Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - richruss691

Pages: 1 2 3 [4] 5
46
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 17, 2020, 11:30:34 AM »
Thank you Kawa, I very much appreciate you help.

I tried both versions of the code you posted. They both compile without error but neither one works, unfortunately.

 The one without Talker support kicks back the error "Msg 999: 22 0 0.2 not found" then the game stops responding to input, the cursor moves around but won't anything else, not even bring down the menu.

 The version with Talker support give the error "<Messager findTalker:> can't find talker" then the game crashes.

Any thoughts?

I'm sorry I can't figure these things out on my own. this is my first time coding SCI and if its not in the tutorial its gonna take me a while.

47
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 16, 2020, 07:52:56 PM »
Thanks Kawa.
I don't mind leaving out messenger class. My new room has no one to talk to so i don't need talkers. all i need is something that will display, for instance, line 4 from text resource 118. Can you help me get something like that working? i couldn't figure it out from the documentation. i must be missing somthing obvious.

48
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 16, 2020, 02:00:32 PM »
Thank you very much EricOakford! valuable information! in the mean time, is there anything i can do to make my thing work? can i use Text resources? I tried but couldn't figure it out. maybe someone can help?

49
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 16, 2020, 03:56:19 AM »
It must be something like like that. its odd though, i've recompiled a few of the existing de-compiled scripts and they seem to handle it fine. i just cant figure what could be different.

is there another way i could approach the situation? i know sci0 used Text resources, are they still compatible with sci1.1? i looked it up in the scicompanion documentation and tried to use it like the example but i got a compilation error. either i did it wrong or its not compatible.

maybe i can just put the messages directly in the script. it wouldn't be pretty but it might work

50
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 15, 2020, 11:39:29 PM »
These messages are becoming the bane of this project! I've been having trouble with displaying messages but I thought I'd figured out a way to work around the problem. If i made every other message blank and never tried to access those empty messages, things seemed to be working fine. Unfortunately, today i decided to display one of the look messages upon entering the room. It seems to display that message fine but when i try to look around the room with the cursor, some of the messages display correctly but some display wrong. The ones that are wrong show a seemingly arbitrary talker and a gibberish message, or sometimes they might error out saying no such message exists.

I really hope someone can offer some advice on this. Its getting pretty frustrating and i don't think i can continue the project if i can't reliably display messages.

any help is appreciated,
    thanks

51
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 14, 2020, 03:38:52 PM »
Now that that's sorted out, I guess its time to move on to the intimidating part. Time to add the Troll stuff!

52
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 13, 2020, 09:37:54 PM »
I appreciate the support, thanks. the project is making progress, though slower than i'd like. I've got massages for the walls and the pile of stuff and i've got the code to dig through the pile and add the loot to the inventory but now i'm running into another problem.

when you dig through the pile, it's set to display a message "you dig through pile, etc." then it checks to see if you've done it before. if you haven't, it puts the loot in your inventory, sets a flag, and displays a message "you got such and such loot." if you've already collected the loot it give the message "nothing more of value."

all of this works except that the first message " did through pile" pops up and immediately moves on to the next message, which ever it ends up being. i want it to wait for user input, i.e. a mouse click or enter key, what ever, before moving to the next message. anybody know how to make it do that? i'll post some code bellow.

Quote
(instance theLoot of Prop
   (properties
      view 118
      x 138
      y 160
      signal ignAct
      loop 0
      cel 0
      noun N_LOOT
      priority 09
   )

   (method (doVerb theVerb)
      (switch theVerb
         (V_DO
            (messager say: N_LOOT V_DO 0 1 self)
            (if (Btst tookLoot)
               (messager say: N_LOOT V_DO 0 5 self)
             else
                (ego setScript: robLoot)
            )
         )
         (V_LOOK
            (if (< LootLooked 1)
               (messager say: N_LOOT V_LOOK 0 1 self)
               (++ LootLooked)
            else
               (messager say: N_LOOT V_LOOK 0 3 self)
               (= LootLooked 0)
            )
         )
         (else
            (super doVerb: theVerb &rest)
         )
      )
   )
)

(instance robLoot of Script
   (properties)
   
