FAQ Search Memberlist Usergroups
Jolt Country Forum Index
Register Profile Log in to check your private messages Log in
Log in Log in

Search found 192 matches
Jolt Country Forum Index
Author Message
  Topic: Text color question
Merk

Replies: 5
Views: 6747

PostForum: Hugo's House of Horrors   Posted: Mon Jan 25, 2010 6:10 pm   Subject: Text color question
I don't remember what I found out setting that on the display. I don't think that does the trick. It seems like it's just a flag for the engine itself to know that a repaint is required, but I don't t ...
  Topic: react_before question
Merk

Replies: 12
Views: 12273

PostForum: Hugo's House of Horrors   Posted: Mon Jan 25, 2010 6:07 pm   Subject: react_before question
Well, when I looked in the Hugo Lib, that doesn't seem to be the case. It just calls "react_before" but all comparisons to the current verb have to be done with an equals.
  Topic: react_before question
Merk

Replies: 12
Views: 12273

PostForum: Hugo's House of Horrors   Posted: Wed Jan 20, 2010 9:43 pm   Subject: react_before question
Oh, and if you *never* want the player to be able to go west from that room, the ideal thing is probably to not add an exit to the west as part of the room, and then handle the message in cant_go prop ...
  Topic: react_before question
Merk

Replies: 12
Views: 12273

PostForum: Hugo's House of Horrors   Posted: Wed Jan 20, 2010 9:38 pm   Subject: react_before question
And actually, you're second react_before example is good. I checked the source in hugolib.h and I think what you have there is fine. The first one probably didn't work before you were writing react_be ...
  Topic: Text color question
Merk

Replies: 5
Views: 6747

PostForum: Hugo's House of Horrors   Posted: Wed Jan 20, 2010 9:30 pm   Subject: Text color question
As for changing the whole screen color without clearing what's already there, I'm pretty sure you can't. If I recall, I spent hours trying to figure that out for The Traveling Swordsman, and ended up ...
  Topic: react_before question
Merk

Replies: 12
Views: 12273

PostForum: Hugo's House of Horrors   Posted: Wed Jan 20, 2010 9:18 pm   Subject: react_before question
That's a pretty common thing to need to do, and I'm aware of two different ways. I'm not sure I've ever used "react_before" though. You can add any before { } or after { } block to any objec ...
  Topic: Dynamic player teleportation
Merk

Replies: 13
Views: 12732

PostForum: Hugo's House of Horrors   Posted: Thu Dec 11, 2008 5:44 pm   Subject: Dynamic player teleportation
Cool. Then I won't worry about seeing what it would take to add a library hack. I think it would allow the verb to work with real room names and no quotes (like your original idea), but it would take ...
  Topic: Dynamic player teleportation
Merk

Replies: 13
Views: 12732

PostForum: Hugo's House of Horrors   Posted: Thu Dec 11, 2008 6:54 am   Subject: Dynamic player teleportation
There may be a couple different problems here. One is, when you set up grammar defs, it's expecting the words you type after the verb to be nouns or adjectives of objects -- not object names. So somet ...
  Topic: Containers. Quiet. Hidden. Objects.
Merk

Replies: 3
Views: 5709

PostForum: Hugo's House of Horrors   Posted: Wed Nov 26, 2008 3:44 pm   Subject: Containers. Quiet. Hidden. Objects.
You need to override list_contents{ } for the cauldron. I can give you an example if needed, but I'm feeding a baby at the moment. :)
  Topic: Allowing "Comment Recorded" in Hugo
Merk

Replies: 12
Views: 13689

PostForum: Hugo's House of Horrors   Posted: Mon Nov 05, 2007 3:48 pm   Subject: Allowing "Comment Recorded" in Hugo
There is, but it's in the transcript verbroutine (which you can see at work in my "replace" above). Basically, if you turn off the script, it *tries* to turn it off (using the system command ...
  Topic: Allowing "Comment Recorded" in Hugo
Merk

Replies: 12
Views: 13689

PostForum: Hugo's House of Horrors   Posted: Mon Nov 05, 2007 9:28 am   Subject: Allowing "Comment Recorded" in Hugo
I think there are a couple ways it could be improved.

