taking control with the keyboard. To make the ego respond normally to keyboard control you have to tell it what its direction is with "(User:prevDir(RIGHT))". I hope that clears things up.

13
SCI Syntax Help / Re: Automatic Ego Motion Problem (SCI0)
« on: September 26, 2018, 01:24:44 AM »
Not that anyone cares, but I nailed down exactly what was causing the ego to ignore my keyboard input to stop.

When calling a setMotion the ego will walk just like you pressed a key to make him/her/it walk. However, when asked to stop with keyboard input the ego will ignore your first key press.

When calling a setMotion on the ego it's also necessary to notify it that it's moving in that direction: "(User:prevDir(RIGHT))". This way when you press a key to stop, it will know to stop with a single key press.


14
SCI Syntax Help / Re: Automatic Ego Motion Problem (SCI0)
« on: September 17, 2018, 09:25:15 PM »
I'm confused... all the code you posted is SCI Studio script. But when you create a new project, SCI Companion should default to Sierra script.

Well darn, I have been learning SCI Studio script all this time. Is there anything wrong with that? are there any advantages other than being "a hardcore sierra programmer"?

I find both scripting languages ugly, but I find Sierra script even uglier than SCI studio script.  :(




Would it be so wrong for these scripts to have "x = 1" rather than "= x 1"? My brain crashes every time I see this backwards style.  :P




15
SCI Syntax Help / Re: Automatic Ego Motion Problem (SCI0)
« on: September 17, 2018, 02:19:23 PM »
I, for one, recommend getting used to Sierra Script. It's just better.

I have always used Sierra script, just because it's always been the default in my installations :)

I finally solved the problem of the ego not stopping for the first keypress during a setMotion. Something in SetUpEgo() was causing the problem, I'm too lazy to pinpoint exactly what it is. My updated grabber script is tiny and dare I say even better than sierras. :o



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