Author Topic: Mod potential  (Read 2653 times)

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Skyshark

  • Guest
Mod potential
« on: November 03, 2003, 12:40:47 AM »
I've been keeping an eye on SCI Studio on and off for some time now and I'm fairly interested in the potential of the program to assist in the creation of mods for some of the old games. I imagine SCI Studio would be one way of analysing the code of games for some errors (such as Error 52 in QFG4: Shadows Of Darkness) and some others might tinker around and create some modifications for the games.

What are people's opinions on such an idea, just out of curiosity?



Offline Chris Cromer

Re:Mod potential
« Reply #1 on: November 03, 2003, 12:46:10 AM »
Well it isn't possible to edit the game's scripts right now. The most you can edit is the graphics.

But I know that Brian has been working on a script program which will allow us to edit the SCI game's scripts.

And I doubt that SCI Studio will fix these bugs in games for you. The bugs are in the games themselve's which means they need to be fixed in the programming of the scripts.
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Brian Provinciano

Re:Mod potential
« Reply #2 on: November 03, 2003, 03:51:34 AM »
My decompiler is very good now, and only has an issue with code such as "= var (if(...) ...)(else ...)". It won't be a difficult fix, I just need to rewrite my if handler. Everything else decompiles perfectly.

Fixing bugs in SCI games are a good idea. However, though it will be possible with the decompiler, it's not my goal to make SCI Studio edit Sierra's games. From day one it's been to create them. That being said, I'm not going to have tutorials on editing Sierra's games, it will simply be left up to the SCI elite. The type of people who can figure out things for themselves through the documentation. The type of people who can look at the code and figure out what "global_322" and "proc_003_11" do without help.  It's one of those "you're on your own" type of things. (PS. in other words, the type of people who can code for themselves and won't just try to rip all of the code off Sierra games to put into theirs, heh)

Offline Chris Cromer

Re:Mod potential
« Reply #3 on: November 03, 2003, 04:41:59 AM »
Well I already have plans to try and fix SQ4's timer bugs. What other games have bugs in them?
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline OmerMor

Re:Mod potential
« Reply #4 on: November 03, 2003, 01:21:47 PM »
*cough* *ahem* QFG4 *cough* *cough*  ;)

Offline robingravel

Re:Mod potential
« Reply #5 on: November 03, 2003, 03:56:54 PM »
Well I already have plans to try and fix SQ4's timer bugs. What other games have bugs in them?

But put sq4 on the web is still illegal even if it fixed or not.


Robin Gravel

Offline Brian Provinciano

Re:Mod potential
« Reply #6 on: November 03, 2003, 04:51:45 PM »
Well I already have plans to try and fix SQ4's timer bugs. What other games have bugs in them?

But put sq4 on the web is still illegal even if it fixed or not.


Robin Gravel

One could simply distribute the new scripts and the players would just need to place them in the game's directory like Sierra's patches.

Offline SkaZZ

TRaNSLaTe
« Reply #7 on: November 03, 2003, 05:36:53 PM »
I don't use SCI Studio for create games, I use for translate games into Spanish, but other people translate into Italian, Russian...

SCI Studio is a great program, because for translate a game of LucasArts, for example, I need a hex editor and I don't use characters how "

Drigo

  • Guest
Re:Mod potential
« Reply #8 on: November 03, 2003, 07:34:53 PM »
Speaking of Sci games bugs, there's that annoying one in Gabriel Knight which freezes on load/save games under Windows version. I'm that kind of guy that put any kind of effort to figure out such problems and fix them, doing a lot of SCI scripts disassembling once SCIStudio disassembler is released. :)

Offline Chris Cromer

Re:Mod potential
« Reply #9 on: November 04, 2003, 12:29:16 AM »
Well I already have plans to try and fix SQ4's timer bugs. What other games have bugs in them?

But put sq4 on the web is still illegal even if it fixed or not.


Robin Gravel

One could simply distribute the new scripts and the players would just need to place them in the game's directory like Sierra's patches.
Actually I have a program that makes patches for programs. I can have it compare the original and the fixed version and then it write's the patch. Then it will apply to patch to the original which means they will have to already own SQ4.

Um, I don't have any problems in QFG4... could you be more specific? :-\
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Perica

Re:Mod potential
« Reply #10 on: November 04, 2003, 12:39:26 AM »
Actually I have a program that makes patches for programs. I can have it compare the original and the fixed version and then it write's the patch. Then it will apply to patch to the original which means they will have to already own SQ4.
Is this program free, what's it called, and where can i get it ??
« Last Edit: November 04, 2003, 12:42:03 AM by Perica »

Offline Brian Provinciano

Re:Mod potential
« Reply #11 on: November 04, 2003, 12:51:21 AM »
You couldn't actually "patch" existing scripts in the game because:
1. they are compressed in resource files
2. the new scripts would be recompiled scripts, and thus in a completely different order, different size, etc.

Instead, just placing the new, recompiled script files in the directory would be the trick.

Offline Chris Cromer

Re:Mod potential
« Reply #12 on: November 04, 2003, 01:00:26 AM »
It adds and removes files and even changes the structure to match the new one.

It will make their copy 100% identical to my copy including the new scripts in the scripts directory. Basically it compares directories and files and makes the patch file add/delete/modify the structure to match your changes to the program.

I will have to find the site again, and yes it is free. They also have installers, and game making tools and other cool things.
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

~Kurt~

  • Guest
Re:Mod potential
« Reply #13 on: November 04, 2003, 03:24:20 AM »
Quote
Um, I don't have any problems in QFG4... could you be more specific?

You, sir, are missing out on the most viscious timer error ever in the history of Sierra gaming. It makes SQ4 look like a slight annoying step up in speed.

In the DOS version of QFG4, when you go to the tomb of the Mad Monk to retrieve the ritual and fight the Chernovy, some time between when you enter the screen, fight the Chernovy, and complete your task, the game crashes completely and gives you the simple message: Error 52.

No amount of Turbo-ing, Mo'slo-ing, or up to this date emulating has ever been able to work its way around this problem. Try as you might, it always fails. Rather than fix this problem, however, Sierra offered save games...yeah right, like I'm gonna give up my character just to pass the Chernovy. There's even a fan support team dedicated to helping people out of these jams. It's a terrible time. Error 52 eclipses SQ4 in evilness by a landslide.

So, yeah, that's why most QFG fans can't wait for this option on SCI Studio VGA...it really means life or death for them.

-Kurt

Offline Chris Cromer

Re:Mod potential
« Reply #14 on: November 04, 2003, 03:47:59 AM »
Ah, well that explains it... I use the windows version of QFG4. ::)
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)


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