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From: Erik V. <eri...@xs...> - 2010-08-18 19:28:11
|
No objections. -----Original Message----- From: brett lentz [mailto:bre...@gm...] Sent: Wednesday 18 August 2010 00:21 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] Release planning for 1.4 A release this weekend is fine by me. Erik or anyone else - any objections? ---Brett. On Tue, Aug 17, 2010 at 2:26 PM, Stefan Frey <ste...@we...> wrote: > Brett: > I would even prefer a sooner release: This might avoid more duplicate bug > reports. I suggest this Sunday (22nd) it time permits on your side. > I will be (even more) time constrained in the near future and thus there will > not happen much until the later date anyway. > Stefan > > On Monday, August 16, 2010 11:17:12 pm brett lentz wrote: >> I'd like to start the discussion on planning our next release. I think >> we've fixed several important bugs that users would like to see >> released. >> >> Erik, Stefan - What do you guys think? Does a Sept 1 release date >> seem reasonable? That'd give us a bit over two weeks of time to finish >> up the recent changes to logging and anything else that isn't stable >> enough for release. >> >> ---Brett. >> >> --------------------------------------------------------------------------- >> --- This SF.net email is sponsored by >> >> Make an app they can't live without >> Enter the BlackBerry Developer Challenge >> http://p.sf.net/sfu/RIM-dev2dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > ---------------------------------------------------------------------------- -- > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > ---------------------------------------------------------------------------- -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: brett l. <bre...@gm...> - 2010-08-17 22:21:14
|
A release this weekend is fine by me. Erik or anyone else - any objections? ---Brett. On Tue, Aug 17, 2010 at 2:26 PM, Stefan Frey <ste...@we...> wrote: > Brett: > I would even prefer a sooner release: This might avoid more duplicate bug > reports. I suggest this Sunday (22nd) it time permits on your side. > I will be (even more) time constrained in the near future and thus there will > not happen much until the later date anyway. > Stefan > > On Monday, August 16, 2010 11:17:12 pm brett lentz wrote: >> I'd like to start the discussion on planning our next release. I think >> we've fixed several important bugs that users would like to see >> released. >> >> Erik, Stefan - What do you guys think? Does a Sept 1 release date >> seem reasonable? That'd give us a bit over two weeks of time to finish >> up the recent changes to logging and anything else that isn't stable >> enough for release. >> >> ---Brett. >> >> --------------------------------------------------------------------------- >> --- This SF.net email is sponsored by >> >> Make an app they can't live without >> Enter the BlackBerry Developer Challenge >> http://p.sf.net/sfu/RIM-dev2dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Stefan F. <ste...@we...> - 2010-08-17 21:25:38
|
Brett: I would even prefer a sooner release: This might avoid more duplicate bug reports. I suggest this Sunday (22nd) it time permits on your side. I will be (even more) time constrained in the near future and thus there will not happen much until the later date anyway. Stefan On Monday, August 16, 2010 11:17:12 pm brett lentz wrote: > I'd like to start the discussion on planning our next release. I think > we've fixed several important bugs that users would like to see > released. > > Erik, Stefan - What do you guys think? Does a Sept 1 release date > seem reasonable? That'd give us a bit over two weeks of time to finish > up the recent changes to logging and anything else that isn't stable > enough for release. > > ---Brett. > > --------------------------------------------------------------------------- > --- This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Chris S. <chr...@gm...> - 2010-08-17 06:59:51
|
I would use it to play a pbem forward to explore options, then returning to the current state to take my actual turn. You see this behavior in Aliza's various reports, where she submits files from prospective moves. I also like the ability to browse through previous game states to figure out what happened between turns, especially if it is a slow game. -- Chris Please consider the environment before printing this e-mail. On Mon, Aug 16, 2010 at 12:07 PM, Stefan Frey <ste...@we...> wrote: > I am little guessing about the usage of the new game report/history window: > As it is very easy to navigate to past actions of the game, I wonder what > the > user intentions will be: > > Will the main use be a possible return to a previous state of the game (for > example during a ftf game an action was skipped wrongly or a player was > allowed a take back)? > In that case it make sense to keep the other windows fully activated and > responsive to user actions. > > After adding the ability to comment the following use case might occur > frequently in pbem: > Going back to one action, add a comment and return to the end of action > stack. > > Or maybe it will be more a tool for analyzing the crucial situations after > the > game has finished? > > The reason is that for the two latter use cases it would be better to > disable > the game windows to user actions to avoid deleting the game history > unintentionally, preventing a return to the latest game state. > Then there should be a button/menu item (maybe in the Main GameStatus > Window > under Moderator) that allows to restart the game at the selected point in > history. (=> Replay from here). > > Stefan > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Phil D. <de...@gm...> - 2010-08-16 21:49:13
|
I'd agree with Steve, I've been thinking for a while that a 'restart game from here' and then just clicking 'next action' or something similar would be a great learning experience for replaying games and trying out scenarios (especially after Steve's brutal 1830 victory he just scored over us :p) On 16 August 2010 20:18, Steve Undy <ste...@gm...> wrote: > I see it as useful for analyzing a game after completion, including playing > "what-if" scenarios. > > Steve Undy > st...@ro... > > > On Mon, Aug 16, 2010 at 1:07 PM, Stefan Frey <ste...@we...> wrote: >> >> I am little guessing about the usage of the new game report/history >> window: >> As it is very easy to navigate to past actions of the game, I wonder what >> the >> user intentions will be: >> >> Will the main use be a possible return to a previous state of the game >> (for >> example during a ftf game an action was skipped wrongly or a player was >> allowed a take back)? >> In that case it make sense to keep the other windows fully activated and >> responsive to user actions. >> >> After adding the ability to comment the following use case might occur >> frequently in pbem: >> Going back to one action, add a comment and return to the end of action >> stack. >> >> Or maybe it will be more a tool for analyzing the crucial situations after >> the >> game has finished? >> >> The reason is that for the two latter use cases it would be better to >> disable >> the game windows to user actions to avoid deleting the game history >> unintentionally, preventing a return to the latest game state. >> Then there should be a button/menu item (maybe in the Main GameStatus >> Window >> under Moderator) that allows to restart the game at the selected point in >> history. (=> Replay from here). >> >> Stefan >> >> >> ------------------------------------------------------------------------------ >> This SF.net email is sponsored by >> >> Make an app they can't live without >> Enter the BlackBerry Developer Challenge >> http://p.sf.net/sfu/RIM-dev2dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Jim B. <ji...@ko...> - 2010-08-16 21:33:23
