Search found 358 matches

by filbo
Wed Nov 13, 2019 8:32 am
Forum: Bug Reports
Topic: Fullscreen not functional.
Replies: 3
Views: 40

Re: Fullscreen not functional.

That link says: dfsg refers to a package that has been modified for compliance with the Debian Free Software Guidelines. The Debian changelog for that package is at https://metadata.ftp-master.debian.org/changelogs//main/libs/libsdl2/libsdl2_2.0.5+dfsg1-2_changelog It seems to me (from the very narr...
by filbo
Sun Aug 11, 2019 7:01 am
Forum: Off Topic
Topic: the forum is spamming me
Replies: 14
Views: 3557

Re: the forum is spamming me

Where's the '10,000 volts at 500 amps down the wire to the spam initiator' option?
by filbo
Wed Jul 31, 2019 5:57 am
Forum: Off Topic
Topic: the forum is spamming me
Replies: 14
Views: 3557

Re: the forum is spamming me

It should disallow PMs from new users (make them wait 24h at least); and no more than 2 sent-not-yet-received PMs from a new user (1st 6 months or so). Of course any such restrictions can be worked around if they're sufficiently diligent. Create accounts 6mo in advance, attack later. Or create many ...
by filbo
Thu Jun 20, 2019 9:59 am
Forum: Bug Reports
Topic: Tape deck confusion
Replies: 0
Views: 723

Tape deck confusion

The default R'n'D window, as seen in R'n'D Contributions & in EMC levels, has two sets of tape controls. The top, larger-icon set appears only during game play and has standard icons for STOP, PAUSE, PLAY. The bottom, smaller-icon set appears during game play and on the main menu. It has icons for ?...
by filbo
Thu Jun 20, 2019 9:55 am
Forum: Bug Reports
Topic: undoodily doodily
Replies: 2
Views: 322

Re: undoodily doodily

^Z / shift-^Z would be sufficient. After all, I am (mostly) able to keep track of that in browsers, and not mistakenly reload the page when I'm trying to redo something...
by filbo
Thu Jun 20, 2019 9:51 am
Forum: New Ideas
Topic: show stats of to-be-replaced tape
Replies: 3
Views: 546

Re: show stats of to-be-replaced tape

These are good points; I hadn't quite realized the tapes don't store the score & solve states, as I was sort of vaguely conflating the 'hall of fame' record of scores with the tapes. But on a moment's thought, of course these things are entirely separate. But yeah, R'n'D's various file formats have ...
by filbo
Thu Jun 20, 2019 9:06 am
Forum: Help
Topic: Why won't alternative art work?
Replies: 6
Views: 5173

Re: Why won't alternative art work?

Are there any "common" error cases where R'n'D programmatically exits and rewrites "levelsetup.conf" where you think it should not? In this case, I would like to modify the error handling for such cases. I don't know of specific cases; I do know the general method by which such things ought to be h...
by filbo
Wed Jun 19, 2019 5:20 am
Forum: Help
Topic: Why won't alternative art work?
Replies: 6
Views: 5173

Re: Why won't alternative art work?

Hi... my daughter just ran into this! Her machine's running R'n'D 4.0.0.2; mine has 4.1.3.1. In both cases, both levelsets 'Might of Elementals' & 'Might of Elementals II' crash with 'Floating Point Exception'. `make gdb` no longer seems to work: cd .. && gdb -batch -x GDB_COMMANDS ./rocksndiamonds ...
by filbo
Tue Jun 18, 2019 1:16 am
Forum: Bug Reports
Topic: undoodily doodily
Replies: 2
Views: 322

undoodily doodily

Hi, I often find myself reaching for wrong shortcuts in the editor (from a couple of different environments): Ctrl-Z for Undo Ctrl-Shift-Z for Redo Ctrl-R for Redo None of these seem like they would conflict with existing shortcuts * , so I wonder if they could be added as aliases to 'u' / 'U' ? ( *...
by filbo
Tue Jun 11, 2019 1:22 am
Forum: New Ideas
Topic: show stats of to-be-replaced tape
Replies: 3
Views: 546

show stats of to-be-replaced tape

(mockups, no code is proposed)

Stats are presented in the same vertical order as while playing:

1. Emeralds remaining to solution (partial only)
2. Score
3. Date of recording (tape-to-replace only; current tape is in tape controls below)
4. Tape length

rnd-solved-partial.png
rnd-solved-partial.png (41.04 KiB) Viewed 546 times
rnd-solved.png
rnd-solved.png (40.83 KiB) Viewed 546 times
by filbo
Thu Apr 18, 2019 10:13 pm
Forum: Bug Reports
Topic: crash when built with -DRO_GAME_DIR=something
Replies: 1
Views: 797

crash when built with -DRO_GAME_DIR=something

$ make sdl2 RO_GAME_DIR=/usr/share/games/rocksndiamonds RW_GAME_DIR=/var/games/rocksndiamonds $ ./rocksndiamonds *** Error in `./rocksndiamonds': free(): invalid pointer: 0x0000000000592d38 *** Aborted -- because getProgramMainDataPath() returns RO_BASE_PATH, which is a constant and can't be free()...
by filbo
Wed Mar 27, 2019 8:14 am
Forum: Bug Reports
Topic: Game of Life blocks spawned into the map cause the simulation to speed up
Replies: 4
Views: 411

Re: Game of Life blocks spawned into the map cause the simulation to speed up

... the extra cycles give it cancer. Just introducing a few blocks at a different cycle causes weird cancerous crud to spread and eventually take over the whole screen.
by filbo
Wed Mar 27, 2019 8:00 am
Forum: Bug Reports
Topic: Game of Life blocks spawned into the map cause the simulation to speed up
Replies: 4
Views: 411

Re: Game of Life blocks spawned into the map cause the simulation to speed up

Um. I guess an Android tuned to GOL blocks would be pretty close to that...
by filbo
Wed Mar 27, 2019 7:58 am
Forum: Bug Reports
Topic: Game of Life blocks spawned into the map cause the simulation to speed up
Replies: 4
Views: 411

Re: Game of Life blocks spawned into the map cause the simulation to speed up

CE exercise: make a mover which behaves sort of like a mole (probably a slow-moving mole! and maybe a bit more random, not straight-on-until-blocked), laying down a track of GOL tiles as it moves. Each tile would have its own new cycle time, so the overall effect would be spectacularly weird. I think.
by filbo
Wed Mar 27, 2019 7:56 am
Forum: Bug Reports
Topic: Game of Life blocks spawned into the map cause the simulation to speed up
Replies: 4
Views: 411

Re: Game of Life blocks spawned into the map cause the simulation to speed up

Yeah, looks like spawned-in blocks are on a different time cycle than the original ones. When either set reaches its time to calculate a new generation, the GOL algorithm is run in the neighborhoods of the GOL blocks whose time it is; any newly created GOL blocks will have the same cycle time as the...