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Messages - Collector

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1
I did explore using c# for the scripting a while back, but I abandoned it. I forget why.

That's too bad you abandoned it. I feel more comfortable in C# than any other language.

2
How different is the scripting? Is it using Unity's script?

3
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: February 01, 2026, 01:46:36 PM »
Sounds lik3e you are making good progress. I'll have to grab the latest and take a look.

When you get to the point of updating WinAGI's Wiki entry you'll need to setup an account on the new Wiki https://wiki.sierrahelp.com/index.php/Main_Page I have added all of the old AGI Wiki content to the new one and will be deleting the old one soon.

4
As to the music, MT-32 emulation could be handled by one of the DOSBox branches like DOSBox Staging or DOSBox-X.  Granted, these use Munt code to do so, ScummVM also uses Munt code for its emulatiion. However, all of these still require the ROMs. If you really want the MT-32 sound it would probably be best to record it and have it as a PCM resource. I guess you could use Gumby's old tool, sciAudio for the music in an SCI0 game or simply use SCI1.1. If SCI1.1 you could just do GM.

5
Everything-Else / Re: What's up peeps!
« on: January 29, 2026, 10:11:59 AM »
Hey Eric, good to see you around, again. I was just thinking about you. Yesterday, I was adding entries in the new unified Wiki for your template games and found a couple of them won't launch. The SCI1, both the EGA and VGA variants fail with "Can't find INTERP.ERR" error messages, even though the files are present in both.

The SCI1.1 Redux and SCI2.0 bomb after the debug popups. These I assume are just because they have no first room.

6
Everything-Else / Re: What's up peeps!
« on: January 28, 2026, 12:53:36 PM »
The scaler thing sounds like it would be a pain to implement.

7
Keep in mind that many of the Sierra artists are vehemently against AI art and might be offended if posted where this might be dropped in their laps.

8
Unpinned. Didn't make much sense to me to be pinned, either.

9
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 10, 2026, 06:59:37 PM »
I try to avoid them if I can, but sometimes it is the only solution

10
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 09, 2026, 04:16:07 PM »
Yeah, I had thought of the P/Invoke limitation and thought it would probably be a problem, but I have not looked that close to Andrew's source to see if he uses any. Again, something that I have not explored since I have no need.

11
Omer hasn't been around, lately. I wonder if he has any of the original sources in question.

12
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 09, 2026, 03:41:46 PM »
The new version is being developed with C#. I don't know what would be involved with getting it to run on Linux or Mac if you install dotNET on your machine. If you try it, let us know.

13
SCI Development Tools / Re: Getting started woes
« on: December 15, 2025, 05:10:48 PM »
There are a couple of projects of yours that I would like to see completed, especially Voodoo Girl SCI. Isn't it just the ending that needs to be completed?

14
SCI Development Tools / Re: Getting started woes
« on: December 10, 2025, 02:11:09 PM »
Playing around with SCI again? Does this mean that you will be around here more than you have been?

15
SCI Syntax Help / Re: SCI Tetris
« on: October 20, 2025, 02:27:08 PM »
Is there some reason that you are trying to use a different SCI0 template? This is a fan game that comes with its source. It compiles just fine with the resources and scripts it came with.

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