|
Erik, Stefan- thanks so much, for your attention to this user-annotation feature- I'm really looking forward to trying it out. :-) best, - jim |
From: brett l. <bre...@gm...> - 2010-08-16 21:17:42
|
I'd like to start the discussion on planning our next release. I think we've fixed several important bugs that users would like to see released. Erik, Stefan - What do you guys think? Does a Sept 1 release date seem reasonable? That'd give us a bit over two weeks of time to finish up the recent changes to logging and anything else that isn't stable enough for release. ---Brett. |
From: Erik V. <eri...@xs...> - 2010-08-16 20:48:08
|
Stefan, I'll come back to your remarks later this week. I do have thoughts on these matters, but no time right now. Erik. -----Original Message----- From: Stefan Frey [mailto:ste...@we...] Sent: Monday 16 August 2010 21:46 To: 'Development list for Rails: an 18xx game' Subject: [Rails-devel] Some (multi-)undo related bugs A rather longish discussion of implementation details to follow. Mainly information for Erik. Stefan A side-effect of the new game history is that it allows to jump around between very different game states, switching round types and phases on the fly. This acts as a advanced test on the undo mechanism and overall it works very well. However there are still some bugs to discover, which might also act as examples to avoid confusing the undo/redo mechanism: * The toolTip on hexes was not updated correctly after undo/redos (still showing the tile information from the previous state), as the update was controlled only by the tile/token lay UI classes and not the game backend. I shortly considered a ToolTipModel approach, but I realized that is much easier to update the toolTip at the time it is requested by the user. I would still like to move the code to create the toolTip string from the UI GUIHex class to the game MapHex class to reduce the amount of processing and calls to the game classes from the UI class. Or is there a reason to avoid that, Erik? It seems to me that now all UI elements update correctly after undo (I recently added a PresidentModel to update the president column). * A more subtle problem arose from a 18EU test: After going back from a major turns to a minor ones during the green phase, the minor was suddenly allowed to lay a green tile. This occured as the tileLayPerColour state change triggers a call to the operatingCompany variable inside the OperatingRound instance. This variable itself however is not a state variable itself, but gets only initialized from the state variable operatingCompanyObject at the begin of the companies' action generation. Thus during the undo Rails assume that the tileLayPerColour request is still for the major company, as the operatingRound is not updated. I admit that I have introduced the operatingCompanyObject myself and did not think about this problem at that time: The lesson to learn here is to strongly avoid working with non-state variables, which simply contain a reference to a state variable. This is an wide open door for bugs & troubles a long time later. Either use the state variable directly or encapsulate it to a method call, if the state mechanism seems to unwieldy. ---------------------------------------------------------------------------- -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Stefan F. <ste...@we...> - 2010-08-16 20:19:31
|
Hi Aliza, 3044491 was already fixed, but still to be released. The other 18AL bug you are referring to (3026083) is not that critical as you might assume: Version 1.3 only displays in the game report that the 4 trains are rusted. The game engine itself progresses correctly and allows the 4 trains the additional run. The wrong text will be changed in the next release. The other remaining 18AL bug (3017592) causes minor annoyance during revenue calculation for the company with named trains (always assumes that the bonus is scored if the cities to connect do not exist in the route network of that company). Again fixed in the next release. I do not know an easy way to change the state of the bugs after a version release of Sourceforge (but I am no expert here), but usually you can assume that it will be the next release after the version for which the bug was reported and/or still valid (shown in the group field). Stefan On Friday, August 13, 2010 07:42:08 pm Aliza Panitz wrote: > I did not see a bug filed on this in SourceForge so I filed bug > 3044491on it with a savefile. > > (I also note that a more critical bug affecting 18AL, ID: 3026083, has > been marked as fixed but there's nothing in Sourceforge to tell me > what Rails release, if any, contains the fix.) > > If the bug has been fixed, when can we expect to see a new version of > Rails published with the fix? Is there a way to set up Sourceforge so > people can see what published version contains the fix for each bug, > or at least add a "released" status after "fixed"? > > Peter, Brad, Joshua, this involves a play-ahead of our game based on > my guessing what people would do, please do not look at the savefile > (though you can probably guess.) > > - Aliza > > On Sun, Jul 4, 2010 at 1:57 PM, Erik Vos <eri...@xs...> wrote: > > (Switching to the proper group) > > This has been fixed now - in Subversion! > > > > Erik. > > > > ________________________________ > > From: 18...@ya... [mailto:18...@ya...] On Behalf Of > > John A. Tamplin Sent: Friday 02 July 2010 00:17 > > To: 18...@ya... > > Subject: Re: [18xx] par value marker movement > > > > On Thu, Jul 1, 2010 at 3:43 PM, Erik Vos <eri...@xs...> wrote: > > > At the end of the SR, the companies are scanned for being sold out in > > > the order in which they appear in the Game Status window. Any upward > > > token moves > > > are then executed in that order and follow the normal move rules. So I > > > suspect that the token order gets reversed only if a 'lower' company > > > token is on top of a 'higher' one. Or it could be the reverse...:-) > > > Indeed we need > > > a saved file to prove that. > > > In any case, I would encourage to file it as a bug, so it will get > > > proper attention at some point. > > > > The tokens are supposed to be processed in market order, which winds up > > preserving the same stacking. > > > > -- > > John A. Tamplin > > --------------------------------------------------------------------------- > --- This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Stefan F. <ste...@we...> - 2010-08-16 19:45:23
