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PostPosted: Sat Mar 16, 2013 10:23 am 
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Joined: Fri Jun 25, 2010 1:52 pm
Posts: 38
Hi all,

As any of you who follow Trizbort's development will note, it hasn't gained much ground of late as I've been working on other projects. Apologies to anyone who has tried to contact me recently as my replies have been somewhat sporadic! I will attempt to do better in future.

However I've decided the best thing for Trizbort's future development is to open up the source code to the IF community. So you can take a gander at it and roll your own versions, create your own map editors and automappers based on the same principles, and the like.

So Trizbort is now on GitHub at http://github.com/genstein/trizbort. It's also now licensed under the (more permissive) MIT License rather than the more restrictive Creative Commons license it was previously under. So feel free to fork away :)

I've updated the official version on http://trizbort.genstein.net to 1.2.1. There are virtually no changes from 1.2 other than to reflect the new license in the About box, and to remove the Donate box (since donations were to me personally, that didn't seem right, as others may be working on derived map editors which are just as good, and funding me wouldn't help them).

The code is all written in C# 2.0 and so is a little dated now, and there are certainly parts of it I'd do differently with hindsight. It also reinvents a few wheels, and not in the smartest way. Hopefully it's somewhat self documenting. Its rendering (both onscreen and for PDFs) goes through the free (as in beer) PdfSharp library, distributed under its own license and also checked in to github.

Happy coding 8-)


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PostPosted: Sat Mar 16, 2013 10:50 am 
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Joined: Sat Dec 22, 2007 11:52 pm
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Thanks Genstein, Trizbort is very handy (I use it even for non-IF things!), so it's nice to see you shepherding it forward.


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PostPosted: Sat Mar 16, 2013 11:38 am 
I do recall a number of suggestions that were made for the improvement of Trizbort. I find it commendable that, rather than keeping them on hold indefinitely, you decided to take an honest look at its current state, at your own free time, and decided to make it so that it can continue growing, even if it means giving it up to the rest of the community. Bravo.


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PostPosted: Mon Mar 18, 2013 4:07 pm 
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Joined: Fri Jun 25, 2010 1:52 pm
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Your kind words much appreciated. The IF community has given me so many hours of entertainment over the years, whether I've been playing or toying with writing IF, it seems only fair.

Since it came up via other channels, I'll mention I'm happy to consider pull requests for mainline Tizbort changes, but equally happy if people want to fork, build and go :) I won't be doing releases deeply often ("you surprise me") and my schedule is rather hectic so no guarantees whatsoever, but feel free. Extra points if they don't break anything else and add something people are asking for ;) But as I say, feel free to make your own derived versions if you prefer, and I'm happy to link to significant spin outs from my various pages. And will remain pleased to hear what people get up to with it, either coding or using.


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PostPosted: Mon Apr 08, 2013 12:05 pm 
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Joined: Fri Jul 15, 2011 2:46 pm
Posts: 278
Location: Indianapolis, Indiana
This is wonderful news. If anyone compiles a linux version, I would be happy to test it.

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PostPosted: Thu Mar 13, 2014 11:43 pm 
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Joined: Thu Mar 13, 2014 11:34 pm
Posts: 7
Location: New Zealand
So I had someone point me to Trizbort for mapping out a mud that I play. Worked great till I made a map too large for it to load.

That then prompted me to jump into the code and speed things up a lot and fix up the occasional bug here and there.

One thing followed on from another and there is now a version that lets you colour rooms individually. Also working on the cut and paste ability within the program. So far you can copy room and colour schemes. This copies to the clipboard so that you can transfer things between maps. The part that doesn't work yet are the connections, but hopefully I will have that sorted tonight/tomorrow.

For those that are interested the source code is on the github fork below. Hopefully I will be able to have the mud host a compiled version on there wiki page aawiki.net. Hope you all enjoy it and let me know if there's any other improvements you'd like me to attempt.

https://github.com/Tymian/trizbort


Last edited by wertle on Fri Mar 14, 2014 4:52 pm, edited 1 time in total.

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PostPosted: Fri Mar 14, 2014 6:31 am 
Weeeeeeeeell, if you're taking requests... :roll: The automap could use some fiddling about. I've informed the original author of my suggestions, I think they're still in this forum somewhere?...

Also, thanks!


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PostPosted: Fri Mar 14, 2014 10:04 am 
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Joined: Tue Dec 27, 2011 3:46 pm
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Sweet, individual room colors is the one thing I was wishing for. Looking forward to the compiled version, thank you!


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PostPosted: Fri Mar 14, 2014 11:25 am 
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Location: US - Central
Now it just needs a Mac version!

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PostPosted: Fri Mar 14, 2014 3:11 pm 
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Joined: Sun Aug 30, 2009 5:27 am
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HanonO wrote:
Now it just needs a Mac version!


Yeess! That would be great!
Jens


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