fillets-users Mailing List for Fish Fillets - Next Generation
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From: Ivo D. <iv...@da...> - 2010-12-23 22:24:19
|
Hi people, I released Fish Fillets 1.0.0 today. What is new: * Dutch spoken dialogs for all levels (by Astrid de Wijn and friends). * Disallowed a move, to be consistent with the original Fish Fillets. Pushing of partially supported objects is disallowed. The object has to be supported by a wall or by a fish who isn't directly under it. http://fillets.sourceforge.net/img/manual/pushing_partially_supported.png You could switch back to the less restrictive rules by using "strict_rules=0" config option. Thanks Brian Raiter for reporting the discrepancy. * Provided music looping without fading (by Brian Raiter). Download from: http://fillets.sourceforge.net/download.php Thanks for improving the game. Your translations and bug reports are helpful. Have a nice next year. -- Ivo Danihelka |
From: Brian R. <bre...@mu...> - 2010-07-25 21:05:11
|
> Luckily, it isn't affecting the hall-of-fame solutions. > They all continue to be valid. Thanks Pavel for retesting them. I've managed to test all the solutions that I had saved, including older ones I had in backups. The only places where I found problems with the strict rules were in "Closed Society", as I mentioned earlier (Roland Paul's 114-move solution is invalid, for example), and in "Eight Vikings in a Boat", where a lot of my early solutions involved pushing the hair over a shield carried by the big fish. b |
From: Ivo D. <iv...@da...> - 2010-07-25 10:46:19
|
I improved the strict_rules by another commit. It will be now consistent with the behavior in the original Fish Fillets. The rules can be described as: The pushed object has to be supported by a wall or by a fish who isn't directly under it. Luckily, it isn't affecting the hall-of-fame solutions. They all continue to be valid. Thanks Pavel for retesting them. -- Ivo Danihelka |
From: Ivo D. <iv...@da...> - 2010-07-23 21:08:32
|
I implemented the config option in CVS. Its help: {{{ strict_rules=<boolean> Disallow pushing a leaning stack of objects. }}} It is enabled by default now. You could toggle it on the command line or inside ~/.fillets-ng/script/options.lua Should I build a Linux or Windows binary for testing? PS: I attached an image to explain the disallowed move. -- Ivo Danihelka |
From: Brian R. <bre...@mu...> - 2010-07-23 17:42:49
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> I will prepare a config option to switch between the behaviors. > We could then test the new levels and other things with the original > behavior. I look a very quick look around, and my hunch is that it's not a situation that comes up very often in regular gameplay. "Closed Society" is probably the most likely place. On the other hand, I've verified that the 110-move solution is still possible in the original. "Outraged Greenpeace" is another likely place. b |
From: Ivo D. <iv...@da...> - 2010-07-23 08:32:26
|
On Thu, Jul 22, 2010 at 9:49 PM, Brian Raiter <bre...@mu...> wrote: > The difference comes up > when there is an object that is being carried by a fish, and is also > resting on a second object being carried by the same fish. If the > other fish then pushes the first object, then the fish dies in the > original Fish Fillets, but survives in Fish Fillets NG. You are right. I just tested it in the orignal Fish Fillets (wine 1.2 is able to run them). I attached a saved position for Fillets NG. It is before the pushing by the small fish. I will prepare a config option to switch between the behaviors. We could then test the new levels and other things with the original behavior. -- Ivo Danihelka |
From: Brian R. <bre...@mu...> - 2010-07-22 20:30:58
|
Quite by accident, I discovered a mismatch in the game logic of Fish Fillets NG compared with that of the original. The difference comes up when there is an object that is being carried by a fish, and is also resting on a second object being carried by the same fish. If the other fish then pushes the first object, then the fish dies in the original Fish Fillets, but survives in Fish Fillets NG. (Assuming that the object has no other supports, of course, and that it doesn't get pushed off the first fish's back entirely.) The easiest way I could find to reproduce this case is in the level "Welcome To Our City": small fish moves: lllllluuuullluullllldrrrrrruul large fish moves: LLLLLLLLLLLLLLUUUUULLLLLLLLLDDDDDRRRUUUU ... then the small fish swims left to push the statue arm. (It's also not hard to reproduce in "Closed Society" by having the small fish push a snail up to one already on the big fish's back.) I'm assuming this discrepancy isn't already a known issue, since I didn't see it documented anywhere. Maybe it should be? Or should it be considered a bug and fixed? My instinct is that it's better to be faithful to the original -- but at this point Fish Fillets NG has been out for so long that maybe it's too late to change the game logic. b |
From: Ivo D. <iv...@da...> - 2010-05-17 07:04:15
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On Sun, May 16, 2010 at 10:25 PM, Brian Raiter <bre...@mu...> wrote: > I downloaded a new worldfame.lua file > from the link on the Hall of Fame page, only to have the game stop > working Thanks for telling me. I changed that to the warning. -- Ivo Danihelka |
