Newest Hugo Compiler/Interpretor

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Gotcha

by Kent » Thu Feb 26, 2004 4:15 pm

Okay, thanks. Now I'm able to at least partly replicate it. (The problem stems, I think, from the fact that I don't use the auto-hide toolbar, therefore have no way to hide the full-screen engine other than Alt+Tab.)

I'll rework the minimize/maximize/fullscreen/etc. code to get this all working properly. In the meantime, I guess if you're going to have to be switching away mid-game, don't use fullscreen mode; use a maximized window instead.

--Kent

Re: Can't replicate it

by Debaser » Wed Feb 25, 2004 5:02 pm

Kent wrote:Yeah, I can't seem to replicate this minimize/restore behavior even on Win95.

What version of the engine is it that's doing this? v3.0.07? And with what game?

It may be that I'm not understanding exactly what the problem is, of course.
Okay, first off, I should have been clear on this: I'm using Windows ME. And it is 3.0.07. Now, I've kinda trialed a bit to see when I do and don't get problems, and I'm getting:

On the interpretor window there's the default "full screen" option on the interpreter and there's the other setting where it's a normal window that can be maximized, minimized, etc. like in previous versions. If I minimize the window while on "full screen" (by hitting the "show desktop" button on my toolbar), then when I bring it back up I get a blacked out window and I can't do anything but quit. This happens every time.

If I don't have it set to "full screen" it seems to be an inconsistent error. Sometimes I get a black screen and when I hit enter or something it returns to normal, sometimes the text comes up garbled until the next "clear screen" call. Sometimes the text comes up garbled but eventually rights itself. Sometimes it's fine.

I think it might be related to how much text is on the screen (the "test runs" were all done at the start of a game when only the bottom of the screen is filled up, while I first noticed the problem in the middle of a game when the entire screen is filled with text), but I'm not sure.

Can't replicate it

by Kent » Tue Feb 24, 2004 11:30 am

Yeah, I can't seem to replicate this minimize/restore behavior even on Win95.

What version of the engine is it that's doing this? v3.0.07? And with what game?

It may be that I'm not understanding exactly what the problem is, of course.

Re: Will work on it

by Ice Cream Jonsey » Mon Feb 23, 2004 12:20 pm

Kent wrote:*But* when you just minimize then restore without changing the window size at all, everything should continue to behave properly. That it isn't is bad, and doubly bad because I can't replicate it. When I have a chance to look at this on a 9x machine I'll try to figure out what's happening.
I hadn't tried this on 3.0.07 Hugo for Windows 98. I just tried it on XP for 3.0.06 and it minimized and restored correctly.

I do have a Windows 98 computer available. I just use it to burn CDs... but I have it. I can take digital pictures and upload them if doing that would be the equivalent of a thousand words per pic, as I understand it sometimes can be.

But I'll install 3.0.07 on that PC and give it a shot tonight just to confirm that it behaves that way for the latest Hugo engine version.

Will work on it

by Kent » Mon Feb 23, 2004 12:09 pm

Okay, I can put back the -e switch; the code is still there.

As far as the interpeter/minimizing/display screwup thing goes, well, there's this:

If you explicitly resize the window during play, either by going from maximized to non-maximized or by dragging the frame size, it won't restream all the already-printed text to fit. In some circumstances, when going from a larger window size to smaller, then, this can put the input line over some existing text. (There are almost certainly cleaner ways to handle this, but I haven't visited this in a while.)

*But* when you just minimize then restore without changing the window size at all, everything should continue to behave properly. That it isn't is bad, and doubly bad because I can't replicate it. When I have a chance to look at this on a 9x machine I'll try to figure out what's happening.

--Kent

Re: Two non-answers

by Debaser » Mon Feb 23, 2004 11:46 am

Kent wrote:1. The compiler thing is because the "expanded error format" option has been turned off in the compiler (but I forgot to remove it from the Windows dialog, I guess). I don't particularly like EEF and have never used it (mainly because it gives a post-parsing representation of the line which doesn't always match the source line, but even moreso because my editor UltraEdit allows me to just click on an error and go to that source file/line). But if people are using EEF and want it back, I'll turn it back on.
Well, I can't speak for the Hugo using population as a whole, but I use it. It makes it easier for me to figure out where in the code the problem is taking place sometimes.
2. What sort of messing up does minimizing the terp do?
Like Robb said. Sometimes it'll come back not blank but with the parser line all screwy (like it starts typing over the description text rather than at the bottom of the screen).

