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Grand Old Games offering Vista/Windows 7 compatible Mask of Eternity

Started by TheReturnofDMD, September 08, 2010, 01:31:25 AM

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jen

I have no idea what's up with the old one, but I always wished it'd been wi-fi capable and touchscreen, and it the other one I showed you will be, so all shall be good :)

DawsonJ

Quote from: jen on September 07, 2011, 11:29:09 PM
It was just a thought I'd had, like I said, I've never monkeyed with a game's settings in such a way before.  If you can find a way,  that'd be totally amazing, if not, I'll have to resort to saving, quitting, looking at the land maps and restarting the game

Ok, I figured out the allowAltEnter code:

In the game's root folder, "KQ8," open the mask.cs file with notepad. In Vista or Win7, go to the Start Menu-> Accessories-> Notepad (right-click on Notepad and choose "Run as Administrator").

At the beginning of the file, you'll see a line that says:

if test $2 == Init

Add the following (middle) line, so it looks like this:

if test $2 == Init
           set allowAltEnter true
           set KQWorld::SaveGameName Game1Save


jen


Baggins

One step closer to more MOE upgrades!

I wish I could figure out why the game is trying to play in a tiny box surrounded by black borders in the 800x600 mode on my Alienware M11X laptop, instead of stretching to full screen...
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

MusicallyInspired

That would either be a function of your laptop or your laptop's graphics drivers. Usually there's a toggle to choose how it displays the display output. A keyboard shortcut combination with the Function (Fn) key for the former or a toggle in the graphics drivers for the latter. It either displays in its native resolution (perfect pixel, ie- small box black borders all around), stretched to full screen (black borders on left and right), or stretched to fill the screen (stretches horizontally so it's "widescreen", no black borders).

In any case it's not a game setting issue.

Baggins

the thing is I'm not having the problem with any other game, strangely. 800x600 functions fine (widescreen) on other programs.

640x480 mode is also stretching to full screen fine.
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

DawsonJ

Baggins, I may have found the in-game, console, way of testing the .aud files.  I'm checking into it now.

Anyway, the Alt-Enter info came from this website, which is quite useful:

http://www.sierraplanet.com/kingsquest8/goodies.html

Also, world.cs files, where available, have variables for MaxMonsters (awake at one time) - IceWorld has 10 by default.

Edit:
Using the in-game console, type the following:

KQSound::play icebrak3.aud

For any other .aud files, just change "icebrak3" to the file you want to hear.

Baggins

QuoteAlso, world.cs files, where available, have variables for MaxMonsters (awake at one time) - IceWorld has 10 by default.
This may be related to the difficulty modes, not sure... I think hard had more enemies at once than if you play on easy.

QuoteUsing the in-game console, type the following:

KQSound::play icebrak3.aud

For any other .aud files, just change "icebrak3" to the file you want to hear.

I tried this but it isn't working for me, its saying "*.aud' not found.

* = name of file. Maybe this has to do with it not knowing which folder to look into for the specific sound file? I find the aud files are buried several layers deep within Data/(level name)/Sounds for example.

Edit: I think I figured it out, but still not finding where the various speech files are hidden...?
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

DawsonJ

Unfortunately, not all .aud files work through the console. But the example I gave works, along with ICEBRAK1 & ICEBRAK2... along with various other files. It may have a buffering issue with larger files.

Regarding voices, you can see how complicated the code is if you walk up to an NPC, bring up the console, and click on the NPC. They'll talk, maybe Connor talks, and it's clearly a different set of codes. Connor's comments are even harder to index - they come up as a specific set of codes.

Baggins

Sure would be nice if we could find the text script for the game used in the subtitles...
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

DawsonJ

Quote from: Baggins on September 09, 2011, 08:43:34 PM
Sure would be nice if we could find the text script for the game used in the subtitles...

Just to read the script, or for the audio 'Coordinates,' so to speak?

I've been limited for the last couple days because of my back, but either Sunday afternoon or Monday morning I should be able to focus more on analyzing the game.

My programming history has primarily been based on Batch programming and hex editing, so I'm still figuring out C#. It's pretty easy to read, but a little tough when you can't see what's calling the Scripts (.cs files.) Fortunately, this is the most 'naked' game I've seen in quite a while, meaning it's not compiled into a handful of files, like most apps. (Although Gorilla BASIC would be easier. ;) Antiquated joke. Sorry.)

Baggins

Well, just to read the script outside the game, and also to see if there are any bits that didn't make it into the final game... Sounds, conversations, etc...

Cutting room stuff like was found in KQ7 files, and lesser extent KQ6 files (I understand there are also some unused textures hidden in the files as well)...

One of the more interesting files I came across was one that had all the statistics for the enemeis in the game... The amount of HP they apparently have, and the amount of EXP they give... I'm curious if this relates to the amount of 'points' they give as well, for the end game score...

I'm still very curious how the game calculates the score, and if there would be a way to somehow work it all out!

I discuss some of the information I have discovered here;
http://kingsquest.wikia.com/wiki/Mask_of_Eternity_Point_List

Basically the game calculates a total points earned in the game out of 6631364 points. Similar to the point systems in the early king's quest, but much larger number. It's possible to actually earn more than those points presumably due to a glitch... but it would still be interesting to know how the points are calculated, and what each action in the game gives you.
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

DawsonJ

If you want some info on EXP, run the Console, and type god. It shows some stats. And if you then type ungod, it reveals the stats you've actually earned.  (Take note of the level # when you type god - it looks incomplete, but maybe that's all you can earn with the total number of enemies you can defeat.)

Baggins

Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

DawsonJ

Here's a gift... KQ8\GAME\KQ\Invinfo.itl

Open it in Excel or Excel-compatible software (I.e. www.OpenOffice.org) for clear listings.

Edit: The same rules apply to the Monstats.mtl file, in the same folder.

Baggins

I think Monstats is the file where I got the exp statistics...

Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

DawsonJ

Ok. If you can find the SCI Message Editor mentioned in KQ8\GAME\ENGLISH\TALKERS.SH and VERBS.SH, you may be able to figure out where the Script is hidden. I searched Yahoo.com, but found... Nothing of interest.

Apparently, each character has a number associated with their speech. If you talk with the Queen of the Snow Nymphs with the Console up - when she explains that you need the Crystal Sceptre - you'll get an idea of how the script and gestures are done... And a Beavis and Butthead comment.

Baggins

Ok, turns out, if you turn on the console... and do an action... the game will then pop up the exp information...

For example, start a new level... start the console... Then click on the raven, and you will get 5/10 expr.

This makes it very convenient if you want to know how much exp it takes between each level as well!

There are also some amusing messages that come up, when you do certain actions. Like I think near the point you punch Hay Target, it states that "Mighty Ben punches the target" or such... If you open your door, or something, it says, Ben is smart, S-M-R-T.

http://www.eeggs.com/items/5391.html

These hidden messages may be quite funny to discover!

Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

DawsonJ

When you read the .cs and .KQ files, you can see that a certain comment is either ignored by the game (if the line starts out with a semicolon ";") or a comment is ECHOed into the Console. I need to pull out my ZTreeWin so I can view file contents more easily... And, maybe, I'll be able to see the script by searching for one of those ECHO lines.

Baggins

I like how you can attack inanimate objects, then switch to the debug console, to get a description of the object you attacked...

It's kinda like get descriptions of things back in the old games, although its not as detailed...
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg