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91
Hi,

After finishing KQ5 CD and KQ6 CD spanish adaptation (for GOG release), I decided to translate also KQ4 EGA. I done the translation of all text, adjusted vocab files with spanish words, etc... Now I am in the testing stage, and nearly completed the game following Sierra's walkthrough.
Right now, I'm in the storage room where Lolotte (now dead because of love) has the hen and the pandora's box.

Ok, I can get the hen (english: "get hen", spanish: "coger gallina"). This is easy (and works naturally without changing anything).

But I have a big problem (tried dozens of choices) when trying to get pandora's box. You can get it in english with: "get pandora's box". But in spanish I should do: "coger caja de pandora". This is the script (for remember it):



I want maintain also the english words (I played until the storage without touching them). So, how could do it in spanish?

I have in vocab.000:

[get | coger]                                     (imperative verb) -Here I have a lot more verbs, of course-
[pandora | | pandoras | pandora's]     (noun)
[box | boxes | crate  | crates | caja | cajas | cajon | cajones] (noun)
[of | de]                                           (nothing)

When I put "coger caja de pandora" (I could do also with article: "coger LA caja de pandora"), this is not working. I tried things in Said like:
- "/pandora<box"  (then I can do "coger caja pandora", but NOT "coger caja DE pandora").
- "/caja<de/pandora" (is not working)
- "/of<box/pandora" (is not working)
others...

I know I have some limitations, but I think this is possible to do.

Any help in this?
92
AGI Development Tools / WinAGI Version 3.0.0 Progress Updates
« Last post by AGKorson on January 02, 2025, 08:51:40 PM »
Happy New Year everyone!

My resolution this year is to finish a production version of WinAGI in C#/Visual Studio. To that end, here is the latest pre-production release:
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha11.1

The progress point I'm currently working on is the Defines Editor. In WinAGI VB this is used to manage defines that are considered global in scope. WinAGI VB's compiler automatically loads these defines (as well as defines for reserved variables/flags and resource ID labels) without needing to explicitly define them in logic source code or in a text file (like defines.txt) I thought that was a good idea twenty years ago, but since then I've come to realize it's not ideal. So I'm making a major design change to WinAGI C# that no longer assumes values for IDs, reserved and global defines.

In this release, I've completed that change. Now all define names must be declared and included either in the source file itself, or in a separate file to be accessed via an #include directive. WinAGI still provides automatic management of these features, but the code output will always look more complete because nothing is assumed inside the compiler regardless of how you configure your game for defines support.

There are now three new game properties, IncludeIDs, IncludeReserved and IncludeGlobals that you can use to tailor the coding experience to your own preference. Each is associated with pre-defined text file  (resourceIDs.txt, reserved.txt and globals.txt) that WinAGI will automatically create and update as you make changes to your game (by adding, removing, renumbering, renaming resources, renaming reserved defines, adding, removing or renaming game-specific global defines). Logic source code is also automatically updated based on these properties to add the appropriate #include directive to every source file.

My goal is to create an experience similar to the 'using' directive in Visual Studio. It gives users the option to take advantage of WinAGI's powerful features to automatically manage naming and usage of defines (which is what WinAGI VB did) but also makes it extremely simple for those who would rather manage all game defines manually.

An added benefit of this approach is that it makes the source files much more portable. You could for example use the source code and defines files in AGI Studio without needing any modifications.

I am very interested in any opinions out there regarding this change. So please take a look at this version, and play around a bit with the auto-Include features and let me know what you think.


93
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« Last post by AGKorson on December 21, 2024, 03:46:17 PM »
OK, here's Progress Point 9.0:
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha8.0

The character map dialog is now complete and integrated into the logic editor.

I also updated the v2.3 logic conversion function to make backup copies of logics before conversion. That makes it easier to revert back to WinAGI 2.3
94
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« Last post by AGKorson on December 20, 2024, 01:22:43 PM »
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?
As of right now the change in extended character support is the only incompatibility.  Changing the version property back to 2.3 is the correct way to revert the WAG file. 
But you are correct in that if you updated your logic source files to v3 any extended characters will display incorrectly in v2. You will need to manually correct them inside WinAGI v2 to revert them.

I'm not planning on creating any standalone converters. But I can add a feature so the v2 logics get archived/backed up prior to being updated to v3. I probably should have included that from the beginning.

95
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« Last post by Collector 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?
96
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« Last post by doomlazer on December 20, 2024, 09:36:35 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?
97
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« Last post by AGKorson on December 20, 2024, 02:31:06 AM »
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.
Yeah, I remember now - NuGet is for managing libraries and such that you can add to your projects. It's been a while since I have had to deal with that. Weird that those two won't load.
98
Well, if I was aiming to fix it in Windows 3.1 and had full control (which honestly I couldn't give a care about), I'd just hide the title bar, like they ultimately did with the SCI2/SCI32 versions. Hide the title bar and resize frame. Then you've just got game window at 640x480.
99
When you said the title bar takes about 19 pixels, I figured one way to solve it maybe could be to have the 10 pixel status line, which would be at least 20 pixels in hi-res mode, not count at all so as to make room for the title bar. But then there's the "large fonts" video drivers that'd make the title bar way thicker than that.

Oh well :3
100
Yes, I noticed that. Only when you select the "Enable high resolution graphics" option.

And I didn't mean to imply nobody had known this before. Only that I just learned it (or relearned it... I'm sure I knew it at one point).

I wonder what it would take to remaster this in SCI to use the correct aspect ratio and the high-res graphics.  Probably need to use a custom build of ScummVM, as this doesn't look like the kind of modification that usually falls under their mandates.
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