Bob the Hamster | 1 Feb 2006 17:11
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Human-readable data dumps, was Re: optional subexp..

On Tue, Jan 31, 2006 at 04:50:12PM -0500, Mike Caron wrote:
> On 1/31/06, David Gowers <00ai99 at gmail.com> wrote:
> > I implemented that regexp and finished the generic importing framework,
**clip**
> 
> Hmm, I almost like what I see. Almost.
> 
> That looks like an array format (probably Python), except for the
> bitsets, which I'd bet aren't. That would make parsing it difficult.
> Can that be imported in some way?
> 
> In any case, why not use XML*? It's perfect for this type of thing:
>
> * It's a standard format, supported by the W3C (albeit, intended for
> online applications)
> * It's human readable
> * It's flexible
> * It's easily parsable (especially since there are a number of
> libraries to do it for you. I suspect python has an XML module, even)
> * It can be formatted in any way you want, esp. via XSLT (if you don't
> know what I mean, take a look at the plotdict.xml source, versus what
> it looks like in the browser)
> 
> Either way, a non-binary format of any kind would be useful,
> especially for external tools. Imagine a world where a tool didn't
> need to worry about internal formats, or version changes, or which
> order the bytes go in, or whatever. They can parse the XML... er, I
> mean, whatever format is adopted, and modify that.
> 
> In summary, XML is good. Er... I mean, a text format of some kind would be good.
(Continue reading)

Bob the Hamster | 1 Feb 2006 17:22
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Wiki Spammer Log

For the curious, there is now a public log of successfully blocked spam 
attempts on the wiki. This gives us an idea of how effective various 
words on the Spamwords page are at actually blocking spam. (note that 
most phramacy spammers hit almost every word on the list several times 
in one spam, but the log only shows the first word that matches, which 
is why it seems like viagra is the only word the spammers ever speak)

http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/spammer.log

---
Bob the Hamster

Simon Bradley | 2 Feb 2006 00:18
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game-qb.exe - "Out of string space" error

The current QB build of game seems to be non-functional, giving an
"Out of string space" error when I try to load an RPG. Would this be
the stack size again?

I have just added 3 lines of code, as I move some of my recent changes
from fbohr, but I've just checked the nightly build from yesterday,
and that is the same, so I think I'll go ahead with my commit.

So far I have only moved my changes to allmodex into the main
repository. This includes the homemade graphics engine with
streamlined external interfaces for graphics and sound. It should now
be possible to build the allegro version, although I've left the batch
file building the fbgfx/sdl version. None of that affects the QB
version, except that I put in a few extra setvispage calls to force a
screen refresh when it was drawing straight to the visible page.

Simon

David Gowers | 2 Feb 2006 15:35
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Human-readable data dumps, was Re: optional subexp..

On 2/2/06, Bob the Hamster <Bob at hamsterrepublic.com> wrote:

> The important part of what Neo is working on is not the output format to
> display it, but the underlying data structure that is being displayed.
> There is no reason why his generic importing framework couldn't be
> extended to read and write XML, that just isn't the goal.

Right.
The first two points i mentioned in my original post are the really
important things.

Named bitsets and enumeration combine so that code to examine the lumps
looks almost fully english:

# cut here
if obj.bitsets.cause_heros_to_run_away:
  percycle_scripts.append('battle.run_away(force = True)')

if attack.base_stat == '100':
  inflict_scripts.append('calcdamage(100,target)')
#cut here

BTW Mike, regarding bitsets -- they are stored as a sized integer. you can
see the underlying format in the newer style of printout:

### # 00000000
{'aim_math': 'normal',
 'anim_pattern': 'cycle_fwd',
 'attack_anim': 'normal',
 'attacker_anim': 'strike',
(Continue reading)

Bob the Hamster | 2 Feb 2006 18:33
Favicon

game-qb.exe - "Out of string space" error

On Wed, Feb 01, 2006 at 11:18:36PM +0000, Simon Bradley wrote:
> The current QB build of game seems to be non-functional, giving an
> "Out of string space" error when I try to load an RPG. Would this be
> the stack size again?

I just tested game-qb (in Windows 98 in Qemu on Mac) and it worked fine. 
MEM reports 580k for largest executable program size.

> I have just added 3 lines of code, as I move some of my recent changes
> from fbohr, but I've just checked the nightly build from yesterday,
> and that is the same, so I think I'll go ahead with my commit.
> 
> So far I have only moved my changes to allmodex into the main
> repository. This includes the homemade graphics engine with
> streamlined external interfaces for graphics and sound. It should now
> be possible to build the allegro version, although I've left the batch
> file building the fbgfx/sdl version. None of that affects the QB
> version, except that I put in a few extra setvispage calls to force a
> screen refresh when it was drawing straight to the visible page.

I looked over the new checkin yesterday. looks good. I brefily tested 
the latest FB game, but it is too slow under emulation, so I will have 
to test it on a real Windows box later.

---
Bob the Hamster

Mike Caron | 2 Feb 2006 22:44
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Human-readable data dumps, was Re: optional subexp..

On 2/2/06, David Gowers <00ai99 at gmail.com> wrote:
> On 2/2/06, Bob the Hamster <Bob at hamsterrepublic.com> wrote:
>
> > The important part of what Neo is working on is not the output format to
> > display it, but the underlying data structure that is being displayed.
> > There is no reason why his generic importing framework couldn't be
> > extended to read and write XML, that just isn't the goal.

I agree. Since then, we talked on IRC, and sorted things out. I'm
still moving ahead with my plans, though, with some success.

