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PostPosted: Mon Aug 15, 2011 6:32 am 
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Thanks for this! It looks really nice.

I'm having a problem, though. When I try to import my IF folder, Grotesque gets stuck importing Risorgimento Represso (it's a .ulx, so it should be okay). The program doesn't freeze or crash; I can cancel the import, no problems. It just doesn't get anywhere. I left it running while I ate dinner and when I got back it was still wrestling with the same file.

This happens using both 0.9 and 0.9.1. Ubuntu 11.04, GTK 2.

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PostPosted: Mon Aug 15, 2011 6:33 am 
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Ah, thanks, that solved it. Hmmm, wonder if you could make it customizable, choosing where to put those Grotesque files that by default go into c:\user\[username]\grotesque. Low priority, of course, but it would be nice.

Now, before I was so rudely interrupted by that crash, I was just re-listing all the issues. :)

- I seem to always get that crash (the one that forces me to delete the library file) when I add a game and then quit. I boot up grotesque - I add "A Bear's Night Out" - I quit - next time I try to open grotesque, I get the error. So that I can't seem to add any games at all.

- Feature request: double-click on a game to start it.

- The only way I can add interrepters is when Grotesque runs for the first time. After that, when I go to the "interpreters and formats" window, all I can do is EDIT an existing entry. If I "ADD" one, then nothing happens - I do get another window with "Format:" and "Interpreter:" and fields to fill in, but clicking either OK or CANCEL in this window makes nothing happen. Now, since I discovered grotesque.cfg, and since I can edit it to add my own interpreters and formats, it's not THAT big a deal, but it IS an issue. And it would be helpful if every such entry had a "browse" button to easily find the interpreter of our choice.

- Suggestion: the ability to assign more than one interpreter for a format. I know it sounds silly, but it's not... there are currently 3 versions of ADRIFT, and until Adrift 5 supports them all I use 3.90 for 3.90 games and 4.x for 4.x games. Then for glulx, there's WinGit and WinGlulxe, and although the vast majority of games works with WinGit, a lot of Spanish games choke on it.

- Fix importing .blbs and .ulxs, and add the ability of importing non-ToB games, but this you know...

- It seems that Grotesque knows a lot under its hood. It knows that z1-z8 and zblorb are ZCode games, and that t3 and gam are TADS files... but if Grotesque has to do all that alone, it'll choke when Spectrum and Apple II games start coming in. For Spectrum alone you can have lots of formats. I would suggest you allow the user to specificy *file extensions* rather than format-names, so I could link .tzx, .tap and .sna to my Spectrum emulator. Either that or just allow Windows (or the OS of choice) to open that file with the program it's already set to use.


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PostPosted: Mon Aug 15, 2011 6:54 am 
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Peter Pears wrote:
Ah, thanks, that solved it. Hmmm, wonder if you could make it customizable, choosing where to put those Grotesque files that by default go into c:\user\[username]\grotesque. Low priority, of course, but it would be nice.


That should be easy enough to implement, but it'll probably come after 0.9.2. Right now I'm focusing on file types.

Quote:
- I seem to always get that crash (the one that forces me to delete the library file) when I add a game and then quit. I boot up grotesque - I add "A Bear's Night Out" - I quit - next time I try to open grotesque, I get the error. So that I can't seem to add any games at all.


Hmm....this is strange. I've implemented a built in backup/restore facility which works well. I'll test a lot more on my Windows machinge.

Quote:
- Feature request: double-click on a game to start it.


This should already be implemented. Maybe it's not working in Windows. I'll test it.

Quote:
- The only way I can add interrepters is when Grotesque runs for the first time. After that, when I go to the "interpreters and formats" window, all I can do is EDIT an existing entry. If I "ADD" one, then nothing happens - I do get another window with "Format:" and "Interpreter:" and fields to fill in, but clicking either OK or CANCEL in this window makes nothing happen. Now, since I discovered grotesque.cfg, and since I can edit it to add my own interpreters and formats, it's not THAT big a deal, but it IS an issue.


I caught this bug to. It's already been fixed for 0.9.2.

Quote:
And it would be helpful if every such entry had a "browse" button to easily find the interpreter of our choice.


That's a good idea. I'll implement that for 0.9.2.

Quote:
- Suggestion: the ability to assign more than one interpreter for a format. I know it sounds silly, but it's not... there are currently 3 versions of ADRIFT, and until Adrift 5 supports them all I use 3.90 for 3.90 games and 4.x for 4.x games. Then for glulx, there's WinGit and WinGlulxe, and although the vast majority of games works with WinGit, a lot of Spanish games choke on it.


You'll be able to do this using the info in the next point, below.

Quote:
- Fix importing .blbs and .ulxs, and add the ability of importing non-ToB games, but this you know...


I've made it so you can import non-ToB games. This will be in 0.9.2. If it's non-ToB, metadata extraction will immediately fail and you will be dropped into an edit dialog. The edit dialog now allows you to specify the format. So, for example, I imported an old Zork .exe, which failed as non-ToB. I set the format to exe (it can be whatever you want...dos, exe, whatever). Then in the preferences, I added an interpreter for format exe and specified dosbox as the launcher. And voila, it worked. :) So, for different types of adrift, you can manually come up with different format types and launchers for each one....unless they have different extensions, in which case......

Quote:
- It seems that Grotesque knows a lot under its hood. It knows that z1-z8 and zblorb are ZCode games, and that t3 and gam are TADS files... but if Grotesque has to do all that alone, it'll choke when Spectrum and Apple II games start coming in. For Spectrum alone you can have lots of formats. I would suggest you allow the user to specificy *file extensions* rather than format-names, so I could link .tzx, .tap and .sna to my Spectrum emulator. Either that or just allow Windows (or the OS of choice) to open that file with the program it's already set to use.


