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Messages - Antsan

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241
Creative Projects / Re: History Generator Simulator
« on: January 01, 2016, 08:10:26 am »
I found a bug:

Code: [Select]
The Meritocracy of Zouym has triumphed with 54 remaining troops!
They have taken the city of Udmqx from The People's Oligarchy of Xa.
Exception in Tkinter callback
Traceback (most recent call last):
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 1539, in __call__
    return self.func(*args)
  File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 590, in callit
    func(*args)
  File "./history_generator.py", line 129, in main_loop
    i.move_armies(flatten([nation.moving_armies for nation in self.nations if nation != i]))
  File "/home/thomas/Downloads/Spiele/History Generator/History Generator/civil.py", line 348, in move_armies
    moving_army.step(armies)
  File "/home/thomas/Downloads/Spiele/History Generator/History Generator/group.py", line 25, in step
    self.on_end(self)
  File "./history_generator.py", line 314, in do
    self.attack(attacker, attacker_city, attacking.members, defender, city)
  File "./history_generator.py", line 334, in attack
    if not battle.check_end_battle():
  File "/home/thomas/Downloads/Spiele/History Generator/History Generator/martial.py", line 516, in check_end_battle
    self.battle_over(self)
  File "./history_generator.py", line 362, in end_battle
    attack_city.capture(battle.a_army, a)
  File "/home/thomas/Downloads/Spiele/History Generator/History Generator/civil.py", line 48, in capture
    self.nation.cities.remove(self)
ValueError: list.remove(x): x not in list
can't invoke "event" command: application has been destroyed
    while executing
"event generate $w <<ThemeChanged>>"
    (procedure "ttk::ThemeChanged" line 6)
    invoked from within
"ttk::ThemeChanged"

242
Other Games / Re: Games you wish existed
« on: December 31, 2015, 08:53:21 am »
He won't. Natural numbers are infinite and the form of this scheme isn't actually d.dd.dd but n.n.n ("d" fir "digit" and "n" for "natural number").
At least he'll switch to that scheme if he should be using the d.dd.dd scheme now as son as he runs out of numbers there, which is isomorph to using the n.n.n scheme in the first place.
So, I won. :P

We can try to predict when he runs out of space to save the version number on a reasonable computer, though. :D

243
General Discussion / Re: Internet habits which annoy you.
« on: December 30, 2015, 12:16:50 pm »
Yea, you're right, mostly it goes like this
"A thing"
"Your thing is offensive and hurtful [to me]. [Please] stop it."
"Lol I can say what I want"
"No you can't"
"reeee muh free speech"
Fixed. It only ever comes up when someone says that people should be stopped from speaking, which happens an awful lot actually.
Your experience differs from mine, which could very well be due to miscommunication.

See, the people most often accused of "fighting free speech" that way are leftists and many of those (particularly the ones I am concerned about because I see them as peers) are pacifists or close to being pacifists. If they say something along the lines of "you can't" (which is very unlikely to be the actual choice of words) they mean to tell you that it's not something you can do and still be considered a decent human being. The assumption is that people do want to be decent human beings and thus would avoid doing something that makes them something else.
At least that is the case that I was talking about in the first place. I'm an anarchist and pacifist, I don't even consider actively doing anything but looking at someone with disdain and making a snide (or angry) comment. And somehow that always is depicted as being worse than whatever I happen to criticize – be it rape jokes, homophobia, assertions that certain groups of people should not be allowed to make their own decisions, calls for murder or genocide…

FREE SPEECH!!! you know? Because my free speech ends where their's begins or something like that.

244
General Discussion / Re: Internet habits which annoy you.
« on: December 30, 2015, 07:17:38 am »
"It's only a joke, don't take them seriously!"
Yeah, why should I take them less seriously than you do? Why do you feel the need to affirm that telling jokes is so important that they're beyond criticism?
Frikkin' pc-haters. Philosophically undereducated, self-absorbed pricks. Why don't they understand that society doesn't revolve around them and their needs?
Yeah man, fuck free speech.
Yeah, because calling someone out is such a horrible thing to do! You're taking away their free speech when you call them an asshole! It's almost like punching them in the face! I am really sorry, I forgot how sensible those people are to words.
"Dude, making these jokes makes you an asshole!"
"You free-speech-hater hurt my feelings so much that I cannot speak freely anymore!"