>  Right.
>  The first two points i mentioned in my original post are the really
> important things.
>
>  Named bitsets and enumeration combine so that code to examine the lumps
> looks almost fully english:
>
>  # cut here
>  if obj.bitsets.cause_heros_to_run_away:
>    percycle_scripts.append('battle.run_away(force = True)')
>
>  if attack.base_stat == '100':
>    inflict_scripts.append('calcdamage(100,target)')
>  #cut here
>
>
>  BTW Mike, regarding bitsets -- they are stored as a sized integer. you can
> see the underlying format in the newer style of printout:
>
(Continue reading)

Simon Bradley | 3 Feb 2006 02:13
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Gravatar

game-qb.exe - "Out of string space" error

On 2/2/06, Bob the Hamster <Bob at hamsterrepublic.com> wrote:
> On Wed, Feb 01, 2006 at 11:18:36PM +0000, Simon Bradley wrote:
> > The current QB build of game seems to be non-functional, giving an
> > "Out of string space" error when I try to load an RPG. Would this be
> > the stack size again?
>
> I just tested game-qb (in Windows 98 in Qemu on Mac) and it worked fine.
> MEM reports 580k for largest executable program size.
>
Maybe it's unreasonable of me to simply expect everything to work on
my machine, :) but this is the first time it hasn't. I'm running
Windows 98, and it looks like I have 537k free by default.

> > I have just added 3 lines of code, as I move some of my recent changes
> > from fbohr, but I've just checked the nightly build from yesterday,
> > and that is the same, so I think I'll go ahead with my commit.
> >
> > So far I have only moved my changes to allmodex into the main
> > repository. This includes the homemade graphics engine with
> > streamlined external interfaces for graphics and sound. It should now
> > be possible to build the allegro version, although I've left the batch
> > file building the fbgfx/sdl version. None of that affects the QB
> > version, except that I put in a few extra setvispage calls to force a
> > screen refresh when it was drawing straight to the visible page.
>
> I looked over the new checkin yesterday. looks good. I brefily tested
> the latest FB game, but it is too slow under emulation, so I will have
> to test it on a real Windows box later.
>
The new graphics stuff is probably slightly slower than before, but it
(Continue reading)

Bob the Hamster | 3 Feb 2006 06:59
Favicon

game-qb.exe - "Out of string space" error

On Fri, Feb 03, 2006 at 01:13:05AM +0000, Simon Bradley wrote:
> On 2/2/06, Bob the Hamster <Bob at hamsterrepublic.com> wrote:
> > On Wed, Feb 01, 2006 at 11:18:36PM +0000, Simon Bradley wrote:
> > > The current QB build of game seems to be non-functional, giving an
> > > "Out of string space" error when I try to load an RPG. Would this be
> > > the stack size again?
> >
> > I just tested game-qb (in Windows 98 in Qemu on Mac) and it worked fine.
> > MEM reports 580k for largest executable program size.
> >
> Maybe it's unreasonable of me to simply expect everything to work on
> my machine, :) but this is the first time it hasn't. I'm running
> Windows 98, and it looks like I have 537k free by default.

Ah, that is the problem. Anything in AUTOEXEC.BAT or CONFIG.SYS you can 
get rid of?

> > > I have just added 3 lines of code, as I move some of my recent changes
> > > from fbohr, but I've just checked the nightly build from yesterday,
> > > and that is the same, so I think I'll go ahead with my commit.
> > >
> > > So far I have only moved my changes to allmodex into the main
> > > repository. This includes the homemade graphics engine with
> > > streamlined external interfaces for graphics and sound. It should now
> > > be possible to build the allegro version, although I've left the batch
> > > file building the fbgfx/sdl version. None of that affects the QB
> > > version, except that I put in a few extra setvispage calls to force a
> > > screen refresh when it was drawing straight to the visible page.
> >
> > I looked over the new checkin yesterday. looks good. I brefily tested
(Continue reading)

[Bug 113] New: Empty spell lists should not appear in game.exe

http://HamsterRepublic.com/bugzilla/show_bug.cgi?id=113

           Summary: Empty spell lists should not appear in game.exe
           Product: OHRRPGCE
           Version: unknown
          Platform: PC
        OS/Version: All
            Status: NEW
          Severity: normal
          Priority: P3
         Component: Heroes
        AssignedTo: ohrrpgce at lists.motherhamster.org
        ReportedBy: msw188 at cridertheory.com

A hero's spell list should not appear in game.exe while it is empty, either in 
walkabout or battle mode.

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[Bug 114] New: Ability to type x, y coordinates in the map editor

http://HamsterRepublic.com/bugzilla/show_bug.cgi?id=114

           Summary: Ability to type x,y coordinates in the map editor
           Product: OHRRPGCE
           Version: unknown
          Platform: PC
        OS/Version: Windows XP
            Status: NEW
          Severity: enhancement
          Priority: P3
         Component: CUSTOM.EXE (General)
        AssignedTo: ohrrpgce at lists.motherhamster.org
        ReportedBy: msw188 at cridertheory.com

In the map editor in custom, I think it would be nice to be able to type in an 
X, Y coordinate and have the cursor placed there (if a tile exists with those 
coordinates).
Perhaps it could work as follows:  While in the tile editor, pressing 'x' 
creates a prompt "Type in an X-value:" at the bottom of the screen, and the 
user types in a number, followed by Enter.  The tile cursor then warps 
automatically to the tile with that x-coordinate, and the same y coordinate as 
it is currently on.  Then have pressing 'y' work the same way.

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Gmane