|
A rather longish discussion of implementation details to follow. Mainly information for Erik. Stefan A side-effect of the new game history is that it allows to jump around between very different game states, switching round types and phases on the fly. This acts as a advanced test on the undo mechanism and overall it works very well. However there are still some bugs to discover, which might also act as examples to avoid confusing the undo/redo mechanism: * The toolTip on hexes was not updated correctly after undo/redos (still showing the tile information from the previous state), as the update was controlled only by the tile/token lay UI classes and not the game backend. I shortly considered a ToolTipModel approach, but I realized that is much easier to update the toolTip at the time it is requested by the user. I would still like to move the code to create the toolTip string from the UI GUIHex class to the game MapHex class to reduce the amount of processing and calls to the game classes from the UI class. Or is there a reason to avoid that, Erik? It seems to me that now all UI elements update correctly after undo (I recently added a PresidentModel to update the president column). * A more subtle problem arose from a 18EU test: After going back from a major turns to a minor ones during the green phase, the minor was suddenly allowed to lay a green tile. This occured as the tileLayPerColour state change triggers a call to the operatingCompany variable inside the OperatingRound instance. This variable itself however is not a state variable itself, but gets only initialized from the state variable operatingCompanyObject at the begin of the companies' action generation. Thus during the undo Rails assume that the tileLayPerColour request is still for the major company, as the operatingRound is not updated. I admit that I have introduced the operatingCompanyObject myself and did not think about this problem at that time: The lesson to learn here is to strongly avoid working with non-state variables, which simply contain a reference to a state variable. This is an wide open door for bugs & troubles a long time later. Either use the state variable directly or encapsulate it to a method call, if the state mechanism seems to unwieldy. |
From: Steve U. <ste...@gm...> - 2010-08-16 19:19:00
|
I see it as useful for analyzing a game after completion, including playing "what-if" scenarios. Steve Undy st...@ro... On Mon, Aug 16, 2010 at 1:07 PM, Stefan Frey <ste...@we...> wrote: > I am little guessing about the usage of the new game report/history window: > As it is very easy to navigate to past actions of the game, I wonder what > the > user intentions will be: > > Will the main use be a possible return to a previous state of the game (for > example during a ftf game an action was skipped wrongly or a player was > allowed a take back)? > In that case it make sense to keep the other windows fully activated and > responsive to user actions. > > After adding the ability to comment the following use case might occur > frequently in pbem: > Going back to one action, add a comment and return to the end of action > stack. > > Or maybe it will be more a tool for analyzing the crucial situations after > the > game has finished? > > The reason is that for the two latter use cases it would be better to > disable > the game windows to user actions to avoid deleting the game history > unintentionally, preventing a return to the latest game state. > Then there should be a button/menu item (maybe in the Main GameStatus > Window > under Moderator) that allows to restart the game at the selected point in > history. (=> Replay from here). > > Stefan > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Stefan F. <ste...@we...> - 2010-08-16 19:07:05
|
I am little guessing about the usage of the new game report/history window: As it is very easy to navigate to past actions of the game, I wonder what the user intentions will be: Will the main use be a possible return to a previous state of the game (for example during a ftf game an action was skipped wrongly or a player was allowed a take back)? In that case it make sense to keep the other windows fully activated and responsive to user actions. After adding the ability to comment the following use case might occur frequently in pbem: Going back to one action, add a comment and return to the end of action stack. Or maybe it will be more a tool for analyzing the crucial situations after the game has finished? The reason is that for the two latter use cases it would be better to disable the game windows to user actions to avoid deleting the game history unintentionally, preventing a return to the latest game state. Then there should be a button/menu item (maybe in the Main GameStatus Window under Moderator) that allows to restart the game at the selected point in history. (=> Replay from here). Stefan |
From: Stefan F. <ste...@we...> - 2010-08-15 12:36:43
|
Sorry for not being involved in the discussion before, but I implemented a simple solution offline yesterday. * How it works: I mainly followed Jim's suggestion: The dynamic report window has a comment button, which allows to add a comment to the current action, which is then displayed (in a smaller green font currently) beside the action in the report window. It is stored in Rails game file, thus is still visible after reload. It alllows easy commenting of past events: Simply press the link of the action to be commented, Rails goes back to that situation, add the comment and then go back to the current event. * Implementation: I had the same problem to solve already for the new dynamic report window: Messages are not directly linked to actions, thus there was the need to built that connection. For this I decided not to change anything in the core part of Rails (the action and move mechanisms), but simply use the current movestack index as an identifier for the messages. The same idea works for user comments: A simple Map <Integer, String> links actions and user comments. All user comments are then stored at the end of Rails game file by serializing the map. * Comparison to actions The mechanism currently bypasses the action mechanism of Rails. However it is easy to change it to use a kind of GameAction (similar to Save, Undo etc.), which are not fully qualified actions, as they are not stored in the action stack and thus are not saved and are not undoable. On the one