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Messages - Collector

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1
I would hve assumed that it already did.

2
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 20, 2024, 09:40:56 AM »
WinAGI v2.x wont open a project if the wag states it's v3, but changing back to 2.3 allows it to open again. I assume things would break if you've updated the extended characters in logics. Otherwise, are v2 and v3 projects really incompatible or does WinAGI 2 just not expect a version 3 to be valid?
Perhaps some kind of import function to convert the wag to v3?

3
This is why ScummVM disallows aspect correction for KQ6.

4
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 19, 2024, 06:10:51 AM »
I'm not sure what you are referring to. Are you talking about the release installation files? There's only two - setup.exe and WinAGI.Installer.msi. If you're having trouble downloading I can provide a shared file link.

I don't know much about NuGet - I did some reading on it years ago but it never made sense. And I've been able to continue coding without seeming to need to know...

I was wanting to take a look at the code. NuGet provides the dependencies. I did get it to retrieve the FastColorBoxes package, but not Microsoft.VisualStudio.OLE.Interop nor NAudio.

5
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 18, 2024, 11:00:35 AM »
I am having trouble with the NuGet packages. I have never had a problem with them before. It is throwing 404 errors for all three of the packages.

6
SCI Syntax Help / Re: Adding a fourth loop to talker portraits?
« on: December 14, 2024, 08:34:08 AM »
Muriel Tramis


7
SCI Syntax Help / Re: Adding a fourth loop to talker portraits?
« on: December 12, 2024, 04:45:41 PM »
Even worse: the Windows portraits weren't views.

I had forgotten.

Anyway, I believe they may have been called Rave portraits, and regardless of the tech name they allowed talkers to be more visually expressive if I recall correctly. More information in the relevant ScummVM code.

No other SCI game used them to my knowledge.

You are remembering correctly, Rave. In fact, a while back deckarep posted a GO script to extract them and as you noted, KQ6 was the only SCI game to use them.




There we go!  I imaging at the time, they considered it an extension of the standard Size ability of windows.

I had never noticed that before. I had made the same assumption as Kawa about the "-" button, being a Windows interface rather than SCI. So being more of a Windows feature than one by Sierra, it was probably a transitional feature between old the old VGA standard of 320x200 and later VESA/SVGA 640x480. Another way to force it in-game was to switch to from speech to text, of course with no voices.

8
SCI Syntax Help / Re: Adding a fourth loop to talker portraits?
« on: December 12, 2024, 06:44:23 AM »
Don't know if it makes a difference, but remember that KQ6 has two different sets of views for the dialog portraits, one for DOS and one for Windows.

9
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 03, 2024, 03:37:03 PM »
I may be missing something, but is there some reason that you are not simply starting from Eric's decompile? It is already tested for successful recompile and play tested to completion. I believe that, also, most of the system scripts have been replace with leaked scripts from Sierra, taking decompilation issues for those scripts out of the equation.

10
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 20, 2024, 11:23:08 AM »
SCI has a language flag for the RESOURCE.CFG. It uses the phone country code numbers, US is 1 and French is 33.

language = 1

for English and

language = 33

for French. Of course you cannot do this on the fly. I don't think that ScummVM uses the RESOURCE.CFG anymore, but I think it is settable from the GUI and/or ini. The only official SCI game that I know of that language can be set from within the game is "Mixed-up Mother Goose Deluxe".

11
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: November 15, 2024, 06:24:18 AM »
The Sierra community is alive and well, though mostly on Facebook these days. I suggest that you advertise for voice actors in the various Sierra groups and have them submit audition samples.This could be done remotely. If unsure you could ask some of the fan and or indie developers that have released their games with voice packs for suggestions. Don't give up, your project should be far from done.

12
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: November 07, 2024, 10:04:20 AM »
@cdb-boop, I take it that when you decompiled the game your copy had all of the patch files in the game's folder. In that case the decompiled scripts would have been from the included patch files. I'll assume that the steam version comes from one of the official collections (which included the SQ5PAT patch) and did not include the NRS patch.

Do you have a list of the scripts altered by you? Specifically did you alter scripts 104, 110 or 994?




13
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: November 07, 2024, 09:35:44 AM »
The installer can read external driver.hlp files. I've attached one that can be just dropped into your SQ5 folder that will make the installer work properly.

Oh, I know how the installer works and had already edited the INSTALL.HLP. That is part of what I had called 'fiddling around'. But even so, without the RESOURCE.CFG stub file that is included with the original install media the generated cfg file the generated cfg will not include the extra flags from the stub. Without the minHunk set, the game will fail to launch. While it is easy enough to manually write a working RESOURCE.CFG, I usually try to approach these things from the point of view of helping more average users, which is to simply run the install.exe.

As I said, I was thinking about making an NSIS script to automate the entire process to have a ready to play game from the user's copy of the game, much like my SHP installers.

14
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: November 06, 2024, 08:30:38 PM »
Were any of the patch files in the game's base directory modified? I guess I mostly want to know what SCI patch files you created/edited.

15
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: November 06, 2024, 06:14:41 PM »
I see that you used VPatch to generate your patch files. I am working from the GOG release since this is the version that most will probably be using, though most editions of the various releases use 1.04. I had to fiddle around with generating a RESOURCE.CFG since the patch does not copy any of the Sierra installer files or driver files. Simply copying INSTALL.EXE,  INSTALL.HLP, INSTALL.SCR and INSTALL.TXT does not work  because the installer fails with the inclusion of the GUS driver. since the INSTALL.HLP is missing the gmgus.drv entry. I am not sure that the inclusion of the GUS driver really adds anything over the GM driver.

I am curious about the SCI patches. The installation media does not include a "PATCHES" subdirectory, so all of the original included are just in the base of the SQ5 of the installation media. Did you repack all of these files, even the ones that were not changed by your patch. Also, did you include the NRS patch? There is also the official SQ5PAT patch for 1.03. Was this included? Perhaps a list of the SCI patches you created for this project?

I would consider writing one of my DOSBox installers for this but I need some these SCI patch questions answered.

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