From: Brian R. <bre...@mu...> - 2010-05-16 20:25:57
|
> I applied the patch. It is a very good patch. Glad to hear it. > I changed the lookupLoopData() to obtain the loop definition from a > *.ogg.meta file. > The meta file contains just two lines with the start and end loop positions. That sounds like a good solution. (I considered something similar, but I wanted to minimize the number of new files in my patch.) > The attached patch shows the additional changes. Looking over the attachment, I discovered that I accidentally included an unrelated change in the patch I sent you, namely the one-line change to WorldBranch.cpp. I forgot to take that change back out before I ran my diff. My mistake. That said, you might want to consider including that change. What it does is replace an exception with a warning when node_bestSolution() is invoked on a nonexistent level. I've been annoyed by this exception a couple of times in the past: I downloaded a new worldfame.lua file from the link on the Hall of Fame page, only to have the game stop working because worldfame.lua included scores for levels that hadn't made it into my distro yet. I think it's better for the program to just ignore those scores and keep going. b |
From: Ivo D. <iv...@da...> - 2010-05-16 14:34:50
|
On Sat, May 15, 2010 at 9:19 PM, Brian Raiter <bre...@mu...> wrote: > The data is stored in a "Sampler chunk", a chunk with the ID "smpl". Thanks for info. I applied the patch. It is a very good patch. Its coding style is consistent with the other code and the looping done in SDLMusicLooper::musicOutput() is very smart. It allows to fade-in and then repeat the known music loop. I changed the lookupLoopData() to obtain the loop definition from a *.ogg.meta file. The meta file contains just two lines with the start and end loop positions. The attached patch shows the additional changes. I also attached a small Python script to discover the looping positions in a given WAV. Thanks again, -- Ivo Danihelka |
From: Brian R. <bre...@mu...> - 2010-05-15 19:19:31
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> Is there a program to extract the loop positions from a wav? I imagine there probably are, somewhere -- I wound up just extracting the loop positions by hand. The wav file format is pretty simple. > Or is it possible to read about them in a WAV specification? How are > they named there? The data is stored in a "Sampler chunk", a chunk with the ID "smpl". > Does ogg some something similar? I don't really know much about this subject, but from what I could tell from my limited research is that OGG has no standard for metadata, so people typically make up their own ad-hoc solutions. My research also made it clear that there are no plans to add support for metadata to SDL_mixer. Thus if the data was attached to the OGG files, the program would have to parse the OGG file and extract it manually, as a separate step. (I also thought about just having a separate text file with the information in it, but that seemed like extra work for the code for no particular benefit.) b |
From: Ivo D. <iv...@da...> - 2010-05-15 16:39:03
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On Sat, May 15, 2010 at 3:15 PM, Brian Raiter <bre...@mu...> wrote: > Enclosed is a patch that corrects the looping in the music to not > include the introductory segment (fade-ins and the like). Thanks for the patch. I was able to apply it and compile without problems. I still have to read the code fully. Is there a program to extract the loop positions from a wav? Or is it possible to read about them in a WAV specification? How are they named there? Does ogg some something similar? -- Ivo Danihelka |
From: Brian R. <bre...@mu...> - 2010-05-15 13:48:24
|
Enclosed is a patch that corrects the looping in the music to not include the introductory segment (fade-ins and the like). This is something I've been meaning to do for a while but never had the time. To do this, I went back to Altar's distribution and extracted the loop metadata out of the original WAV files. This also required adding a new class to handle the loop-playing correctly. Let me know if there are any issues with this. I hope this feature can be added to a future release. b |
From: Charlie at F. G. <fre...@gm...> - 2010-04-06 08:39:53
|
Unfortunately my email account was briefly compromised. Measures have been taken to fix it but I can only apologise for the spam sent via my email account. I would remind you not to leave your email logged in on an unprotected (i.e. no anti-virus) Windows machine. Regards, Charles Goodwin Web Enable IT Ltd Web: www.webenableit.com Phone: +44 845 3880685 Mobile: +44 777 3013221 Linked In: http://uk.linkedin.com/in/charlesgoodwin |
From: Ivo D. <iv...@da...> - 2010-03-24 17:48:00
|
On Wed, Mar 24, 2010 at 5:54 PM, Christoph Rissner <c....@vi...> wrote: > I don't know whether there is an "official" way to disable some animations, > I found the attached patch quite effective. The patch is quite smart. I like that the animations are enabled by default. The patch is mainly effective in the emulator level. The EffectZx is used there on large images. The other effects are not used so often. I guess you will not need the patch after the emulator level. Or maybe you will want to disable additional CPU eaters, e.g., WavyPicture. -- Ivo Danihelka |