hand I like the idea using fully qualified actions for comments and thus leverage on existing mechanisms for save and undo. On the other comments are not real actions and I fear that if one starts to look into the details they might require different treatment: For example currently going back to a past game action adding a comment action at this point would not allow to go back to the end of action stack without modifying the undo/redo mechanism. This might be not that bad as it sounds, because adding past actions and still be able to redo the action stack is on my wishlist anyhow. But implementing this correctly is not easy due to the requried failure handling in the general case. Stefan On Sunday 15 August 2010 13:21:08 Erik Vos wrote: > OK, but please note, that if we allow players to add messages out of turn, > the acting player name must be added to that action. Without that, the game > engine cannot know that it's not the current player who entered that > message. So we would have to add a player name selection choice list to the > message entry control, unless (in a PBEM game) the local.player.name > property is used. > > Erik. > > -----Original Message----- > From: John David Galt [mailto:jd...@di...] > Sent: Saturday 14 August 2010 21:13 > To: Development list for Rails: an 18xx game > Subject: Re: [Rails-devel] please allow simple player > text-messages/annotations, within main save-file & report window > > Erik Vos wrote: > > This is a very interesting idea, and I understand that such a feature > > would > > > be much more useful that the existing editing option. > > > > The main issue is about the sequence of actions. You say: "Instead, we > > want > > > to be able to simply associate a message-text with each move" and "from a > > user-interface pov, the 'current player' is speaking". If taken > > literally, this would mean, that the message should become part of the > > move*, and > > that > > > the message must be entered _before_ the move is completed and executed > > (by > > > pressing "Pass", "Buy", "Done", "Lay Tile", etc.). This way, we can > > easily ensure that a message becomes part of the move and is logged, > > saved and undone with it. (The messages would always be displayed either > > before or after the existing move text.) > > I like this idea but would make the message a separate "action". (This > might > mean you're allowed to send messages out of turn, or only that each turn in > PBEM games has to end with the "Done" button so that you have a chance to > enter messages before ending your turn.) > > If messages are allowed out-of-turn, then a player who uses "Undo" within > his > turn may have to undo somebody else's message to reach his own action. > > --------------------------------------------------------------------------- >- -- > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > --------------------------------------------------------------------------- >--- This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Erik V. <eri...@xs...> - 2010-08-15 11:21:13
|
OK, but please note, that if we allow players to add messages out of turn, the acting player name must be added to that action. Without that, the game engine cannot know that it's not the current player who entered that message. So we would have to add a player name selection choice list to the message entry control, unless (in a PBEM game) the local.player.name property is used. Erik. -----Original Message----- From: John David Galt [mailto:jd...@di...] Sent: Saturday 14 August 2010 21:13 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] please allow simple player text-messages/annotations, within main save-file & report window Erik Vos wrote: > This is a very interesting idea, and I understand that such a feature would > be much more useful that the existing editing option. > > The main issue is about the sequence of actions. You say: "Instead, we want > to be able to simply associate a message-text with each move" and "from a > user-interface pov, the 'current player' is speaking". If taken literally, > this would mean, that the message should become part of the move*, and that > the message must be entered _before_ the move is completed and executed (by > pressing "Pass", "Buy", "Done", "Lay Tile", etc.). This way, we can easily > ensure that a message becomes part of the move and is logged, saved and > undone with it. (The messages would always be displayed either before or > after the existing move text.) I like this idea but would make the message a separate "action". (This might mean you're allowed to send messages out of turn, or only that each turn in PBEM games has to end with the "Done" button so that you have a chance to enter messages before ending your turn.) If messages are allowed out-of-turn, then a player who uses "Undo" within his turn may have to undo somebody else's message to reach his own action. ---------------------------------------------------------------------------- -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: John D. G. <jd...@di...> - 2010-08-14 18:13:50
|
Erik Vos wrote: > This is a very interesting idea, and I understand that such a feature would > be much more useful that the existing editing option. > > The main issue is about the sequence of actions. You say: "Instead, we want > to be able to simply associate a message-text with each move" and "from a > user-interface pov, the 'current player' is speaking". If taken literally, > this would mean, that the message should become part of the move*, and that > the message must be entered _before_ the move is completed and executed (by > pressing "Pass", "Buy", "Done", "Lay Tile", etc.). This way, we can easily > ensure that a message becomes part of the move and is logged, saved and > undone with it. (The messages would always be displayed either before or > after the existing move text.) I like this idea but would make the message a separate "action". (This might mean you're allowed to send messages out of turn, or only that each turn in PBEM games has to end with the "Done" button so that you have a chance to enter messages before ending your turn.) If messages are allowed out-of-turn, then a player who uses "Undo" within his turn may have to undo somebody else's message to reach his own action. |
From: Erik V. <eri...@xs...> - 2010-08-14 10:05:06
|
