Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Darael

Pages: [1]
1
Curses / Re: National LCS Revisited (4.07.4 Beta Release!)
« on: August 14, 2014, 11:07:01 am »
Hey guys, silly question but I have not been around in months. Is Jonathan S. Fox still working on LCS? I have not seen an update to the experimental since early july when looking back at it.

He took a break, although other people have been working on it.  Last I'd heard he was asking people to fill him in on what updates had been made during his hiatus.  There haven't been many experimental builds posted, but there's lots of new work in svn, so if you're comfortable compiling the game do check out the source and build it; some of the updates are really cool.

2
Curses / Re: Will you help me to understand the state of LCS?
« on: July 28, 2014, 07:31:30 pm »
<snip> The problem is that while I'm comfortable with using Git itself, I'm not clear on how to best migrate those changes back to SVN when the SVN code is ahead of the Git code.

Git-svn is probably the way to go.  The following command-sequence-template should work on an *nix-type box; adapt as appropriate:
Code: [Select]
git svn clone $SVN_ACCESS_URL lcsgame #sets up a git repository with all the commits from svn imported and the svn as a remote
#note that you can only push to the remote if you have that access anyway
cd lcsgame
git remote add zaroth-gh git@github.com:zaroth/lcsgame.git #add the gh-based fork
git branch zaroth-integration #the branch is probably not strictly necessary but hey, where's the harm?
git rebase --onto zaroth-integration 5abba18 zaroth-gh/master #magic number: their commit-hash for r751 (fork-point)
#at this point you will probably need to resolve merge conflicts for their various patches.
#it's pretty much inevitable that in sixty revisions in svn and quite a number in git there'll be some conflicts
#if not, lucky us
#git rebase will guide you through.

#when done with the rebase
git checkout master #just in case
git merge zaroth-integration #should be a fast-forward; you've resolved any conflicts in the rebase

git svn dcommit --interactive #toss it to svn

The last line asks about each patch, and commits it to svn if you tell it to.

This technique preserves linear history, which obviously makes interoperating with svn much, much easier.  I do, however, have a dreadful feeling that because the commit hashes from the two different imports (theirs and this) won't necessarily match up, it might not work...

I believe the bugrep re CP437 characters under ncurses-on-nonwindows was mine, and I think I ought to add another: as of rev 808 (and remaining so on the current revision at the time of writing, 811), the game no longer compiles, due to a variable in date.cpp that isn't declared in the appropriate scope (two places: lines 130 and 171).  Anybody know who I poke to get them to make sure the game compiles before they commit?  "svn blame" (well, "git svn blame", but the output's compatible) says it's nickdumas, but no email address is in the AUTHORS file and there's nobody using that handle here.

3
Curses / Re: Car chase enhancements
« on: July 20, 2014, 11:19:50 am »
Really i like your ideas.


7) Manual vs Automatic
 - Manual car gets a skill roll during acceleration for a speed boost when changing gears.  Low skill drivers can fail to shift and lose speed, or even damage the car.

Isn't that like driving skill level one? i mean theres nothing hard about it once to get used to it.
As somebody who failed all his driving exams due to gear shifting, I can tell you that you're absolutely wrong about this.

It's more complex than that.  I drive - and always have driven - a manual-transmission vehicle, and I think of gear shifts as easy, but for someone who's learned on a different car it can be significantly harder.  I don't even necessarily mean someone who learned on an automatic trying to drive a manual (although that's probably the most extreme case); even a manual-transmission driver who's still getting used to a new car can have trouble (gear ratios are different, so you have to change at different times, not to mention that neither the number of gears nor how they're laid out is variable.  Admittedly the most common layout variation is the positioning of reverse, which is hardly relevant to LCS, but still...).

The thing is, though, that a) someone who's learned on an automatic transmission has the RL equivalent of a hefty penalty when they try to drive a manual, b) being able to drive one manual proficiently doesn't necessarily mean you don't have to spend time getting used to another, and c) both of these effects would require fragmenting the driving stat - not just the rolls, but the actual stat - as well as keeping track of more things or handwaving away that driving an automatic for a long time makes you able to pick up a manual flawlessly on your first go.  The way the game is at the moment, we don't care about the transmission, so we effectively get the suspension of disbelief on that for free.

ETA: and yes, this post changed who it was addressed to partway through.  So send a squad of Liberals to raid my house.

4
Curses / Re: Bug with dating and saving (fixed)
« on: July 20, 2014, 10:57:44 am »
Lots of lovely fixes in the new revisions; it's just a shame that something's not being set right with the character-sets, such that I get weird combinations of the characters D, M, and - instead of line-drawing characters.  I don't mean when viewing the code, either.  I mean when playing the game.

Come to think of it, the same issue is probably behind seeing two-character strings starting with ~ instead of non-ASCII characters in some names.

5
Curses / Re: National LCS Revisited (4.07.4 Beta Release!)
« on: July 16, 2014, 03:11:56 pm »
Have a bugrep, albeit one which may or may not apply to the most-recently-posted beta.

Rev 761, which began the process of changing things to an improved character set, causes my basemode screen to look like this:
Spoiler: big image (click to show/hide)

...where previously it looked like this:
Spoiler: slightly smaller image (click to show/hide)

This is running on Linux (tested: Debian Testing (which is currently Jessie) and Ubuntu 13.10, with libncursesw (libncurses is present but the configure script selects the version with wide-character support) versions 5.9+20140118-1 and 5.9+20130608-1ubuntu1 respectively).

I appreciate the effort to get things to look better, but it seems clear that something is amiss here.

Unfortunately, the problem has not been fixed so far (at the time of writing, rev 781).  I was only able to identify r761 as the start of the problem thanks to git-svn and git-bisect.

Pages: [1]