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Messages - lskovlun

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1
I went and looked at the code for PlayerControl/ProgramControl, and they both do (ego setMotion: 0), i.e. stop ego. Now, room 290 (as taken from LSL3) doesn't have an ego, so this ought to fail in LSL3 as well, but doesn't.
I don't think this is because of your menu item. There must be something else you've changed. LSL3 sets up ego in the main script like this:
Code: [Select]
                (User
                        alterEgo                        (= ego egoObj),
                        blocks                  FALSE,
                ;       echo                            SPACEBAR,
                ;       x                                       -1,
                        y                                       150,
                )
did you change or move this?

2
You can put (SetDebug) at the beginning of rm290::init and it will break into the debugger when you get there. Then either step through or move the SetDebug later and later until you hit the problematic statement.

3
SCI Syntax Help / Re: SCI0: Issues implementing Trite Phrase Menu item
« on: September 29, 2024, 03:54:12 AM »
Did you insert the new variable in the middle of the existing globals, and if so, did you remember to recompile everything? It may be a good idea in any case...

4
v3 interpreters are less desirable because you have to modify the executable file with your game's id.
That's a very small problem given that we now have Sierra's original tool (setstr.exe) for doing that. It only has to be done once.

5
SCI Development Tools / Re: Larry Casino Sprites and Audio extracted.
« on: August 24, 2024, 01:27:42 PM »
James Leiterman use to work as a developer in Sierra's Barn before it was shut down and he had the advantage that we had Sierra's source for the client. Not sure that the WON was ever leaked, so anyone that wanted to do so would probably have to RE it from scratch.
Hmm, was he the guy that I helped with a bug? He was writing (or exchanging maybe) bogus configuration data which caused a delayed crash - only he didn't realize it was delayed, so he kept looking at the wrong section of code.

Oh, and shut down? As in cease & desist?

6
SCI Development Tools / Re: Larry Casino Sprites and Audio extracted.
« on: August 24, 2024, 11:19:17 AM »
Not that I know of. But the INN servers have been reimplemented, so there is a precedent.

7
SCI Development Tools / Re: Larry Casino Sprites and Audio extracted.
« on: August 24, 2024, 05:31:31 AM »
Seriously, Larry's Casino is awesome and I wish 80% of it wasn't completely inaccessible since WON network went offline.
If only someone reimplemented the server-side code...

8
AGI: The little engine that could. Yeah, this is amazing! Kudos!

9
Might be worth looking into what DGDS/TitleMaker was like... I hear some people around here have it.

10
The second installment is here.

11
SCI Syntax Help / Re: SCI0: Events claimed Flags etc
« on: August 03, 2024, 10:18:54 PM »
Well, that explains my confusion. You're following modern conventions in OOP, which I guess is fine - it's just not what Sierra would do. Sierra's View instances rarely override their constructors - they generally put that code in the Room init. But OK then. I'm still having trouble understanding what events and claiming have to do with it. Yes, calling Said and having it succeed does claim the event (this helps to speed up the main game loop).

So maybe just do as Sierra usually did?

12
SCI Syntax Help / Re: SCI0: Events claimed Flags etc
« on: July 31, 2024, 10:06:31 PM »
Okay, so assuming that aTaxi here
Code: [Select]
(if (not (TestFlag 20))
(aTaxi init:)
)
refers to a view, that will only cause the view to not appear. What you need to do is find the setScript: call that activates your script (which you don't name) and put the test there.

13
To be fair, does MemorySegment-ed stuff survive cold starts?
No it doesn't.

14
The patch note says that the value is read from MEMORY.DRV on starting a new game. When restarting from anywhere after the intro sequence, the password screen is skipped -- you end up right in the PornProdCorp lobby, with the two points from getting and spilling the coffee already there. Since these things start at zero by default if not specified otherwise, restarting leaves the jackpot at that default zero. That's why the patch changes the initial value to 1000 in the heap section itself, not in any actual code. The fix in that patch doesn't bother calling LoadPassword.
And it's annoying too, because LSL5 already uses the MemorySegment kernel call to retain some data across restarts. But not the poker stuff  :o

15
Sluicebox blogged last year that:
Quote
Original Sierra source code. That subject has been off limits, but thanks to recent events I can relax that rule. If there's anything good about performance art, it's the unexpected. I consider this performance art, and I didn't expect to be presented with a Sierra cache on deep background. There's a good story there, but it's not mine to tell. The important thing, I told myself, is that it's found its way into enough hands that it won't get lost ? and won't stay underground forever.
I wonder how much other people have...

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