You read my mind ;). This is what I'm in the middle of implementing now. This will also make adding stories easier: when you import via the '+' button, the filetypes that it shows are hard-coded into the program. But say I want it to also show the .exe games. When I add the dosbox/exe launcher, it should also start showing .exe files in that import dialog. Also, if I choose to import recursively (the 'folder' button), I'd like it to also start importing .exes.

Anyway, you would specify a format, 'spectrum', specify the extensions in this format: 'tzx,tap,sna' (don't worry, I'll make it so it cleans it up if you use spaces or otherwise don't follow the format exactly), and then specify the launcher as your Spectrum emulator. BUT, this will only work if your emulator allows you to launch files from a command line like: spectrum.exe game.tzx. If it only allows you to open games from a menu once the emulator is running, there's simply no way it will work with Grotesque.

One thing that I haven't worked out yet is how to handle games that don't need a launcher. If you're in Windows, a .exe file doesn't need a launcher. Windows can launch it natively. I could make it so that if you leave it blank, Grotesque tries to launch it as a native executable, but that might not be an obvious solution. I could put a little hint on there maybe.

Anyway, since 0.9.1 introduced its own bugs, I'm going to work on making sure 0.9.2 is released today, focusing on import problems. I may not have .ulx or .blb import working yet, but it should fail more gracefully (ie not crash the program) when you try to import them.
Thanks for the continued feedback and patience with this beta software!

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PostPosted: Mon Aug 15, 2011 7:01 am 
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Emerald wrote:
Thanks for this! It looks really nice.

I'm having a problem, though. When I try to import my IF folder, Grotesque gets stuck importing Risorgimento Represso (it's a .ulx, so it should be okay). The program doesn't freeze or crash; I can cancel the import, no problems. It just doesn't get anywhere. I left it running while I ate dinner and when I got back it was still wrestling with the same file.

This happens using both 0.9 and 0.9.1. Ubuntu 11.04, GTK 2.


I can replicate this. There's an underlying bug in the .ulx metadata extraction which I haven't worked out yet. I inherited this project from someone else, who is no longer actively contributing, and his code was not documented at all, so I have to not only figure out how .ulx (and .blb) binary files are formatted but then I also have to figure out his code and how he's trying to read them! So, .ulx and .blb importing might not be fixed for a little while.

In the meantime, for 0.9.2 which should be released today, the program will no longer hang when you try to import such files. It will fail gracefully and allow you to manually enter the story's info (just find its IFID on IFDB, enter it and hit the search button and let IFDB fill in the rest).

Thanks for letting me know!

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PostPosted: Mon Aug 15, 2011 7:06 am 
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jakobcreutzfeldt wrote:
So, for different types of adrift, you can manually come up with different format types and launchers for each one....unless they have different extensions, in which case......
ADRIFT 5 still outputs story files as *.taf, but can also output *.blorb.

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PostPosted: Mon Aug 15, 2011 7:09 am 
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...which I think is just begging to be confusing, it's bad enough that some .blb files are games and some are just a collection of multimedia files... couldn't you have ADRIFT output to, say, .tblorb instead?


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PostPosted: Mon Aug 15, 2011 7:22 am 
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jakobcreutzfeldt wrote:
Emerald wrote:
Thanks for this! It looks really nice.

I'm having a problem, though. When I try to import my IF folder, Grotesque gets stuck importing Risorgimento Represso (it's a .ulx, so it should be okay). The program doesn't freeze or crash; I can cancel the import, no problems. It just doesn't get anywhere. I left it running while I ate dinner and when I got back it was still wrestling with the same file.

This happens using both 0.9 and 0.9.1. Ubuntu 11.04, GTK 2.


I can replicate this. There's an underlying bug in the .ulx metadata extraction which I haven't worked out yet. I inherited this project from someone else, who is no longer actively contributing, and his code was not documented at all, so I have to not only figure out how .ulx (and .blb) binary files are formatted but then I also have to figure out his code and how he's trying to read them! So, .ulx and .blb importing might not be fixed for a little while.

In the meantime, for 0.9.2 which should be released today, the program will no longer hang when you try to import such files. It will fail gracefully and allow you to manually enter the story's info (just find its IFID on IFDB, enter it and hit the search button and let IFDB fill in the rest).

Thanks for letting me know!

Great! Thanks for all your work on Grotesque!

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PostPosted: Mon Aug 15, 2011 7:37 am 
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Campbell wrote:
jakobcreutzfeldt wrote:
So, for different types of adrift, you can manually come up with different format types and launchers for each one....unless they have different extensions, in which case......
ADRIFT 5 still outputs story files as *.taf, but can also output *.blorb.


Hmm...that complicates matters. Can you point me to an example on IFDB? What I want to know is if it is saved as a .blorb, does IFDB still mark its format as adrift?

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PostPosted: Mon Aug 15, 2011 7:46 am 
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I don't think IFDB recognises it as the Babel software is out of date. I've sent an email to IFDB support about this. You can see an example here. As for the blorb extension, I would have been happy with .ablorb, but Zarf wasn't keen on that as there are other systems beginning with a, and .adriftblorb just seems too long an extension.

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PostPosted: Mon Aug 15, 2011 8:09 am 
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I suppose in terms of Grotesque it's not really that big a problem, for the end-user - if I can set some games as "GitGlulx" and others as "Glulx", surely I can set some games as "Blorb" and "AdriftBlorb".

But it does bother me that I might have to change file associations - which program am I going to want to open blorb files? If I could at least rename "blorb" to "adriftblorb" myself and know that despite the different extension ADRIFT was going to recognise it as an ADRIFT game... but I tried that in TAF, I tried making .t39 and .t4x extensions, and ADRIFT wouldn't open the files saying they weren't TAF...


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