This is an excellent example of an annoying Internet habit: people not understanding what the concept of “free speech” is.

“Free speech” doesn’t mean “speech you can’t cricitize”, and it doesn’t mean “private parties can’t restrict access to private resources based on the content of speech”.
This is an excellent example of an annoying internet habit: people not understanding that "free speech" is part of a value system and not just a grudging legal obligation.

"Free speech" isn't just about the concepts enshrined or not by law, but about whether or not you as a human being affirm or deny the greater idea of it being wrong to coerce or suppress others, even if the law does not or can not address it. If, as many do, you interact with freedom of speech by awaiting the opportunity to enforce your will above others when there is no way to stop you, then you are opposed to free speech. It is not a part of your value system, because what a person expresses when not under coercion is the proof of what they value.
As you can see my beef with this line of reasoning is a bit different.

“Free speech” doesn’t mean “speech you can’t cricitize”
m8, when people bring up free speech it's usually because the people they're opposing want to stop people from saying certain things

I have never actually seen the strawman conversation that people like you seem to think happens that goes something like:
"A thing"
"Your thing is dumb"
"reeee muh free speech"
Yea, you're right, mostly it goes like this
"A thing"
"Your thing is offensive and hurtful [to me]. [Please] stop it." (bracketed part depending on how entitled/self-centered this one is)
"reeee muh free speech"

245
General Discussion / Re: Internet habits which annoy you.
« on: December 29, 2015, 07:17:01 am »
"It's only a joke, don't take them seriously!"
Yeah, why should I take them less seriously than you do? Why do you feel the need to affirm that telling jokes is so important that they're beyond criticism?
Frikkin' pc-haters. Philosophically undereducated, self-absorbed pricks. Why don't they understand that society doesn't revolve around them and their needs?

246
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: December 26, 2015, 04:44:19 pm »
startdwarf doesn't work on Debian testing, x86.
Code: [Select]
[DFHack]# startdwarf 12
E: RuntimeError: ./hack/scripts/startdwarf.rb:18: patch address not available
 ./hack/scripts/startdwarf.rb:18
 (eval):19:in `load'
 (eval):19
 (eval):19:in `catch'
 (eval):19

The keybinds for workflow aren't working. I tried alt-w to set the requirements for a repeating job and got nothing.
It works fine for me. A specific job needs to be selected inside a workshop for the command to work.
The general workflow gui seems only to be accessible while in the 'z' overview menu.

247
Creative Projects / Re: Programming Language: Poslin
« on: December 24, 2015, 08:46:54 pm »
poslin0.4.0-0.2.0-linux-x86 is up. I hope I'll remember to upload the mac version tomorrow and maybe this time there will be a windows version.

There have been many changes.
As already said, environments are gone and have been replaced with dictionaries and sets. Dictionaries aren't called "maps" because English is an awful language for programming concepts and the name "map" is also used for the stuff where you iterate some given operation over an existing collection and I couldn't find a synonym for that concept.

Many operations have been renamed and because I am lazy and because there is not a one-to-one mapping from old to new operations I didn't keep track of how the names changed. I think the changed names all are about dictionaries, sets and slots on the path in some way.

Structs don't have an associated slot anymore. This takes care of some problems before they even came up (not exporting some stuff related to structs would have led to operations using those structs failing, even if these operations were defined in a package that had the aforementioned stuff).
I think classes (not as in OOP, but rather just named predicates operating on all objects) suffer from the same problem, although I am not quite sure what the solution would be there. I think I'll need to make `class?` immediate, so it can obtain the correct bindings at compilation time instead of runtime. Checking of classes that are not known at compile time would need to be done with `~class?` then.


Another problem that came up is naming. As there are now sets as data structures, there's a problem with the immediate operation `set` which creates the necessary code to set the value of an already existing variable. Like this:
Code: [Select]
a
 b get 1+ &
set
which sets `a` to `b+1`. Using the symbol `set` this way is kind of inconvenient because then it cannot be easily used for variable names and also might be confusing, because "setting a variable" and "unordered collection" are very different concepts. So, does anybody have any idea on how to resolve this conflict?

