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PostPosted: Fri Jun 17, 2011 8:31 am 
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Campbell wrote:
I4L wrote:
Any time I hit that room, it automatically switches to the new layer or tab. I am, of course, welcome to click between the tabs, but unless it turn off automapping, if I move in the game, it snaps me back to the correct region.
Sounds familiar! :lol:

This does sound like a nice way to handle it. Ah, is there an ADRIFT feature like this? If so, cool 8-) It occurs to me I've never played with ADRIFT, I may have to check it out.

I4L wrote:
Another thing... Might want to list somewhere in the automapping section of the documentation interpreters that aren't compatible with live gameplay transcripts.

A very good point. I'll add (Edit: have added) a section to the help for this and add Filfre to it. I tend only to use Windows Frotz and Gargoyle with Z machine games, and Glulxe or Git for Glulx games, all of which are very gentlemanly with their file locking. Nitfol works but there's a delay of a few turns between updates since it buffers the transcript quite generously. If anyone knows of other Windows interpreters which don't fly in this regard, do let me know and I'll add them.


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PostPosted: Fri Jun 17, 2011 8:51 am 
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Genstein wrote:
A very good point. I'll add a section to the help for this and add Filfre to it. I tend only to use Windows Frotz and Gargoyle with Z machine games, and Glulxe or Git for Glulx games, all of which are very gentlemanly with their file locking. Nitfol works but there's a delay of a few turns between updates since it buffers the transcript quite generously. If anyone knows of other Windows interpreters which don't fly in this regard, do let me know and I'll add them.


I recommend reporting this as a feature request with Filfre / Nitfol instead. The behavior sounds like the a result of not calling fflush (or library equivalent) to sync the changes to disk after writing to a file. Doing this incurs a modest performance penalty, but it should be straightforward to implement if the maintainers are so inclined.


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PostPosted: Sat Jun 18, 2011 5:55 am 
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Well, if you're compiling lists, the official Hugo interpreter for windows (as well as CAT, it seems) seem not to output the transcript to the text file either for several turns or for the whole game (I don't care about the distinction - if it doesn't output at once, it's not good for my purposes and I just write it off).

TADS 3 HTML, or whatever it's called... it didn't update the transcript for several turns. I e-mailed Mike Roberts with that suggestion, and he kindly sent me a version that seemed to be part of a pre-release, so I could see whether that was what I meant. It was, and I'm using that version, but I have no idea whether that's the version publicly available right now.

ADRIFT scripts ok, though it replaces the > symbol by Ø.

AGility the AGT Interpreter also waits several turns before updating, but I'm not sure that the format isn't automapping unfriendly - it certainly was in IFMapper because of all the extra lines it adds, as I recall. Here's a simple sample.

Rant: show
> look



Entrance
This is the entrance to the Richard Aloysius Thompson Honoris
Institute of Oncology, Molecular Gastro-Enterology, Genetic
Pathology, and a lot of other things strictly kept on paper.
Incidentally, it's also where you work. The main gate leads
north, and there is a sidewalk on either side of you.

> look



Entrance
This is the entrance to the Richard Aloysius Thompson Honoris
Institute of Oncology, Molecular Gastro-Enterology, Genetic
Pathology, and a lot of other things strictly kept on paper.
Incidentally, it's also where you work. The main gate leads
north, and there is a sidewalk on either side of you.


ALAN is a naughty boy that doesn't seem to allow you to make transcripts.

Let's skip AppleII, Commodore and Spectrum as, to my knowledge, no interpreter provides the script funciont, though it'd be greatly appreciated. ;)

Neither Level9 nor Level9.net add the transcript functionality to games that don't already have them.

The windows version of the Magnetic Scrolls Interpreter Magneticv2.3 also waits a few turns before dumping the text.

I believe that covers the majority. :) Then of course there's the custom DOS games and windows games and browser games, all of which are entirely out of the scope of this little catalog.


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PostPosted: Sat Jun 18, 2011 10:49 am 
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Peter Pears wrote:
Let's skip AppleII, Commodore and Spectrum as, to my knowledge, no interpreter provides the script funciont, though it'd be greatly appreciated. ;)


Just for completeness sake, ZXZVM (Z machine interpreter for Spectrum +3 models) transcripts to the printer as a default, and some Speccy emulators can receive printer output in a text file, which could be theorically used for Trizbort automapping purposes.

Of course there are much more recommended ways to play and/or automap Z machine IF works than using a Spectrum emulator :)

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PostPosted: Sat Jun 18, 2011 7:40 pm 
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Well, yeah... but you'd be surprised at how many Spectrum games *aren't* ZMachine...


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PostPosted: Wed Nov 16, 2011 3:44 am 
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I love love love this program! :D I've used GUEmap extensively, but never really liked it. :twisted: I tried IFMapper, but it doesn't play very well with linux/wine/mono, while Trizbort only has a few styling problems.

I had a few thoughts for improvement:
1. Wile auto-mapping, getting an item, drop one, something coming into the room etc. changes the description and so the disambiguating dialog opens. This is especially irritating when you have something fallowing you (e.g. the turtle in enchanter). Comparing descriptions for truncation or the opposite should be able to give a good indication whether it's a new room or an item change.

2. Similar to #1, it would be nice for the disambiguating dialog to automatically select the option with the closest description.

2. When hovering over rooms it might be good to display the description in some way. Maybe a tool-tip?

3. Is it possible to add an option to export to gmp (GUEmap format)?

4. Display options for exporting to PDF. Very needed.

5. A way to undo last action done by program (create room, create connection, move focus, etc.) from transcript.

6. An undo button/menuitem.


Thanks for the program, it has been very useful, especially the auto-mapping. 8-)

P.S. Would you be open to releasing to source code for poking around and dev help :?:

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PostPosted: Thu Nov 24, 2011 10:07 pm 
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Another feature request. While not serving any useful purpose during game play or automapping, it would be hella sweet if there was an option to create regions and then assign rooms to that region. Maybe a drop down, since a room can only be in a single region.

This occurs to me as I manually type and assign dozens of rooms to regions inside of I7. Would have been so much sweeter if I could have just assigned them in Trizbort before exporting the Inform source.


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PostPosted: Fri Nov 25, 2011 3:11 pm 
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A feature request. Door support. The ability to put a door between rooms, give it a description, etc; and have it output source. Currently I'm making rooms between rooms smaller, then editing the source after.


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PostPosted: Sun Nov 27, 2011 4:53 am 
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I4L wrote:
Maybe a drop down, since a room can only be in a single region.


You can place one or more I7 region(s) inside another region, however.

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PostPosted: Sun Nov 27, 2011 7:09 am 
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Eleas wrote:
I4L wrote:
Maybe a drop down, since a room can only be in a single region.


You can place one or more I7 region(s) inside another region, however.


That's absolutely true. However, it's much easier to manually group six or seven smaller regions into larger regions in the source text than it is to group dozens or hundreds of individual rooms into smaller regions, then into larger regions.

I'm all for being able to add regions into regions and if that were available, that would be great also. Just seems like the less important feature (and the more error prone).


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