From: Christoph R. <c....@vi...> - 2010-03-24 17:15:46
|
Hi, first of all, thanks for the awesome game! I found that the game eats my netbook battery way too fast, I'm currently stuck in the "emulator" level. I don't know whether there is an "official" way to disable some animations, I found the attached patch quite effective. I just tested it in the "emulator" level, of course the graphic suffers from it, but at least I can think about it now without AC connected. Bye, Christoph |
From: Pavel D. <pa...@da...> - 2010-01-10 19:39:43
|
Hi, I'm sorry, I promised not to show solution files to anybody. Pavel Danihelka On Sat, 2010-01-09 at 12:25 +0100, Andre van der Vlies wrote: > 404 Moves???? Awesome... Can it be shown? > > (not a member of this list) > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Fillets-users mailing list > Fil...@li... > https://lists.sourceforge.net/lists/listinfo/fillets-users |
From: Andre v. d. V. <an...@va...> - 2010-01-09 11:42:16
|
404 Moves???? Awesome... Can it be shown? (not a member of this list) |
From: Ivo D. <iv...@da...> - 2009-10-16 20:55:30
|
Hello, I have a bugfix release of the Fish Fillets - Next Generation. What is new: * Fixed undefined behavior in the last levels. The outgoing objects could be stopped by an obstacle (thanks Josef Peterka for pointing it out). * Fixed strange background colors on the F10 and F1 screens. SDL-1.2.14 would fix these too. * And the data have only updated worldfame.lua. Download from: http://fillets.sourceforge.net/download.php -- Ivo Danihelka |
From: SudokuMan <anz...@ya...> - 2009-08-06 17:38:33
|
Definitely one of the most powerful Sudoku Programs out there. You basically get everything you'll ever want and need from Sudoku, including unlimitted puzzles generated at the skill level you like, cheats, hints, and even the ability to design your own puzzles. http://www.sudokusnake.com -- View this message in context: http://www.nabble.com/Sudoku-Snake-tp24851152p24851152.html Sent from the fillets-users mailing list archive at Nabble.com. |
From: Ivo D. <iv...@da...> - 2009-06-14 20:31:05
|
Hi everybody, the Fish Fillets NG version 0.9.0 are ready for download: http://fillets.sourceforge.net/download.php Main changes: * Level 'linux' (by Mirek Olsak). * Level 'electromagnet' (by Stephan Barth). * Embedded intro video (thanks to Mirek Olsak). * Faster undo (hold -) (thanks to Mirek Olsak). * Redo (hold +). * Czech spoken dialogs for level 'keys' (thanks to Mirek Olsak). * Updated Bulgarian translation (by Damyan Ivanov). * Updated Swedish translation (by Olov Gustavsson). * Enhanced graphics for the NG levels (by Fank Skalicky). I hope you still like to play it :). -- Ivo Danihelka |
From: Ivo D. <iv...@da...> - 2009-01-03 22:47:35
|
Hello everybody, release fillets-ng 0.8.1 is ready. What's new: * Two extra levels (by Stephan Barth and Mirek Olsak). * Added support for translated images (by Leonid Myravjev). See it at level Favorites with Russian subtitles. * Prevented music restart on undo. * Fixed checking for solvable room before undo saving. * Fixed checking for second dead fish. Get it from download section: http://fillets.sourceforge.net/download.php Thanks for providing content for the release, -- Ivo Danihelka |
From: Ivo D. <iv...@da...> - 2008-06-23 15:48:18
|
On Mon, Jun 23, 2008 at 4:34 AM, Jeff Hanson <jha...@gm...> wrote: > If it's legally permitted to redistribute Yes, it is under GPL. Altar, the original author, GPLed all source and data files. These original files could be found at: http://sourceforge.net/project/showfiles.php?group_id=104032 It is an interesting idea to provide the video as a desktop icon. That would not require to implement own media player. > can the devs supply a > version in Theora instead of DivX? The DivX codes are a pain. Do you have any recommendations what to use to convert it? -- Ivo Danihelka |
From: Jeff H. <jha...@gm...> - 2008-06-23 02:34:07
|
I was trying to get it (http://fillets.sourceforge.net/intro.avi) included into the Ubunto repos but a question came up about it's legal status and license: https://bugs.launchpad.net/ubuntu/+source/fillets-ng/+bug/241483 I think having the video available as an optional (recommended) package is important as it provides context to the game. If it's legally permitted to redistribute, can the devs supply a version in Theora instead of DivX? The DivX codes are a pain. |
From: François B. <use...@ma...> - 2008-02-27 19:15:23
|
This mail just to say I have made a USB key with games * Fillets-ng * Lincity: Simcity clone * Vikings et Settlers2: 2 jeux DOS abandonware * Lineo: Quarto game * Gplanarity, Sokonan et Mahjongg * Frozen-Bubble * Rogue: First game under Unix (1982, Unix on PDP11) * Kobo * Risk * Wesnoth This key is a Stand alone Key running a debian Etch linux using cloop and unionfs. There are anothers standalone USB keys. ISO image to make a bootable CD with which you make the Key is here http://www.normalesup.org/~boisson/ClefJeu.iso and instructions are here (in French sorry but there are video instructions): http://boisson.homeip.net/clef/ClefAgreg.html Enjoy as I enjoy fillets during I make this key. François Boisson |