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SCI Development Tools / Script issues with QFG1VGA
« Last post by Leshy on February 25, 2026, 05:19:09 PM »
Hello, everyone! Some time ago, I came across some fantastic tools to edit the old SCI games with, including SCI Companion. Being a long-time fan of the Quest for Glory series and a father of two young children I'd like to play the game with, I figured it would be a fun project to translate Quest for Glory I into Dutch (as I could not find any record of such a version already existing).

The good news is that it was largely indeed fun, and also that it is 95% done ? the bad news is that the remaining 5% is doing my head in. Translating the message files and updating the pics and views was all pretty straightforward, but there is some pesky text that is stuck in the game's script files. Although I can decompile them using SCI Companion and edit them, the decompile process suggests that it isn't 100% successful on all scripts, and a recompile also throws a bunch of errors. And although I can definitely see that some of the edited scripts are working correctly (intro sequence, stat allocation screen...), the ones that will not recompile correctly obviously do not do so, and the game often ends up crashing in other locations; these are of course not really a desired outcome.

I have found two sources of full decompiles by sluicebox and EricOakford that I hoped would work; however, unfortunately the first set of scripts also results in errors when recompiling, and while the second seems to recompile successfully without any errors, the game subsequently does crash with an Error 4 when clicking the money pouch on Shema, Zara, or the bartender in the Inn, Magic Shop, and Tavern to make a purchase (even when used on a completely fresh and otherwise untouched install) ? although buying things from Hilde and Caspar seems to work correctly again. :o

So in short, I am not sure whether I am going about this the right way, or how to succesfully recompile the scripts to translate the phrases contained in them (mostly the purchase window text, but there are a few other random sentences). I did find a seemingly amazingly complete Italian translation of the game, which does have these script files translated, so there very clearly is a way to successfully do this.

I have searched quite a bit online, including through these forums, but unfortunately haven't found the solution on how to edit these scripts and get them back into the game in a way that they actually play nice with each other. Any help would be appreciated. For what it's worth, I have the 2.00 version from GOG, which runs via DOSbox.
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Its crazy how much the narrative has shifted in 4 years... It's gone from "cool little toy" to everyone and their dog hating AI and everything it stands for.

I just like technology. I dream one day for a world like Star Trek - talking computers, holodecks, replicators. Can you imagine the push back today if replicators were invented!

I'm still into generating images but I don't share it with anyone anymore because more often than not it can bring out some surprisingly intense opinions...
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SCI Development Tools / Re: Copyright state with games created in SCICompanion
« Last post by Collector on February 10, 2026, 12:23:13 PM »
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.
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SCI Development Tools / Re: Copyright state with games created in SCICompanion
« Last post by troflip on February 09, 2026, 01:05:00 PM »
No, it uses a VM like Sierra did to run the byte code generated by SCI Companion (with some extra functionality to support things like coroutines).

I did explore using c# for the scripting a while back, but I abandoned it. I forget why.
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SCI Development Tools / Re: Copyright state with games created in SCICompanion
« Last post by Collector on February 07, 2026, 11:57:02 AM »
How different is the scripting? Is it using Unity's script?
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SCI Development Tools / Re: Copyright state with games created in SCICompanion
« Last post by troflip on February 04, 2026, 05:44:21 PM »
Do your builds run on MSDOS?

They run in the Unity engine, which requires a modern system, so no.
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SCI Development Tools / Re: Copyright state with games created in SCICompanion
« Last post by robbo007 on February 04, 2026, 04:11:28 AM »
Your game should still on on scummvm. Not sure what licenses are around that? Can you ship it with a commercial product?

I really would like to use MSDOS as the main OS, so SummVM is not an option at this point. Do your builds run on MSDOS?
I'm thinking if its possible to re-write SCIV.EXE so its a little different but 100% compatible that way get around the copyright issues?
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SCI Development Tools / Re: Copyright state with games created in SCICompanion
« Last post by troflip on February 02, 2026, 08:08:36 PM »
Hi guys,
What is the accepted/legal practice for distributing original games made with SCICompanion? If you bundle with the drivers like mt32.drv etc and the sciv.exe would this breach copyright? I'm not sure who now holds the copyright for the drivers files and sciv.exe?

Your game should still on on scummvm. Not sure what licenses are around that? Can you ship it with a commercial product?
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SCI Development Tools / Re: Copyright state with games created in SCICompanion
« Last post by troflip on February 02, 2026, 08:06:14 PM »
My stuff is pretty significantly different at this point, that I'm not worried. The resource formats for pics/views are similar, the engine is very different.
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AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« Last post by Collector 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.
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