First, is there some system flag that already lets you know if a transcript is on or not? I figure there might be, but I don't have my Hugo Boo ...
  Topic: Allowing "Comment Recorded" in Hugo
Merk

Replies: 12
Views: 13689

PostForum: Hugo's House of Horrors   Posted: Mon Nov 05, 2007 9:12 am   Subject: Allowing "Comment Recorded" in Hugo
Bert Byfield posted a slick Hugo mod to the newsgroup, for allowing the parser to recognize "*" as a comment line (instead of defaulting to an unrecognized message from the parser).

I too ...
  Topic: Maximum Line Length!
Merk

Replies: 21
Views: 27625

PostForum: Hugo's House of Horrors   Posted: Mon Oct 01, 2007 7:15 pm   Subject: Maximum Line Length!
Ooooooh. Hmmmm. That's one for Kent.
  Topic: Maximum Line Length!
Merk

Replies: 21
Views: 27625

PostForum: Hugo's House of Horrors   Posted: Mon Oct 01, 2007 6:50 pm   Subject: Maximum Line Length!
The length of the input line? I'm not sure which line you mean.
  Topic: To Kent: -fwritable-strings in GCC Linux
Merk

Replies: 7
Views: 13356

PostForum: Hugo's House of Horrors   Posted: Mon Aug 20, 2007 7:38 pm   Subject: To Kent: -fwritable-strings in GCC Linux
And yeah, I can help put together some kind of bug and/or wish list for Hugo. I think everything I've found, I've posted here, so it should be easy to dig it all up. :)
  Topic: To Kent: -fwritable-strings in GCC Linux
Merk

Replies: 7
Views: 13356

PostForum: Hugo's House of Horrors   Posted: Mon Aug 20, 2007 2:30 pm   Subject: To Kent: -fwritable-strings in GCC Linux
Well, it works in that after it compiles, it runs without a segmentation fault as long as it's not actually running a game. In other words, I can run "he" and it'll give me some usage inform ...
  Topic: To Kent: -fwritable-strings in GCC Linux
Merk

Replies: 7
Views: 13356

PostForum: Hugo's House of Horrors   Posted: Sat Aug 18, 2007 8:38 am   Subject: To Kent: -fwritable-strings in GCC Linux
Heya,

in GCC 4.0 for Linux, they've taken out the -fwritable-strings command-line option. In my research, I haven't found any alternative. The documentation says to use a named array (or something ...
  Topic: [Exploratory Thread] Spaceship media
Merk

Replies: 10
Views: 11615

PostForum: Hugo's House of Horrors   Posted: Fri Jul 27, 2007 9:55 pm   Subject: [Exploratory Thread] Spaceship media
Movies:

Supernova (bad, I liked it okay)
Pitch Black (although mostly on-planet)
Saturn Three (but an outpost, maybe)
The Black Hole (a Disney classic)
2010 (And you said 2001 already)
The Las ...
  Topic: The Traveling Swordsman - Source Code
Merk

Replies: 2
Views: 6924

PostForum: Hugo's House of Horrors   Posted: Fri Jul 06, 2007 10:01 am   Subject: The Traveling Swordsman - Source Code
No problem. I got some of it by looking at other source code too, such as the date-checking from Future Boy!.

I wonder if there will be any Hugo games in this year's IFComp? At present, I'm not pla ...
  Topic: The Traveling Swordsman - Source Code
Merk

Replies: 2
Views: 6924

PostForum: Hugo's House of Horrors   Posted: Thu Jul 05, 2007 2:14 pm   Subject: The Traveling Swordsman - Source Code
I have now released the source code to Tales of the Traveling Swordsman. It's on the official TTS page here:

http://www.sidneymerk.com/tts.shtml

The direct download is here:

http://www.sidney ...
 
Page 1 of 10 Goto page 1, 2, 3, 4, 5, 6, 7, 8, 9, 10  Next
All times are GMT - 7 Hours
Jump to:  


Powered by phpBB © 2001 phpBB Group

Theme by Kage Musha - RPG Garden

Copyrights and trademarks are all of the belonging company. No copyright Infringement intended