   (method (changeState newState)
      (switch (= state newState)
         (0
            (messager say: N_LOOT V_DO 0 3 self)
            (ego get: iSilver 30)
            (ego get: iGold 5)
         )
         (1
            (Bset tookLoot)
         )
      )
   )
)

edit: I tried a (Wait 600) command which should make it wait 10 seconds but it gave a really inconsistent duration, anywhere from 2 seconds to 14 seconds. is there a way to make it wait for a mouse click/keyboard event instead of the timer? i tried dropping in evMOUSEKEYBOARD but it did nothing.

edit: I got it working. my code was not well structured. i tightened it up, now it works. lol

53
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 10, 2020, 11:11:35 PM »
I have made some progress, sort of. I decided to start over using the scripts from the Decompilation Archive as mentioned by Charles. Thank you Charles.
I have not put in the enter or exit code for the new room because i know it works and i wanted to focus on the message problem.

so, here's what i'm looking at now: i can get the messages to display now but every other message on the list is ignored, so to get all the messages to display i have to double them up or use place holder messages that don't get used. its not ideal but at least i feel like i can move forward. Any ideas as to the cause or how to fix it would be appreciated.

And i almost forgot, a big thank you to EricOakford for posting that decompile. it looks like they did an enormous amout of work changing the variable names, etc. to names that make some kind of sense.

54
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 10, 2020, 11:34:30 AM »
Just a small update on solving the problem with the messages in my new room.

they still don't work but i'm narrowing down the cause. in the messages section of the explorer, the messages for the new room have a status error:

Resource load failed

so that it clearly why the messages don't display. unfortunately i have no idea what could be causing that and i don't know how it could be related to the weird stuff i was seeing before.

if anyone has any ideas why the message resource might fail to load, i'd really like to hear them!

thanks

55
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 10, 2020, 01:58:19 AM »
Thanks, i hope i can finish it too!

I had forgotten just how different the two versions of the ending are. been too long since i've played the ega, i guess. lol. that is definitely something to add to the end of my list. thanks!

56
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: April 08, 2020, 10:07:00 PM »
Thank you for your reply.

This is a project that I've been working on for a while, I'm trying to make the vga version more like the ega version. I started with a bunch of graphical mods and have just recently started script editing.

I decompiled the scripts myself but the two rooms I've changed so far have recompiled with no errors and so far seem to run the way they should, although more testing should be done.

One of the first things i did, before decompiling, was rebuild the resources then delete all the patches from the directory.

I started with version 3.0.1.7 and after i started having the problem i switched to version 3.1.0.3 which, as far as i could find, is the newest.

57
SCI Syntax Help / Adding a room to Quest for Glory 1 (VGA)
« on: April 06, 2020, 06:27:13 PM »
I am trying to add back into QFG1 VGA the troll's cave that they removed when they did the vga remake. I am still in the very early stages. I have art made and i have the room added and the pile of stuff placed. I can enter and leave the room with no problem. That's as far as i have gotten.

Right now the problem i am running into is with messages. When add a message other than the default look/do messages to either the room or the pile of stuff it doesn't work right. I've tinkered around a bit, sometimes it might show the look message for one but not the other. Sometimes it will only show the default messages. Sometimes weird glitches show up. The do messages are always only the default.

Anybody have any thoughts? Any help would be greatly appreciated.

Thanks

58
SCI Development Tools / Re: sci0 vs sci1.1 differences?
« on: June 10, 2018, 06:39:10 PM »
thank you troflip, that should be helpful.  :)

59
SCI Development Tools / Re: sci0 vs sci1.1 differences?
« on: June 10, 2018, 02:17:29 AM »
Thank you both for your prompt responses, you make good points. seems like it might be an uphill battle! lol

60
SCI Development Tools / sci0 vs sci1.1 differences?
« on: June 09, 2018, 05:31:07 PM »
how different is sci0 from sci1.1? I've been considering vga updates of a couple ega sci games. are the formats close enough i'd be able to throw in some new graphics and a point and click interface? maybe sci companion can convert? or would it likely be a complete ground up remake?

Pages: 1 2 3 [4] 5

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.112 seconds with 21 queries.