This is a very interesting idea, and I understand that such a feature would be much more useful that the existing editing option. The main issue is about the sequence of actions. You say: "Instead, we want to be able to simply associate a message-text with each move" and "from a user-interface pov, the 'current player' is speaking". If taken literally, this would mean, that the message should become part of the move*, and that the message must be entered _before_ the move is completed and executed (by pressing "Pass", "Buy", "Done", "Lay Tile", etc.). This way, we can easily ensure that a message becomes part of the move and is logged, saved and undone with it. (The messages would always be displayed either before or after the existing move text.) There may be one catch: players must remember which actions relinquish a turn and make sure that any messages are entered before completing such actions. Keep in mind that in several cases players have only one action per turn, such as in private company auctions and during state company formations. >From a usability POV, a case could me made for allowing to enter a message _after_ a move has completed (by the player having the turn at that move). This would amount to making message entry a separate move*, which is quite possible. However, we would then run into difficulties in defining to which player (current or previous) the message should be ascribed, and to which action move (the previous or the next) it should be linked for undoability purposes. Perhaps we can define solutions for these problems, but is there a need? Erik. *Technically: PossibleAction and MoveSet. -----Original Message----- From: Jim Black [mailto:ji...@ko...] Sent: Thursday 12 August 2010 19:28 To: rai...@li... Subject: [Rails-devel] please allow simple player text-messages/annotations,within main save-file & report window If you're doing some work in the report window, I'd like to request/revisit the notion of a feature for a player annotation/message, along with each move. This came up earlier, and Erik implemented a feature that allows edit/save of the report-window/file- but that's not the feature pbem users want. Instead, we want to be able to simply associate a message-text with each move, and have that message-text saved in the GAME FILE (.rails), and, logged in the report window. So the report window might read like this : <snip> Jim buys a 10% share of PRR from Pool for $90. JIM: Now, I wish I'd floated PRR earlier. :-( Fred buys a 10% share of NYNH from IPO for $67. FRED: If PRR came out earlier, I wouldn't have bought the #4 train- either way, NYC will get that #5. Aliza buys a 10% share of PRR from Pool for $90. ALIZA: Would you guys keep the noise down? Jason buys a 10% share of PRR from Pool for $90. Jim passes. Fred passes. etc... <snip> To summarize, I think this feature has these aspects: a) a new text-control in the main user-interface (maybe in the report-window toolbar, maybe somewhere else)- the current player can type text into the control, and it will be saved as a comment in the game-record (at this point in the game). b) these player annotations are saved in the regular .rails file, along with the traditional player moves c) the report-window reports these player texts/messages, simply interleaved in it main game log. (as in my example, above. alternatively, a different window might just list player's messages- but, personally, I'd prefer a single log, w/ everything reported there.) d) there is no additional save/edit action required (or desired), to save the text-message- it's /automatically/ appended to the main game record, during a normal Save... e) undo/etc should also undo the message- the messages are attached to moves (from a user-interface pov, the "current player" is speaking). I'm trying to be precise, to be helpful- but, I don't think it's very difficult, as described here? This would provide a /huge/ social benefit in pbem games. (The Rails record is too dry- no player interaction, eg compared with VASSAL pbem games. Rails does everything else, though- so, pbem players don't use email for much game chat, either- and, even if they did, it wouldn't be saved along with the game.) thanks for the consideration, - jim ---------------------------------------------------------------------------- -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Chris S. <chr...@gm...> - 2010-08-14 05:38:40
|
I concur with this request 100%. -- Chris Please consider the environment before printing this e-mail. On Thu, Aug 12, 2010 at 10:27 AM, Jim Black <ji...@ko...> wrote: > > If you're doing some work in the report window, I'd like to request/revisit > the notion of a feature for a player annotation/message, along with each > move. > > This came up earlier, and Erik implemented a feature that allows edit/save > of the report-window/file- but that's not the feature pbem users want. > > Instead, we want to be able to simply associate a message-text with each > move, and have that message-text saved in the GAME FILE (.rails), and, > logged in the report window. > > So the report window might read like this : > > <snip> > Jim buys a 10% share of PRR from Pool for $90. > JIM: Now, I wish I'd floated PRR earlier. :-( > Fred buys a 10% share of NYNH from IPO for $67. > FRED: If PRR came out earlier, I wouldn't have bought the #4 train- either > way, NYC will get that #5. > Aliza buys a 10% share of PRR from Pool for $90. > ALIZA: Would you guys keep the noise down? > Jason buys a 10% share of PRR from Pool for $90. > Jim passes. > Fred passes. > etc... > <snip> > > To summarize, I think this feature has these aspects: > > a) a new text-control in the main user-interface (maybe in the > report-window toolbar, maybe somewhere else)- the current player can type > text into the control, and it will be saved as a comment in the game-record > (at this point in the game). > b) these player annotations are saved in the regular .rails file, along > with the traditional player moves > c) the report-window reports these player texts/messages, simply > interleaved in it main game log. (as in my example, above. alternatively, > a different window might just list player's messages- but, personally, I'd > prefer a single log, w/ everything reported there.) > d) there is no additional save/edit action required (or desired), to save > the text-message- it's /automatically/ appended to the main game record, > during a normal Save... > e) undo/etc should also undo the message- the messages are attached to > moves (from a user-interface pov, the "current player" is speaking). > > I'm trying to be precise, to be helpful- but, I don't think it's very > difficult, as described here? > > This would provide a /huge/ social benefit in pbem games. > > (The Rails record is too dry- no player interaction, eg compared with > VASSAL pbem games. Rails does everything else, though- so, pbem players > don't use email for much game chat, either- and, even if they did, it > wouldn't be saved along with the game.) > > thanks for the consideration, > - jim > > > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Aliza P. <ali...@gm...> - 2010-08-13 17:42:16
|