Re: Two non-answers

by Ice Cream Jonsey » Mon Feb 23, 2004 9:33 am

Kent wrote:2. What sort of messing up does minimizing the terp do?
On Windows 98, at least, if you click on the minimize button for a game (up top, the square with the underline in it, right next to the square and X) to minimize it to the taskbar and then click on the game's taskbar entry it'll go back up to full size, but you see a completely blank screen. Additionally, if you close right there and then start your game up again it will not take up the whole screen but instead take up a quarter of your screen (the bottom right quadrant).

Two non-answers

by Kent » Mon Feb 23, 2004 6:45 am

1. The compiler thing is because the "expanded error format" option has been turned off in the compiler (but I forgot to remove it from the Windows dialog, I guess). I don't particularly like EEF and have never used it (mainly because it gives a post-parsing representation of the line which doesn't always match the source line, but even moreso because my editor UltraEdit allows me to just click on an error and go to that source file/line). But if people are using EEF and want it back, I'll turn it back on.

2. What sort of messing up does minimizing the terp do?

by Debaser » Sun Feb 22, 2004 6:49 pm

Yep, finally got things running and it turns out that did the trick. Thanks, as always.

by Robb » Sat Feb 21, 2004 9:18 pm

Debaser wrote:So, that means that Qflag should be set at (90 * 21)/8? Like 237 or something? Is that what you're saying?
Right, that's as I understand it.

(Oi, I need to log in sometime today.)

Anyhoo! Did that help?

by bruce » Sat Feb 21, 2004 6:00 pm

Debaser wrote:I have no idea what I'm doing and am basically running on instinct and voodoo at this point.
Welcome to the wonderful world of consulting.

Here's your accordion.

Bruce

by Debaser » Sat Feb 21, 2004 5:41 pm

So, that means that Qflag should be set at (90 * 21)/8? Like 237 or something? Is that what you're saying? When I read "arrays/8" in your commentary, I thought you were referring the actual number of serparate arrays (in the case of my code, 21). But the code in your games never followed that rule, so I just left Qflag at the default. I'll try upping it, and see if it runs right once I've finished the other bit I'm working on and gotten the rest of my code back into a state where it'll compile.

I have no idea what I'm doing and am basically running on instinct and voodoo at this point.

by Robb » Sat Feb 21, 2004 3:46 pm

Debaser wrote:Also, why does minimizing the interpretor window seem to completely fuck it up?
Not sure... thought this was just me.

And, on a completely unrelated note, why does

Code: Select all

array quips[21] = 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30
work fine, but

Code: Select all

array quips[21] = 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90
complete gum up the PTalk works?
You might need to increase what you have for qflag. I have this:

Code: Select all

array 	qflag[400]			! Arrays / 8
array 	quips[NUMCHARACTERS] = 0, 0, 70, 70, 10, 10, 10, 10, 30 ,10, 10, 30, 40, 0, 0, 0, 0, 0, 10, 0, 0, 30, 0, 0, 0, 10, 0, 10
array 	tempquip[1] = 0
global 	selected

qflag is the number of arrays divided by 8. I am not sure why; I've never really gone through and figured out how it works (remarkably enough) though I think I did have to tweak a little of Adam's code to get it to work on Hugo somewhere.

Did that work?

by Debaser » Fri Feb 20, 2004 9:47 pm

Also, why does minimizing the interpretor window seem to completely fuck it up?

And, on a completely unrelated note, why does

Code: Select all

array quips[21] = 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30
work fine, but

Code: Select all

array quips[21] = 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90
complete gum up the PTalk works? How high am I allowed to set it? Because I'm certain I'll need it higher than 30 for at least one character. Or not, because this is the first time I've touched this code in months, but play along anyway.

Thanks in advance, guys.

Newest Hugo Compiler/Interpretor

by Debaser » Fri Feb 20, 2004 8:14 pm

Why doesn't the 3.0.07 compiler "expanded error format" provide me with a quote of the error line like it used to in 3.0.01? All my switches look to be the same as I used to have them set. If you're not understanding what I'm refering to, it's this:
Old Hugo wrote:C:\if\HugoMakeHugo\mystic.hug: Line 4846
adjectives "my artivcle " your" long_desc { "A number of books on various subjects. None of them contain anything useful to your profession, so you could either call them entertainment or camoflauge."
ERROR: Unterminated string constant or text block
vs.
New Hugo wrote:C:\if\HugoMakeHugo\mystic.hug:4846: Error: Unterminated string constant or text block

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