Author Topic: Mod potential  (Read 3155 times)

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Offline Brian Provinciano

Re:Mod potential
« Reply #15 on: November 04, 2003, 04:43:27 AM »
I don't know if anyone else has come across this bug, but i was playing Leisure Suit Larry 5 many many years ago on my old 486/25 when it would freeze in front of the dentist's office. No matter what I did, I couldn't unfreeze it. Even saving/restoring wouldn't reslove it. I think this is a severe, but smaller and intermitant bug, which is one of the worst kind--harder to track down.

I'm working on a new compiler (don't worry, I'm not tossing out the old one, and even plan to update the old one to support SCI11/SCI32) which supports typecasting, that is, variables are declared as "int something" and "object *anObjPtr". It will help the scripter write much better code. I truly believe that had the original Sierra compiler had typecasting as well, there would be significantly fewer bugs.

The new compiler has code such as:
 varsomething = 10;
instead of:
 = varsomething 10

I do like the SCI syntax, but even SCI Studio's syntax, which is based off the original is quite superior to the Sierra SCI one. It's almost like the authors rushed into making a quick and dirty compiler instead of a good, solid one, and never bothered updating it to support a better syntax. It's kind of odd how they were still using the "= somevar 10" syntax and such through LSL7, when they could have been doing the games in a more powerful and strict syntax like C++.

When designing development systems, I ALWAYS give the external scripts priority over the compiler. If I need to put a little more work into the compiler to make scripts easier to code, more structured, and more efficient, it's always worth it. A better compiler will cut down on the script bugs. It will report error and warning messages instead of letting bad code slip by. Had Sierra coders had a better compiler back then, and a better syntax, the games would have a lot less bugs.

Offline Chris Cromer

Re:Mod potential
« Reply #16 on: November 04, 2003, 04:56:15 AM »
I can't wait to use the new compiler, I prefer the C++ code compared to the old code.

Will we have to convert the code to the new compiler format by hand? Or will the new compiler be backwards compatible and be able to compile both types of formats, or be able to convert it to the new type?
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 #17 on: November 04, 2003, 05:51:32 AM »
I plan on having SCI Studio use the same script format up through SCI32 for current users. This compiler will be an optional addition to it. Users will be able to select the language the wish to use upon the creation of a new game.

Offline OmerMor

Re:Mod potential
« Reply #18 on: November 04, 2003, 12:47:36 PM »
Brian - how do you know that Sierra still used the SCI syntax on LSL7

Offline Brian Provinciano

Re:Mod potential
« Reply #19 on: November 04, 2003, 05:01:36 PM »
Sierra has released snippets of code since AGI, generally in the "Official Books of X Quest"s and "Sierra Newsletter"s. The released some Police Quest SWAT code a while back, which is SCI32 as well.

Offline Perica

Re:Mod potential
« Reply #20 on: November 26, 2003, 06:52:06 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.
Had any luck in finding the address of this site? I'm still very interested in getting this program and seeing what it can do.....

Offline Chris Cromer

Re:Mod potential
« Reply #21 on: November 26, 2003, 06:58:40 AM »
Oh, sorry I completely forgot about that, here is the url:
http://clickteam.com/English/patchmaker.php
Chris Cromer

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

Offline Paladinlover

Re:Mod potential
« Reply #22 on: November 26, 2003, 10:59:50 AM »
I'll be doing whatever I can to solve the problem with Error 52 after SCI Studio 4 comes out. But in the mean time, all I can do is wait.

As for modding. Well, I'm not planning on doing any real modding, just adding and modifying some question that you can and cannot ask. I don't think it's that hard to do.

Till next time stay cool 8)


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