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 Post subject: Dialog
PostPosted: Thu Nov 22, 2018 3:11 pm 
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Joined: Thu Aug 22, 2013 2:48 pm
Posts: 145
In one corner of the room, a rugged metal box hums contentedly, while patterns of light
dance across a myriad of tiny indicators on its front panel. It's a Zork machine; an
elegant system, for a more... optimized age.

On top of the Zork machine lies a surprisingly modern-looking book.

> X BOOK

The glossy paperback appears to be fresh off the press, and looks incongruous on top
of the decades-old machinery. Yet it seems to have been placed there quite deliberately,
and you somehow get the impression that it wouldn't truly belong anywhere else. Three
words are printed on its front cover in austere, sans-serif letters: “The Dialog Manual”.

> READ IT

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 Post subject: Re: Dialog
PostPosted: Thu Nov 22, 2018 4:48 pm 
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Joined: Tue Jan 22, 2008 5:55 am
Posts: 1416
Location: The Netherlands
For those who haven't been following what lft has been up to and don't know what to make of this post... there's an entire new IF language behind that link.


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 Post subject: Re: Dialog
PostPosted: Thu Nov 22, 2018 9:00 pm 
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A new language that compiles to Z-Code, cool!


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 Post subject: Re: Dialog
PostPosted: Sat Nov 24, 2018 4:40 pm 
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Joined: Tue Nov 08, 2011 8:11 am
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Location: US - Central
This is pretty much amazing. I love the language.

The part that compels me to flee in terror is instructions like:

Quote:
To build the compiler from source, you need a working C compiler (such as gcc or clang) and some version of the make command (such as gmake). Unpack the archive, enter the src directory, and type “make”. If all went well, you should now have an executable file called dialogc in the current directory. This is the Dialog compiler.

If you are on a Unix-like system, and you wish to install the compiler in a system-wide location, type “sudo make install”.


I'm spoiled by IDEs for Inform 7 and CSide and Twine and AXMA that do everything internally. That's my bad of course.

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 Post subject: Re: Dialog
PostPosted: Sun Nov 25, 2018 8:46 am 
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Joined: Mon May 10, 2010 7:32 am
Posts: 66
Wow - I am totally stunned - the underlying concept is simple but all the same complex and nearly perfect fitted for the needs of an IF author. And I don't mind compiling the source which is only necessary if you're on OSX - for Windows & Linux there a prebuild compiler executables.

Very nice!


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 Post subject: Re: Dialog
PostPosted: Sun Nov 25, 2018 10:40 am 
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Joined: Sun Dec 06, 2009 7:17 pm
Posts: 39
I've started playing around with Dialog by attempting to port my old speed-if game "The Angel Curse" from Inform 6 to Dialog. I've managed to get quite a bit of it working, but (try [look]) just doesn't seem to work from within my (intro) for some reason. And I'm still puzzling out how to code a vehicle that actually goes anywhere. My PC is in a wheelchair, and it took me ages to figure it out for Inform 6, way back when too.


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 Post subject: Re: Dialog
PostPosted: Sun Nov 25, 2018 11:13 am 
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David Welbourn wrote:
(try [look]) just doesn't seem to work from within my (intro) for some reason.


Oops, that might be a bug in the library. Try (enter $Room) instead, which will invoke the [look] action in turn. I'm on it.

Quote:
And I'm still puzzling out how to code a vehicle that actually goes anywhere. My PC is in a wheelchair, and it took me ages to figure it out for Inform 6, way back when too.


I'm happy to assist if you or anyone else have specific questions. This is all still in beta state.

This should get you started, if you haven't already figured it out:

Code:
#wheelchair
(in-seat *)
(vehicle *)
(#player is #in *)


Best regards,
Linus

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 Post subject: Re: Dialog
PostPosted: Sun Nov 25, 2018 12:40 pm 
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lft wrote:
This should get you started, if you haven't already figured it out:

Code:
#wheelchair
(in-seat *)
(vehicle *)
(#player is #in *)


Best regards,
Linus


No, sorry, I already figured out that much. What happens is that when I try to go east, the game says "You will have to get out of the wheelchair first." This seems to be generated by
Code:
(when $O is $Rel $Parent)
which was invoked by
Code:
(prevent [go $])
   (current player $Actor)
   ($Actor is $Rel $Obj)
   ~(room $Obj)
   (when $Actor is $Rel $Obj)
... which doesn't seem to consider vehicles at all. If I'm reading it correctly, if you're in something that isn't a room, you may not go anywhere. And I don't think I can override it with my own prevent rule either, can I?


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 Post subject: Re: Dialog
PostPosted: Sun Nov 25, 2018 1:09 pm 
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By the way, if people are curious what The Angel Curse's code in Dialog looks like, it's currently at http://plover.net/~davidw/test/angelcurse.dg


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 Post subject: Re: Dialog
PostPosted: Sun Nov 25, 2018 3:21 pm 
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Joined: Thu Aug 22, 2013 2:48 pm
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Thank you very much for the feedback! These are indeed bugs in the library, and I think they're fixed now. Please try library version 0.13.

  • Bugfix: Made it possible to (try [look]) from within (intro).
  • Bugfix: Made it possible to drive vehicles from room to room.

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