New 2014 build of Inform now out

As the maintainer of the French extension for making French the language of play, I noticed several changes which make the previous extension not working anymore (which I can understand). I’ve heard of a new extension for French, developped by the inform team, but I can’t find it in this new release. Will it be available soon in the extension page? In the next release of Inform? Do I need to try updating my old extension?

I am ridiculously excited about this new release, for ever so many reasons!

I think one of them is unique to me, though.

I saw that you addressed bug 0001136 in this release (“Before asking” rule triggers on a non-persuasion action when the initial action was a persuasion action). As far as I know, I’m the only person who ever hit this problem, and I figured it wasn’t worth fixing - but you did, and this change will fix a significant bug in one of my games (where the workaround was going to be very VERY ugly).

This is a huge relief to me, and I owe you one. If there’s ever anything I can do to pay it back, let me know.

Cool, many thanks for that!

I’ve got a questio though: has the command ‘change X to Y’ been removed? Doesn’t seem to work anymore.

Yes, “change X to Y” was marked as deprecated in the last release and is now gone. The modern form is “now X is Y”.

Things not yet updated, which I will mention here so that we don’t get a parade of people saying so:

The Linux / BSD builds are not yet up.

The HTML copy of the manual (inform7.com/learn/manuals/) has not yet been updated.

Wow! This was one suggestion that I thought probably wouldn’t be accepted, but I’m very happy that it is! (I don’t think I’m a namespace purist, but I’ve created a lot of bugs by accidentally misspelling something and thus creating a new object.)

Thank You Vary Much!!

Pun Intended.

But this doesn’t help you avoid unwanted new objects, quite the opposite. Like the example shows with this option you’ll create a new object if you misspell something or fail to type its full name.

Oh, wait. You’re right.

I guess that my fervent hope to have implicit creation of objects killed made me misread this. :cry:

(I hate implicit creation of objects. I want “Jack is a man. Jakc is in the Church.” to throw an error rather than create both Jack and Jakc.)

Looks like some extension authors definitely have some work ahead of them. I’ve been working on fixing up my current project and hit a roadblock in Flexible Windows. Hopefully there won’t be too much trouble working on that upgrade, as I’m sure several games out there do rely on it.

The other major extension I use, Inline Hyperlinks, seems to have survived the upgrade at cursory glance.

Edit:
I take that back. Inline hyperlinks needs some work too. Plain links work correctly, but links using [as] tag do not.

For example: “[link]woman[as]x woman[end link]” will both print and link as “x woman” rather than using both parts.

Strictly speaking, all of Inform’s object creation is implicit. What you want is for implicit creation to be inferred only from “… is a (kind)” declarations, not from relation or property declarations.

(This would have some unobvious side effects. For example, you’d have to say “The moon is a scenery thing” instead of just “The moon is scenery”.)

Awesome to read about this! I appreciate everyone’s hard work and doubtless will even more once I really feel at home with the new features, which sound wonderful.

I don’t know where to put this or if anyone might find it useful, but for translating extensions I’ve found this simple script handy:

To say (x - a text) in all forms:
	say "For the phrase '[x]', the tenses are:[line break]";
	repeat with tense running through grammatical tenses:
		now the story tense is the tense;
		repeat with viewpoint running through narrative viewpoints:
			now the story viewpoint is the viewpoint;
			say "[viewpoint], [tense]  ------  '[x]'."


There is a room. When play begins, say "[We] [are] here." in all forms.

ÄNTLIGEN!

By the way, this

is gonna be useful!

Really like the London Underground design, too …

That’s right. I could have worded that more carefully. (I’d accept the side effects. These bugs can be terribly hard to find in big games where you can’t just look at the index or tree and see the contents of the world at a glance.)

I just read the chapter on adaptive text and responses. I like it!!!

So it’s time to update my extensions. But I’m wondering if I should continue working on Speech Motivations or trash it. I haven’t been keeping up, but a quick search tells me that Threaded Conversation was released in October. Has anyone used it? Do you think it could replace Speech Motivations?

eyeballsun.org/i/Speech%20Motivations.i7x
emshort.wordpress.com/2013/10/17 … versation/

I hope the Linux build come soon, too. I read the ide under Linux will have the same features now as Mac and Windows, this is great!

Great stuff! Especially excited about the adaptive text features!

Excellent stuff. Thanks to Graham and all involved.

I have run some tests against my extensions and the results are:

Patrollers extension works under the new version but I will update to use the new adaptive text and responses system.

Fixed point maths is no longer required.

Questions works but one of the examples needs amending and it no longer needs to link with the fixed point maths extension.