Tr0n LibPack 1
paul_one
02 Jul 2005, 21:09Well, I've stuck 3 of my libraries together.
You may or may not use them - up to you, but if you could just test them out for a little and report any bug's that'd be super.
Link:
libpack.zip
Contains:
Math Library (still called CompWhizz Math Library I think).
General Library (mostly stuff *I* will use, currently only adds the multiple command functionality).
and Help System (might seem a bit awkward at first, but generally very expandable and has the multiple command-functionality in the demo .asl file)
Now perhaps I can start on my game
.
You may or may not use them - up to you, but if you could just test them out for a little and report any bug's that'd be super.
Link:
libpack.zip
Contains:
Math Library (still called CompWhizz Math Library I think).
General Library (mostly stuff *I* will use, currently only adds the multiple command functionality).
and Help System (might seem a bit awkward at first, but generally very expandable and has the multiple command-functionality in the demo .asl file)
Now perhaps I can start on my game

francisstokes
02 Jul 2005, 22:29Thats cool, i escpecialy like your whole
Thing.
Good job....may i just ask though...whats the math library for?
command <#com1#/#com2#>
{
exec <#com1#>
exec <#com2#>
}
Thing.
Good job....may i just ask though...whats the math library for?
paul_one
02 Jul 2005, 23:01Right now it's so you can do this:
I might add in some sine/cosine stuff later - but that would really require decimals.. So I'm waiting before trying that.
I also wanted to put some form of equation thingy in there - I'll look into it.
set numeric <value; $CML_add(3;%var1%;%stuff%)$ * $CML_sub(%highest%;17)$ >
instead of:
set numeric <addition; 3 + %var1%>
set <addition; %addition% + %stuff%>
set numeric <subtrac; %highest% - 17>
set numeric <result; %addition% * %subtrac%>
I might add in some sine/cosine stuff later - but that would really require decimals.. So I'm waiting before trying that.
I also wanted to put some form of equation thingy in there - I'll look into it.
courageous
27 Jul 2005, 08:00What is SOCKS proxy server?
SOCKS is a networking proxy protocol that enables hosts on one side of a SOCKS server to gain full access to hosts on the other side of the SOCKS server without requiring direct IP-reachability. SOCKS is often used as a network firewall, redirecting connection requests from hosts on opposite sides of a SOCKS server. The SOCKS server authenticates and authorizes requests, establishes a proxy connection, and relays data between hosts.
http://www.checkproxy.net
SOCKS is a networking proxy protocol that enables hosts on one side of a SOCKS server to gain full access to hosts on the other side of the SOCKS server without requiring direct IP-reachability. SOCKS is often used as a network firewall, redirecting connection requests from hosts on opposite sides of a SOCKS server. The SOCKS server authenticates and authorizes requests, establishes a proxy connection, and relays data between hosts.
http://www.checkproxy.net
Elexxorine
27 Jul 2005, 09:08courageous: wtf?
tron: good going.... what does the help system do?
tron: good going.... what does the help system do?
francisstokes
28 Jul 2005, 15:32courageous wrote:What is SOCKS proxy server?
SOCKS is a networking proxy protocol that enables hosts on one side of a SOCKS server to gain full access to hosts on the other side of the SOCKS server without requiring direct IP-reachability. SOCKS is often used as a network firewall, redirecting connection requests from hosts on opposite sides of a SOCKS server. The SOCKS server authenticates and authorizes requests, establishes a proxy connection, and relays data between hosts.
http://www.checkproxy.net
Now thats spamming lol.[/quote]
Starzie
29 Jul 2005, 01:53elexxorine wrote:tron: good going.... what does the help system do?
Well, from the name alone I'm guessing it helps with ASL. The fact that it can 'learn' is rather neat, too. I noticed that when Jump went global it got lowercased, though. Nothing big, but I'd thought I'd comment anyway.