There is a problem with `parent-pop` too. Take a look at this:
Code: [Select]
> 1 [ 2 o( parent-pop ! ) ]
[ 1 [ 2 2 ] ]     ;[ The expected result would probably be [ 1 [ 2 1 ] ] ];
This is a general problem with how the whole `parent-` family of operations does stuff, or rather with how stacks are managed on the path.
`parent-pop` works on the path. Immediate operations like `o(` push a new dictionary onto the path, so the thing we expect to be the parent stack actually isn't. One solution would be to do with the STACK slot what I, for a short time, did with all the other slots: Make it a binding of a stack of bindings of stacks. Then accessing the parent stack would function the correct way and as there is no recursive lookup to be done on the STACK slot in any way, there wouldn't be the same problems. It still seems a bit contrived.


Next in regards to the library are packages (which you may know as modules). I find them to be surprisingly complex to implement.
Next in regard to the interpreter is the programmable reader (I think). That one will also probably be quite hard to do, especially since it kind of relies on the concept of a source input stream. As Poslin doesn't really know any difference between runtime and compilation time that seems like a source for trouble.

248
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 22, 2015, 06:12:52 am »
PTW

249
General Discussion / Re: Calm and Cool Progressive Discussion Thread
« on: December 19, 2015, 10:34:06 am »
I don't know what CISA is and thus it is awful. Boooo!

(Can anybody please explain what CISA is?)

250
That stuff is awesome.

251
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 16, 2015, 04:39:52 pm »
There's a scroll in my fort made of bogeyman parchment. That's very likely a bug, but given how bogeymen vanish on dying this seems like a most awful story about some badass skinning one of them alive.

They don't vanish on dying, they and their corpses vanish at the dawn. If you can kill them and skin them before the dawn, you too can obtain bogeyman leather.

(At least, that's how I did it in 0.40.x)
Ah, that makes a bit more sense. Still quite impressive.

252
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 16, 2015, 07:11:13 am »
There's a scroll in my fort made of bogeyman parchment. That's very likely a bug, but given how bogeymen vanish on dying this seems like a most awful story about some badass skinning one of them alive.

253
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2015, 08:58:37 am »
I had a were-attack. I dispatched it easily, but of course one of my dwarves got infected. So when he transformed I formed a military and let them attack said dwarf. Unfortunately I must have placed the kill order when the dwarf transformed back, because shortly after the military was being killed by my other dwarves. :-\

254
Creative Projects / Re: Programming Language: Poslin
« on: December 15, 2015, 06:25:52 am »
Version 0.4.0-0.2.0 is imminent. It's not here yet, though. There's a horrible bug that took me a day to figure out and I'm kinda shaky on how to resolve it.

Spoiler: The Bug (click to show/hide)


In other news:

Many operations have been renamed. I know I said they wouldn't, but with environments gone that kind of is not an option anymore.

All the operations in the standard library concerning types are gone. That means the only operation concerning types from before is now `type`.
One new operation has been added, `class?`. This has nothing to do with OOP (although it will be helpful later when implementing OOP to make it blend in seamlessly later), This operation makes use of the new CLASS slot containing a binding of a map from class names (everything can be a class name) to bindings of operations. If it is contained, the corresponding operations is called on the checked value. The operation should consume exactly the checked value and return exactly a boolean. If the class name is not contained in the map in CLASS, the class name is taken to be a type, `type` is called on the value to be checked and the result compared to the given class name.
I plan to change this process so that class names which are stacks are checked against their top element, so that parametrized classes can exist, like `[ :number :stack ]`. Maybe I'd need to add another slot, though, so that parametrized types can exist alongside simple ones…

255
Other Games / Re: Games you wish existed
« on: December 14, 2015, 04:25:42 pm »
A simulation for TES would be awesome. Including mechanics for Dragon Breaks and symbolic computation for expanding upon existing mythology.
The RPGs are such a letdown after reading the UES wiki.

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