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Messages - richruss691

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31
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 05, 2020, 11:58:43 AM »
There you are OmerMor, as requested!



I also have to get those credits worked out. And, of course, the scene that should follow I'll have to build almost from scratch. Well, actually, I suppose I might be able to grab most of it from the EGA version. We'll see how that goes.

32
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 05, 2020, 10:53:07 AM »
I'll have to figure out how to take video of game play but I'll see what I can do. Don't get too excited though, it's far from complete. The entire path is wrong so I need to adjust it. I still need to set some priorities and try to figure out the shadow. Then I can try to make The assets I took from the ega game look better and maybe implement some music. All of this should be doable even with my limited knowledge/experience but might take time.

33
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 04, 2020, 09:13:00 PM »
Solved it! Well sort of. I figured out where it was breaking and how to get around it. Still don't know why it was doing it.

There was Two things going on. First, the developers had bypassed most of the flight, I assume trying to track down the problem. That's why it was crashing early on in the flight. So all I had to do was remove one line of code and it would run through the whole flight.

The second problem is the part i'm still unclear on and was really the only problem. The flight was done with a series of setMotion statements crammed into a switch method. If they didn't need to change the view or cel for a while, they would reference an array of locations. Well, the last setMotion was referencing one of the arrays and apparently it didn't like ending ending the script right after the array reference. I was able to end the switch method with a MoveTo instead and now it works.

34
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 02, 2020, 07:14:12 PM »
awesome, thanks Eric

35
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 02, 2020, 11:16:14 AM »
Thanks. That is at least a starting point. Let's see if i can follow it somewhere.

36
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 01, 2020, 07:13:50 PM »
looks like error 4

37
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: May 31, 2020, 09:29:07 PM »
All of the necessary parts of my new room are in and appear to function properly, just needs a little polish maybe some bells and whistles and thorough testing then it'll be done. However, I've decided to take a break from this room for a while and focus on something else. The end credits sequence suggested by OmerMor.

As OmerMor suggested, it looked like it would be fairly easy to implement the fly-over as it seemed to be mostly already done. So I copied the necessary views from QfG ega as place holders and told the script to run the code that it bypasses in the official release. Of course, the code doesn't work right. Amongst other things, and currently my biggest concern, the fly-over begins but shortly into it the game crashes with one of those "you did something we didn't expect" errors. I don't know sci well enough to figure out much of that code block beyond moving the carpet around the screen, so i don't know even where to start with debugging this one. I got it to stop displaying the error message but now the game just stops doing anything and I have to "X" out of the game.

38
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: May 14, 2020, 12:48:36 AM »
thank you EricOakford for saving my bacon once again! "SEARCHED_FRED_TREASURE" seems to have fixed it, unless that flag gets triggered somewhere else. I can't think why it would though. digPile was at the end of the list, i wonder why it wasn't working.

thank you troflip for your input as well, it was helpful.

next on the agenda will be to make it so you can take fred's beard, then all that'll be left for this room is bells and whistles, i think.

39
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: May 13, 2020, 09:02:57 PM »
I defined it in script 000.

Quote
Are you sure it's at a higher index than any other global flag?

I don't know what that means so, no i'm not sure.

40
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: May 13, 2020, 07:41:30 PM »
I've made some decent progress on this room now. The room now knows whether or not the troll is dead, the troll will fight you if he's not dead and you get too close to his pile of stuff, after the fight it returns you to the room and the troll falls over dead, and you can search his pile of stuff and only get treasure once. I am, however, seeing a problem with that last one.

If i hack a game save first thing so i can beat the troll right away, the first place i go it to the troll cave. I can get in and fight the troll in the first part of the cave, the part that existed in the release, and i can go to the new part of the cave and get the loot from the pile. No troll in that part, i can only get the loot once, works perfect. However, if i play longer before visiting the cave, it thinks the loot is already taken even when it's not. the rest of the room works as expected. It's as though the flag is being set at some other point in the game but that shouldn't be possible. It uses a global variable that I added myself that shouldn't be referenced anywhere else in the game.

I'll drop some code below. If anyone has any thoughts i'd like to hear them, please.

Quote
(instance robLoot of Script
   (properties)
   
   (method (changeState newState)
      (switch (= state newState)
         (0 ;N_LOOT
            (Narrate 13 self) ;dig through loot
         )
         (1
            (if (Btst digPile)
               (= rando (Random 15 16))
               (Narrate rando self) ;already got loot
            else
               (Narrate 14 self) ;get the loot
               (ego get: iSilver 30)
               (ego get: iGold 5)
               (Bset digPile)
            )
         )
      )
   )
)

41
SCI Syntax Help / Re: Show line numbers in script editor?
« on: April 24, 2020, 12:59:12 PM »
okay, cool. that'll help a lot! thanks!

42
SCI Syntax Help / Show line numbers in script editor?
« on: April 24, 2020, 11:11:47 AM »
Is there a way to show the line numbers in the script editor? When the compiler errors out, it tells us which line it has a problem with. I'm looking for an easy way to find that line, up to now I've just been counting. I looked through the preferences but didn't see anything that looked like it would do it. maybe i missed something.

thanks for any help

43
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 24, 2020, 12:33:59 AM »
I just ran into something weird! I went to put the troll in my new room and it turned the entire background pic to black. I scratched my head for a few hours over it but did eventually manage to fix it. All the unused colors in the troll's pallet were set to used, and therefore showing as black. I changed them all to unused and it seems to have fixed the problem. i hope it doesn't creep into any other views.

44
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 18, 2020, 10:08:21 AM »
Fantastic! Thank you so much! :)

45
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 17, 2020, 06:38:16 PM »
Thank you very much Kawa. it seems to be working quite well. soon i'll be able to move on to the part of the project i expected to be hard. lol

I do have one more question, for now. gMessager class by default displays the messages toword the top of the screen. this new Narrate procedure you have written displays at the middle of the screen. is it possible to modify the code so that it will disply toward the top?

Again, the help you've been is enormous, thank you

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