I did not see a bug filed on this in SourceForge so I filed bug 3044491on it with a savefile. (I also note that a more critical bug affecting 18AL, ID: 3026083, has been marked as fixed but there's nothing in Sourceforge to tell me what Rails release, if any, contains the fix.) If the bug has been fixed, when can we expect to see a new version of Rails published with the fix? Is there a way to set up Sourceforge so people can see what published version contains the fix for each bug, or at least add a "released" status after "fixed"? Peter, Brad, Joshua, this involves a play-ahead of our game based on my guessing what people would do, please do not look at the savefile (though you can probably guess.) - Aliza On Sun, Jul 4, 2010 at 1:57 PM, Erik Vos <eri...@xs...> wrote: > > (Switching to the proper group) > This has been fixed now - in Subversion! > > Erik. > > ________________________________ > From: 18...@ya... [mailto:18...@ya...] On Behalf Of John A. Tamplin > Sent: Friday 02 July 2010 00:17 > To: 18...@ya... > Subject: Re: [18xx] par value marker movement > > > > On Thu, Jul 1, 2010 at 3:43 PM, Erik Vos <eri...@xs...> wrote: > > > At the end of the SR, the companies are scanned for being sold out in the > > order in which they appear in the Game Status window. Any upward token > > moves > > are then executed in that order and follow the normal move rules. So I > > suspect that the token order gets reversed only if a 'lower' company token > > is on top of a 'higher' one. Or it could be the reverse...:-) Indeed we > > need > > a saved file to prove that. > > In any case, I would encourage to file it as a bug, so it will get proper > > attention at some point. > > The tokens are supposed to be processed in market order, which winds up > preserving the same stacking. > > -- > John A. Tamplin > |
From: Erik V. <eri...@xs...> - 2010-08-12 21:51:42
|
* I could change the (static/legacy) report window to the new behavior of clearing undone actions instead of appending undoing, but then the difference between the two is merely formatting and the availability of hyperlinks. Then it is easier to deactivate the formatting and hyperlinks than to support two different subclasses of the ReportWindow. [EV] There are more differences: - the old version has Save and Edit(find) menu options. Print is on the wish list (but a bit redundant, as that can also be done after copy/pasting into any editor). I suppose these menu options could be retrofitted into the new version. - it is editable in the sense that personal comments can be inserted (and saved). That might not be so easy to retrofit into the new version. I believe that such editability once was a Feature Request. I wouldn't be against a complete merge, but only if all old functionality can be retained. As Stefan says, a choice between the two options might be the best path for now. Erik. |
From: Stefan F. <ste...@we...> - 2010-08-12 21:14:21
|
Some time ago I forwarded the question to the yahoo group. There were two possible interpretations suggested: A) THB home hex is blocked like Erie until brown, except that on the gray 3 slots tile, two companies can token before THB. B) As long as the other slot stays open, tokening of one company is allowed. There is a new game option that allows to select A) or B). Default is B) as it allows play of A) if players decide to interpret the rule differently. For this I rewrote the token blocking procedure: Companies with undecided tokens can have two different blocking behaviors: i) Block a slot in all cities of that hex (allCitiesBlocked = yes in XML for the company) ii) Block a slot in any city of that hex (allCitiesBlocked = no in XML for the company) i) is the behavior of Erie and THB in variant A) ii) is the behavior of THB in variant B) The blocking procedure potentially works for multiple home bases in a single hex now. I kept the blockedForTokenLays attribute of the MapHex for 1835 compatibilty (Preussen does not block an additional slot of Berlin) and other future use. Stefan On Monday, July 12, 2010 11:03:45 pm Stefan Frey wrote: > > 3025465: 1856. THB token spot blocked inappropriately > > > > [EV] Hmm, I have always thought that the same token laying rules would > > apply to the THB home hex (Hamilton) as to the Erie home hex in 1830, and > > so I have implemented it identically. But I see that the 1856 rules are > > silent on this point, and can't find any clarifications either. Is it > > indeed generally agreed that another company may lay a token in Hamilton > > before the THB does? > > Erik, > thanks for catching this ambiguity. I thought you intended that behavior as > for the Erie compatability an unlaidHomeBlocksTokens="yes" for Hamilton was > missing. > > I checked the rules before the fix and it seemed that the indicate that a > token can be laid. As there is no special rule for THB as for the Erie in > 1830, it falls back to the standard spec: > "In the starting city for a company that has not yet started, a company > cannot place a station marker on the last available space (if an extra > space becomes available later, the station marker may then be placed)." > Seems the question is if the two cities on the OO tile are considered as > one entity. > The 1856 FAQ of Steve Thomas is also quiet on this topic. > > At least the group, which filed the bug, considers the Hamilton hex not > completely blocked. Does anyone of the 1856 experts (I am not) have a > definite answer or should we escalate the question to the 18xx yahoo list? > > Stefan > > --------------------------------------------------------------------------- > --- This SF.net email is sponsored by Sprint > What will you do first with EVO, the first 4G phone? > Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Jim B. <ji...@ko...> - 2010-08-12 17:43:29
|
If you're doing some work in the report window, I'd like to request/revisit the notion of a feature for a player annotation/message, along with each move. This came up earlier, and Erik implemented a feature that allows edit/save of the report-window/file- but that's not the feature pbem users want. Instead, we want to be able to simply associate a message-text with each move, and have that message-text saved in the GAME FILE (.rails), and, logged in the report window. So the report window might read like this : <snip> Jim buys a 10% share of PRR from Pool for $90. JIM: Now, I wish I'd floated PRR earlier. :-( Fred buys a 10% share of NYNH from IPO for $67. FRED: If PRR came out earlier, I wouldn't have bought the #4 train- either way, NYC will get that #5. Aliza buys a 10% share of PRR from Pool for $90. ALIZA: Would you guys keep the noise down? Jason buys a 10% share of PRR from Pool for $90. Jim passes. Fred passes. etc... <snip> To summarize, I think this feature has these aspects: a) a new text-control in the main user-interface (maybe in the report-window toolbar, maybe somewhere else)- the current player can type text into the control, and it will be saved as a comment in the game-record (at this point in the game). b) these player annotations are saved in the regular .rails file, along with the traditional player moves c) the report-window reports these player texts/messages, simply interleaved in it main game log. (as in my example, above. alternatively, a different window might just list player's messages- but, personally, I'd prefer a single log, w/ everything reported there.) d) there is no additional save/edit action required (or desired), to save the text-message- it's /automatically/ appended to the main game record, during a normal Save... e) undo/etc should also undo the message- the messages are attached to moves (from a user-interface pov, the "current player" is speaking). I'm trying to be precise, to be helpful- but, I don't think it's very difficult, as described here? This would provide a /huge/ social benefit in pbem games. (The Rails record is too dry- no player interaction, eg compared with VASSAL pbem games. Rails does everything else, though- so, pbem players don't use email for much game chat, either- and, even if they did, it wouldn't be saved along with the game.) thanks for the consideration, - jim |