BTW, excellent ideas. Especially the double commands. I read in the text file, however, you were having problems with the /'s? Have you tried using another symbol, or even a letter instead? Heck, maybe you could replace the / with a simple 'and'?
paul_one
29 Jul 2005, 15:56BY GEORGE!
Someone actually read the text file!
... anyway, yeah. I have changed that to a ',' in my newer file. Just haven't updated the libpack.
I can't remember if the , fixes the problem or not... Think it might be because of IRC commands / whatever.
The lower case can't really be helped, as all strings in Quest loose their case sensitivity, especially when moving things around.
The learning was quite groovy IMO, and I plan to add a little more to it. Just a shame you can't get a list of commands through quest itself.
Someone actually read the text file!
... anyway, yeah. I have changed that to a ',' in my newer file. Just haven't updated the libpack.
I can't remember if the , fixes the problem or not... Think it might be because of IRC commands / whatever.
The lower case can't really be helped, as all strings in Quest loose their case sensitivity, especially when moving things around.
The learning was quite groovy IMO, and I plan to add a little more to it. Just a shame you can't get a list of commands through quest itself.
Starzie
29 Jul 2005, 16:01Tr0n wrote:The lower case can't really be helped, as all strings in Quest loose their case sensitivity, especially when moving things around.
Would $capfirst(string)$ not help with that problem?
GameBoy
02 Aug 2005, 07:22for multi command tags, can't you juse use this.....
command <command1 #string#; command2 %number%; command3 #@object#>
paul_one
02 Aug 2005, 15:43That would mean the player only has 3 commands and you can ONLY type stuff like this:
"command1 jump to the left; command2 76; command3 book"
... I much prefer the whole:
"Pick up book, read book, go north, go north, go east, climb down, pick up gem"
It does need some work to be able to do this though:
"pick up book, read it, throw it at troll"
And Starzie... Imagine a command like so:
XyZzY
(If anyone has read this before in some text adventure games - good for you)
Those capital Z and Y's would turn into this:
Xyzzy
... Which isn't exactly what you want... I might use $capfirst()$ anyway, as it looks a little nicer.
Thanks for being inquisitive enough to find $capfirst()$.
"command1 jump to the left; command2 76; command3 book"
... I much prefer the whole:
"Pick up book, read book, go north, go north, go east, climb down, pick up gem"
It does need some work to be able to do this though:
"pick up book, read it, throw it at troll"
And Starzie... Imagine a command like so:
XyZzY
(If anyone has read this before in some text adventure games - good for you)
Those capital Z and Y's would turn into this:
Xyzzy
... Which isn't exactly what you want... I might use $capfirst()$ anyway, as it looks a little nicer.
Thanks for being inquisitive enough to find $capfirst()$.
Arbutus
04 Aug 2005, 18:24#quest.originalcommand#
retains case and punctuation.
paul_one
04 Aug 2005, 19:28It does...
So do actual string variables and properties if you set them IN CODE.
eg. set string <test; StRiNg>
*BUT* when you try to use that string variable, and set it to another variable - or put that variable into a property etc, the formatting is lost.
eg. property <object; unformatted=#test#>
#object:unformatted# will now be 'string'.
There are really odd things about Quest sometimes... Like how it doesn't like 'End Define', but will accept 'end define'... And how the menu's are VERY case-sensitive, while variables etc aren't (for the most part).
.. What people should do is try to use lower case in most scenarios, and when using upper case - remember that later on.
So do actual string variables and properties if you set them IN CODE.
eg. set string <test; StRiNg>
*BUT* when you try to use that string variable, and set it to another variable - or put that variable into a property etc, the formatting is lost.
eg. property <object; unformatted=#test#>
#object:unformatted# will now be 'string'.
There are really odd things about Quest sometimes... Like how it doesn't like 'End Define', but will accept 'end define'... And how the menu's are VERY case-sensitive, while variables etc aren't (for the most part).
.. What people should do is try to use lower case in most scenarios, and when using upper case - remember that later on.