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Messages - lskovlun

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31
Actually it's weird - according to sciwiki the only difference is the KQ4PATCH which fixed views 653 and 997. But perhaps the wiki is wrong and there are other differences.
There's definitely a new interpreter; and a quick peek at FreeSCI shows this:
Code: [Select]
#define SCI_VERSION_FTU_PRIORITY_14_ZONES SCI_VERSION(0,000,502)
/* Last version known to do this: 0.000.490
 * Uses 14 zones from 42 to 190 instead of 15 zones from 42 to 200.
*/
Does this matter? idk. But the change is included in the last few releases of KQ4.

32
SCI Community News / Re: SCUMMVM SCI Engine "HiRes Upscale" Support Mod
« on: January 25, 2021, 11:28:55 AM »
Looks like palette undithering to me.

33
That's "mashes up". (My turn~)
or messes. :P

34
SCI Syntax Help / Re: SCI0 - Icon location in Print window
« on: January 23, 2021, 02:49:40 PM »
Yeah, I was just misreading. You did write y-axis. But the same trick applies; once the dimensions of the dialog box are known (i.e. after adding all the stuff to it and calling setSize:), you reposition the icon.

35
SCI Syntax Help / Re: SCI0 - Death Icon always set to loop indefinitely
« on: January 23, 2021, 02:27:48 PM »
Code: [Select]
(instance deadIcon of DCIcon
(properties)

(method (init)
(super init:)
(if (== gRoomNumberExit 540)
(= cycler (End new:))
(cycler init: self)
)
)
)
That if-statement there is a holdover from LSL3 and might cause trouble down the road if you ever have a room 540.
If you only need this once or twice, then that structure might be appropriate; it is simple and the code is already there. Another thing you could do is add a new global variable, or a new property to dyingScript. Then change the check above to look there instead.


36
Perhaps, the game uses different rooms but still uses the same backgrounds.
This is, in fact, true. Room 333 handles riding the unicorn through all (!)  the screens.

37
SCI Syntax Help / Re: SCI0 - Icon location in Print window
« on: January 21, 2021, 10:09:30 AM »
The default position on an icon in a window is top left. Is there an easy way to manipulate this? All I really would like to do would be able to center it in the y-axis. Keeping it on the left is fine, but it looks wrong in my death window.
How is this different from the other thread which was marked "SOLVED"? Honest question.

38
Everything-Else / Re: Dialogue Interface
« on: January 20, 2021, 10:00:22 AM »
For the record, l didn't notice this until OmerMor pointed it out.

39
Everything-Else / Re: Dialogue Interface
« on: January 19, 2021, 09:54:15 AM »
However, what you are trying to do may be possible.  I did have a degree of success with dynamically loading scripts which handled Said()s and disposing of them as soon as they were unneeded (IIRC lots of Unload or DisposeLoad calls).
For future reference, this is what Regions and Locales are for. Locales are limited to handling Said statements I think, whereas Regions are more general.

40
Everything-Else / Re: Dialogue Interface
« on: January 19, 2021, 05:26:48 AM »
Also, dialogue choices can ruin the joke, if you already know the phrasing of the question before you ask it.
The Tex Murphy series had a nice solution to this. The dialogue choices only described the general tone of each option; the actual lines were at times unpredictable.

41
SCI Syntax Help / Re: SCI0 - Death Icon at Top of Window
« on: January 12, 2021, 02:58:26 PM »
In fact this is easy: There is already code to do it! When looking over the code, I found a special case that I didn't know about: If you call Print with an empty text along with an icon, the icon will be centered:
Code: [Select]
(Print "" #icon 800 0 0 #button "Very long button text here\nto illustrate the point")pictured below. All you have to do is move that code appropriately.
Code: [Select]
(hDialog setSize: center:)
(hIcon
moveTo:
(/
(-
(- (hDialog nsRight?) (hDialog nsLeft?))
(- (hIcon nsRight?) (hIcon nsLeft?))
)
2
)
4
)
This relies on the trick I mentioned before, that it is permitted to recalculate the size of things multiple times.

42
SCI Syntax Help / Re: SCI0 - Death Icon at Top of Window
« on: January 11, 2021, 10:48:20 AM »
OK, so there are two things to be done here. Changing the Print procedure and then changing the death scripts.
The first part is more difficult, so we'll start with that. The central bit of code is this, in Controls.sc (you're still on the old syntax, right?):
Code: [Select]
(if(hIcon)
(send hIcon:moveTo(4 4))
(send hDText:moveTo( (+ 4 (send hIcon:nsRight)) (send hIcon:nsTop) ))
(send hDialog:add(hIcon))
)
As you can see this positions an icon (which was created before this) at the top left, then positions the (also previously created) text next to it. The important thing to note when changing this code is that the position and size of these objects are (and can be) recomputed several times (using the setSize and moveTo methods in particular) as more things are added to the layout. So you can take advantage of this. It's probably better to do this in a separate copy of Print since it's a bit of a mess already (you can always work on integrating them later, and may have to do so out of heap concerns). Then you add an option in the death script to call either of those as desired.

43
And this is what the Gauge dialog looks like.

44
SCI Syntax Help / Re: Telephones
« on: December 13, 2020, 06:16:16 PM »
This reminds me of that easter egg in SQ6 that to the best of my knowledge hasn't been described online.
Type Steve Conrad's girlfriend's phone number and get a personal message.

To conceal the number, Steve used partial sums.

45
SCI Development Tools / Re: Documentation for Sierra's original tools
« on: November 03, 2020, 05:43:26 AM »
Of course knowing how to invoke a tool is one thing, actually being able to troubleshoot with it is quite another.

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