From: Chris S. <chr...@gm...> - 2010-08-12 16:52:16
|
This sounds like it would work to me. If users can copy/paste with newlines from the HTML version, I don't really anticipate needing to use the legacy version very often. -- Chris Please consider the environment before printing this e-mail. On Wed, Aug 11, 2010 at 4:21 PM, Stefan Frey <ste...@we...> wrote: > Chris & Erik: > * Fixed the missing newline in copy&paste from the new report window > (google is your friend). > > * There is a new configuration window now, which allows to set options via > an > UI. I will add some code (similar to the one font changes) that makes the > change immediate and does not require a reload. Supplying both > simultaneously > would be possible, but might bring more confusion to newbies than benefits > to > the experts? > > * I could change the (static/legacy) report window to the new behavior of > clearing undone actions instead of appending undoing, but then the > difference > between the two is merely formatting and the availability of hyperlinks. > Then > it is easier to deactivate the formatting and hyperlinks than to support > two > different subclasses of the ReportWindow. > > There are two reasons to keep the static version: > A) For me the static window acts as an accounting trail, thus keeps track > of > undos explicitly. > B) For (quite old) computers (or handhelds if Rails gets portable in the > future) the JEditorPane is a drag on performance and the whole content is > updated after each action instead of appending as in the static case. > > Stefan > > > On Thursday, August 12, 2010 12:31:15 am Chris Shaffer wrote: > > In that case, could there be an option to enable both report windows, so > > users can switch back and forth between them within a single game? And > > without requiring them to edit configuration files and reload? I'd hate > to > > have to choose between one or the other, since they both have lots of > > utility. > > > > -- > > Chris > > > > Please consider the environment before printing this e-mail. > > > > On Wed, Aug 11, 2010 at 2:17 PM, Erik Vos <eri...@xs...> wrote: > > > I found that you can do that, but at the rather severe penalty of > losing > > > > > > all end-of lines. The report becomes one long line. > > > Better keep to the (what Stefan in his wisdom disposes as) "legacy" > > > report if you want to save or copy it. > > > > > > Erik. > > > > > > ------------------------------ > > > > > > *From:* Chris Shaffer [mailto:chr...@gm...] > > > *Sent:* Wednesday 11 August 2010 21:17 > > > > > > *To:* Development list for Rails: an 18xx game > > > *Subject:* Re: [Rails-devel] Report window as game history > > > > > > Is it still possible to copy text from the Report window for pasting > into > > > an email? > > > > > > -- > > > Chris > > > > > > Please consider the environment before printing this e-mail. > > > > > > On Tue, Aug 10, 2010 at 4:20 PM, Stefan Frey <ste...@we...> > wrote: > > >> The linked movesets in the CGR 1856 merger inspired a feature that > > >> proved to > > >> be surprisingly easy (as it leverages on the excellent move/state > > >> mechanisms > > >> in Rails). The downside is that it can be effected by the all undo > > >> related bugs, but the number of those was on the decrease lately. > > >> > > >> The report window now acts as game history: There are hyperlinks for > > >> each action. Clicking on any of those lets Rails jump to that game > > >> situation (by > > >> calling undo repeatedly). Return to a later position is possible > unless > > >> an action is taken (as it is the case for standard redo). I also added > > >> two buttons (<< and >>) to allow single-step moves. > > >> > > >> The old report window (which is editable) can be activated via the > > >> Configuration menu (or setting report.window.type to static in the > > >> legacy configfiles). > > >> > > >> Stefan > > >> > > >> > > >> > ------------------------------------------------------------------------ > > >> ------ This SF.net email is sponsored by > > >> > > >> Make an app they can't live without > > >> Enter the BlackBerry Developer Challenge > > >> http://p.sf.net/sfu/RIM-dev2dev > > >> _______________________________________________ > > >> Rails-devel mailing list > > >> Rai...@li... > > >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > > > > ------------------------------------------------------------------------- > > > ----- This SF.net email is sponsored by > > > > > > Make an app they can't live without > > > Enter the BlackBerry Developer Challenge > > > http://p.sf.net/sfu/RIM-dev2dev > > > _______________________________________________ > > > Rails-devel mailing list > > > Rai...@li... > > > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Stefan F. <ste...@we...> - 2010-08-11 23:21:03
|
Chris & Erik: * Fixed the missing newline in copy&paste from the new report window (google is your friend). * There is a new configuration window now, which allows to set options via an UI. I will add some code (similar to the one font changes) that makes the change immediate and does not require a reload. Supplying both simultaneously would be possible, but might bring more confusion to newbies than benefits to the experts? * I could change the (static/legacy) report window to the new behavior of clearing undone actions instead of appending undoing, but then the difference between the two is merely formatting and the availability of hyperlinks. Then it is easier to deactivate the formatting and hyperlinks than to support two different subclasses of the ReportWindow. There are two reasons to keep the static version: A) For me the static window acts as an accounting trail, thus keeps track of undos explicitly. B) For (quite old) computers (or handhelds if Rails gets portable in the future) the JEditorPane is a drag on performance and the whole content is updated after each action instead of appending as in the static case. Stefan On Thursday, August 12, 2010 12:31:15 am Chris Shaffer wrote: > In that case, could there be an option to enable both report windows, so > users can switch back and forth between them within a single game? And > without requiring them to edit configuration files and reload? I'd hate to > have to choose between one or the other, since they both have lots of > utility. > > -- > Chris > > Please consider the environment before printing this e-mail. > > On Wed, Aug 11, 2010 at 2:17 PM, Erik Vos <eri...