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List of cm's that work in MM1 HD - Printable Version

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Re: List of cm's that work in MM1 HD - brell - 09-04-2011

Sry, Anthony, but when it comes to cg I am totally blank. How about starting a thread in the Custom graphic board? Perhaps there are some of the cg builders lurking around that might want to help.


Re: List of cm's that work in MM1 HD - RobSeegel - 09-05-2011

4C72757C621B0 wrote:
Am I missing a step, or something?

I was playing with it before, and it worked for me. My changes were a bit more radical than yours, but they all worked. I hadn't tried to zip up the directory. I'll experiment with that. I was experimenting with an open directory mansion.


Re: List of cm's that work in MM1 HD - RobSeegel - 09-05-2011

No custom mansion conversion for me tonight. I'll try to do some more tomorrow. Maybe I'll go back over the ones I've already done and start updating the download pages with the changes that were discussed.


Re: List of cm's that work in MM1 HD - Wingy - 09-05-2011

586568596F6F6D6F660A0 wrote: [quote author=4C72757C621B0 link=1313934664/69#69 date=1315164360]
Am I missing a step, or something?

I was playing with it before, and it worked for me. My changes were a bit more radical than yours, but they all worked. I hadn't tried to zip up the directory. I'll experiment with that. I was experimenting with an open directory mansion.
Alright, I opened the mansion up in its unzipped format and the graphic change worked just fine. It's strange it doesn't work when it's a zip file... Hmm. :-?


Re: List of cm's that work in MM1 HD - RobSeegel - 09-05-2011

19272029374E0 wrote: [quote author=586568596F6F6D6F660A0 link=1313934664/71#71 date=1315183837][quote author=4C72757C621B0 link=1313934664/69#69 date=1315164360]
Am I missing a step, or something?

I was playing with it before, and it worked for me. My changes were a bit more radical than yours, but they all worked. I hadn't tried to zip up the directory. I'll experiment with that. I was experimenting with an open directory mansion.
Alright, I opened the mansion up in its unzipped format and the graphic change worked just fine. It's strange it doesn't work when it's a zip file... Hmm. :-?
That's odd - I wonder if it's related to the save/restore issue Matari ran into and reported. That also works fine with an open directory, but not at all when it's a zip file.


Re: List of cm's that work in MM1 HD - RobSeegel - 09-05-2011

2333242D2D410 wrote: [quote author=3323343D3D510 link=1313934664/49#49 date=1315148129]
I have a good reason for asking this.  I am checking Art Minds Mansion by Veronika and just found out that sign was not working properly as it crashed the game.  This you propably cannot find out via the builder.

After analyzing it, I still couldn't find anything obvious, so I asked Vern about it. The new game has a bug that doesn't deal well with some combination of Carriage Returns in sign text. That's a potentially big problem, and is difficult/tedious to check for. He is working on a fix. In the mean time, I can put together something that can check all the mansions to see where this happens.




Re: List of cm's that work in MM1 HD - RobSeegel - 09-05-2011

All the mansions from C1 & C2 (except for Anthony's) should now be converted and uploaded. Over the next day or two. I'll go back through the boards, and add checksums, remove the useless info (the newest additions already reflect this change).

Also, Brell - I think you might have been right about the README file. The main problem is that if anything big changes, then that means all the uploaded files would need to be updated. I guess I didn't think that one all the way through. If it happens, then I'll update them - it won't be as big a job as this was at least. As far as updating the forum goes, it only took a few days for a majority of the mansions.

So, as far as current things I'm looking at:

* Checking over and updating as needed the various download pages - I'll probably add a few comments on those that were not able to be converted yet.

* Working on a script to identify all the mansions, applicable rooms, and Text IDs for sign data that has the CR issue.




Re: List of cm's that work in MM1 HD - brell - 09-06-2011

Rob, about the cr issue, of course players will report broken signs and we can then fix them one by one.

Will you put the readme file on the forum?

What is c1 and c2?


Re: List of cm's that work in MM1 HD - RobSeegel - 09-07-2011

4C5C4B42422E0 wrote: Rob, about the cr issue, of course players will report broken signs and we can then fix them one by one.

Will you put the readme file on the forum?

What is c1 and c2?

1st: c1 & c2 equal categories 1 and 2 of the lists I posted earlier in this thread. Sorry for the abbreviation. These were mansions able to be converted without any changes using the editor or graphics tools. Basically the low-hanging fruit, and fortunately the majority of the mansions. C3 are those mansions that need editor changes, C4 are those that may or may not require editor changes (usually, yes), plus they have at least one cg issue.

As for the Readme - yes, I'll do that. Just tell me where it should go, and i'll take care of it.

As far as the CR issue, I'm not completely clear on the problem yet. I thought I was, but found conflicting information. In the case of the killer sign, Vern told me that it was due to carriage returns not being handled correctly for the sign. I wasn't sure what he meant. Did he mean that a CR at the end of the text would crash? If so, that was false.

Many, many signs have CRs at the end. This specific case had two carriage returns at the end. Again, others did too.  The second to last line had a space, then a CR, then the last line has CR. When I cleared that space out of the next to last line, it worked fine. So perhaps this was the case. It's one case at least.

Was the problem limited to one space? How about more spaces, then a carriage return? Was it only at the end? Was it specific to two carriage returns, or could there have been more? I don't know - these questions make it tough to check. At this point the script is 98% done. If I knew the specific scenario(s), then I could take it the rest of the way.

What's also interesting to me about Art Minds, is the variety of Line Feed/Carriage return scenario. It seems as though all the major operating systems are represented. There are some signs that have a box or two between some of the words. These cases are  called by Line feeds being used (no carriage returns) like most Unix systems. There were other cases where there was a LineFeed,Carriage return series which is what you see in Windows systems, finally the majority use CR as the line separators. I take it that this is classic Mac - since the majority of mansions use this in their sign data.

I'm kind of scratching my head how art minds was all over the place regarding the line endings. The only thing that makes sense to me is that maybe Veronika was copy/pasting from other sources into the Editor, and perhaps the editor didn't do the proper normalization. It's probably not that important, but it was a little surprising to see.



Re: List of cm's that work in MM1 HD - RobSeegel - 09-07-2011

I did some more testing, the problem is a bit more widespread. It turns out that if you have a line in your text that has one or more spaces and a CR (no other characters), then the game will crash. It doesn't matter if this occurs in the beginning, middle or end of the sign.

I tested with one space, and I tested with twenty spaces. Both failed, though the one with 20 spaces left me a better error message before dying as well.