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Messages - MusicallyInspired

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1561
SCI Syntax Help / Re: Disabling Save/Restore
« on: August 20, 2010, 01:10:49 PM »
I managed to successfully remove the Save/Restore functions by removing EVERY reference to Save and Restore from the menubar class but now Quit doesn't work. I believe it's because between Save/Restore and Quit in the menubar there is a separator that obviously isn't supposed to do anything and it's assigning Quit's functions to that control...which is nothing. Anyway, I can't figure out how to make Quit work while Save/Restore is disabled.

1562
SCI Syntax Help / Disabling Save/Restore
« on: August 20, 2010, 12:45:03 PM »
How would I go about disabling the Save and Restore functions? I removed them from the menubar class but then it screws up the shortcut keys for some reason. CTRL+Q brings up the Save dialog and F7 brings up Restart Game or something. I think I remember succeeding before I just don't remember....any ideas? I mean disable Save/Restore for an entire game not just a certain section. I'm working on a new project and it's very short so it doesn't need Save/Restore.

1563
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 20, 2010, 11:12:02 AM »
Why is the word 'of' in the vocab then? It also seems silly that (once again) the SCI engine is incapable of something AGI did with ease.

Also, In King's Quest I SCI you can type "get four leaf clover" and it will work. There's no prepositions, but it's there. I'll look for other examples as well.

1564
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 19, 2010, 12:49:44 PM »
Then you'd basically be saying "take basket basket" in-game which would return an error. And, in your example, words in brackets are just a collected series of "ORs". It doesn't acknowledge both of them at the same time. At any rate, I tried it and it fails.

I just wish Brian would have documented the parser a lot more than he did. He basically through a simple tutorial together and expected everyone else to understand it. In fact, he had that attitude for almost everything script related. Not everyone's a natural programmer...maybe that's why SCI Studio never really garnered much attention.

As a side note, it's nice to have active members tackling problems again. Feels like 3 years ago again :).

1565
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 19, 2010, 12:23:52 PM »
Oh I should have mentioned that I put my 'take/key' logic after the 'take/key<gold' and 'take/key<silver'.

Ah! That did it! :) Thanks for figuring this out. Why this stuff isn't properly documented I'll never know....this should go in the How To tutorial thread.

Unfortunately, I can't figure out how to use this for stuff like "basket of goodies". I can make it work with "take goodies basket" in-game but "take basket of goodies" isn't recognized....I thought the parser was smart enough to figure this stuff out.

1566
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 19, 2010, 10:44:59 AM »
Didn't work for me. Even though I had take/key<gold and take/key<silver after take/key it still decided to ignore both of them and gave me the take/key description.

1567
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 18, 2010, 11:50:51 PM »
Thank you! I will test this!

1568
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 18, 2010, 01:34:49 AM »
I'm starting to think that the parser interface in the SCI template game is unfinished. Other Sierra games have no problem using adjectives. The function is even there in SCI Studio/Companion, but there is no explanation as to how to use it!

1569
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: August 17, 2010, 10:44:15 AM »
Wow! If you manage to get this working it would be INVALUABLE to my KQ2 remake! I have to settle with things like "basket" and "goodies" instead of "basket of goodies" or "girl" instead of "red riding hood".

1570
Indeed. Same here.

1571
Oooo. That is interesting. I've never played a Zork game before (other than Return).

1572
SCI Syntax Help / Re: Determining key values
« on: August 06, 2010, 05:33:38 PM »
Yep. I started KQ2SCI in SCI Studio. I had to manually adopt the script bug fixes and debug commands into the game. Had to redo a lot of code to that Companion wouldn't accept.

1573
SCI Syntax Help / Re: Determining key values
« on: August 06, 2010, 03:15:36 PM »
Is it? Nice.

1574
SCI Syntax Help / Re: Determining key values
« on: August 06, 2010, 10:29:37 AM »
Indeed. This is strangely absent for me as well. I've only been able to figure out some of the ALT's from someone's custom debug system I copied into my game...

1575
Everything-Else / Re: SQ1-3 on Good Old Games
« on: July 28, 2010, 06:39:20 PM »
I do it all pretty much through playthroughs, trying everything, and memory/knowledge of the game. Occasionally I'll look at KQ2AGI's game logic to figure some things out but not often. And only for things like what all specific rooms that Red Riding Hood appears in. This can be annoying when all the variables in an AGI game are just numbers (which they are when decompiled by AGI Studio) but there's no other way around it.

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