@xs...> wrote: > > I found that you can do that, but at the rather severe penalty of losing > > > > all end-of lines. The report becomes one long line. > > Better keep to the (what Stefan in his wisdom disposes as) "legacy" > > report if you want to save or copy it. > > > > Erik. > > > > ------------------------------ > > > > *From:* Chris Shaffer [mailto:chr...@gm...] > > *Sent:* Wednesday 11 August 2010 21:17 > > > > *To:* Development list for Rails: an 18xx game > > *Subject:* Re: [Rails-devel] Report window as game history > > > > Is it still possible to copy text from the Report window for pasting into > > an email? > > > > -- > > Chris > > > > Please consider the environment before printing this e-mail. > > > > On Tue, Aug 10, 2010 at 4:20 PM, Stefan Frey <ste...@we...> wrote: > >> The linked movesets in the CGR 1856 merger inspired a feature that > >> proved to > >> be surprisingly easy (as it leverages on the excellent move/state > >> mechanisms > >> in Rails). The downside is that it can be effected by the all undo > >> related bugs, but the number of those was on the decrease lately. > >> > >> The report window now acts as game history: There are hyperlinks for > >> each action. Clicking on any of those lets Rails jump to that game > >> situation (by > >> calling undo repeatedly). Return to a later position is possible unless > >> an action is taken (as it is the case for standard redo). I also added > >> two buttons (<< and >>) to allow single-step moves. > >> > >> The old report window (which is editable) can be activated via the > >> Configuration menu (or setting report.window.type to static in the > >> legacy configfiles). > >> > >> Stefan > >> > >> > >> ------------------------------------------------------------------------ > >> ------ This SF.net email is sponsored by > >> > >> Make an app they can't live without > >> Enter the BlackBerry Developer Challenge > >> http://p.sf.net/sfu/RIM-dev2dev > >> _______________________________________________ > >> Rails-devel mailing list > >> Rai...@li... > >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > ------------------------------------------------------------------------- > > ----- This SF.net email is sponsored by > > > > Make an app they can't live without > > Enter the BlackBerry Developer Challenge > > http://p.sf.net/sfu/RIM-dev2dev > > _______________________________________________ > > Rails-devel mailing list > > Rai...@li... > > https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Chris S. <chr...@gm...> - 2010-08-11 22:31:23
|
In that case, could there be an option to enable both report windows, so users can switch back and forth between them within a single game? And without requiring them to edit configuration files and reload? I'd hate to have to choose between one or the other, since they both have lots of utility. -- Chris Please consider the environment before printing this e-mail. On Wed, Aug 11, 2010 at 2:17 PM, Erik Vos <eri...@xs...> wrote: > I found that you can do that, but at the rather severe penalty of losing > all end-of lines. The report becomes one long line. > Better keep to the (what Stefan in his wisdom disposes as) "legacy" report > if you want to save or copy it. > > Erik. > > ------------------------------ > *From:* Chris Shaffer [mailto:chr...@gm...] > *Sent:* Wednesday 11 August 2010 21:17 > > *To:* Development list for Rails: an 18xx game > *Subject:* Re: [Rails-devel] Report window as game history > > Is it still possible to copy text from the Report window for pasting into > an email? > > -- > Chris > > Please consider the environment before printing this e-mail. > > > On Tue, Aug 10, 2010 at 4:20 PM, Stefan Frey <ste...@we...> wrote: > >> The linked movesets in the CGR 1856 merger inspired a feature that proved >> to >> be surprisingly easy (as it leverages on the excellent move/state >> mechanisms >> in Rails). The downside is that it can be effected by the all undo related >> bugs, but the number of those was on the decrease lately. >> >> The report window now acts as game history: There are hyperlinks for each >> action. Clicking on any of those lets Rails jump to that game situation >> (by >> calling undo repeatedly). Return to a later position is possible unless an >> action is taken (as it is the case for standard redo). I also added two >> buttons (<< and >>) to allow single-step moves. >> >> The old report window (which is editable) can be activated via the >> Configuration menu (or setting report.window.type to static in the legacy >> configfiles). >> >> Stefan >> >> >> ------------------------------------------------------------------------------ >> This SF.net email is sponsored by >> >> Make an app they can't live without >> Enter the BlackBerry Developer Challenge >> http://p.sf.net/sfu/RIM-dev2dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> > > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Erik V. <eri...@xs...> - 2010-08-11 22:17:09
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I found that you can do that, but at the rather severe penalty of losing all end-of lines. The report becomes one long line. Better keep to the (what Stefan in his wisdom disposes as) "legacy" report if you want to save or copy it. Erik. _____ From: Chris Shaffer [mailto:chr...@gm...] Sent: Wednesday 11 August 2010 21:17 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] Report window as game history Is it still possible to copy text from the Report window for pasting into an email? -- Chris Please consider the environment before printing this e-mail. On Tue, Aug 10, 2010 at 4:20 PM, Stefan Frey <ste...@we...> wrote: The linked movesets in the CGR 1856 merger inspired a feature that proved to be surprisingly easy (as it leverages on the excellent move/state mechanisms in Rails). The downside is that it can be effected by the all undo related bugs, but the number of those was on the decrease lately. The report window now acts as game history: There are hyperlinks for each action. Clicking on any of those lets Rails jump to that game situation (by calling undo repeatedly). Return to a later position is possible unless an action is taken (as it is the case for standard redo). I also added two buttons (<< and >>) to allow single-step moves. The old report window (which is editable) can be activated via the Configuration menu (or setting report.window.type to static in the legacy configfiles). Stefan ---------------------------------------------------------------------------- -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |