Yeah, it seems that way but the loop is related to ground and trfloor objects. Will try Eric’s latest updates and see if it still does that. It’s unique to that room though.
I’m still unable to reproduce this problem, and I’m frankly mystified why it should occur in response to X THRONE ROOM E but not LOOK (when the player char is in the throne room east) or when the room description is displayed in response to the player char entering the room, all three of which call lookAroundWithin() on throneRoomEast (which is where the loop must be coming from). I did, however, find a potential flaw in the way the Floor class calculates its contents property which I’ve now corrected and uploaded to GitHub. I can’t quite see how this would make that much difference in practice (since the previous definition would still have been correct for the player character’s current room), but in case you’re still getting the problem, you could try out the new version just in case that’s what’s been causing the problem you’ve been seeing.
@Eric_Eve Could you please update your poladv repo to NOT track some files that will differ naturally as they are part of the compiler output? I keep getting collisions when I do a pull:
- GameInfo.txt
- Polyadv.t3m
- Polyadv.tdbconfig
- Any/all *.t3 files
Thanks!
@ucode81 I’ll see what I can do. The only *.t3 file you should have been seeing in the repo is the latest complied debug version of the game, for anyone who might want to try it out without having to compile it, but I suspect no one does right now, so I can stop including that. Polyadv.t3m will need updating in the repo every time there’s a change in the list of files to be included in the build, but I suspect that won’t happen for a while - probably not until I start working on the 701p version of the game, which I’m not planning to do for a while (if at all), so I can leave that out for now, and the other two shouldn’t need including.
Just so you and anyone else who may be interested knows where I’ve got to and what I’m planning next, over the previous couple of days I’ve been testing out the 551 point version of the game and fixing any bugs encountered, so that it can now be played through to a winning ending (by more or less following the walkthrough that comes with the TADS 2 version). The main problem I’m left with there is that my test arrived at 541 points - 10 points short of what there should be, so at some point I’ll need to go back and work out why.
Today I made a start on doing the same for the 550 point version (a wholly different extension of the original 350 point game). This can now be played through to the endgame, but I’m having trouble with the final puzzle. Hopefully I can resolve that tomorrow.
I’ll be tied up with other things on Thursday and Friday so won’t make any more progress on it then, but the other main jobs I want to get done are running your room description checker so I can go back and add any missing decoration objects and filling out the hints (and also maybe tweaking one or two places in the game where solutions to puzzles seem hopelessly underclued), At that point it may need other testers to come in.
Great progress, Eric! I will be unable to do anything further until late next week, but I will d/l your latest and poke at it.
I’ve now reached the point where I think I’ll take a bit of a break from this. I’ve now completed a (first, beta) version of polyadv incorporating the original 350-point game plus its 550-, 551-, 580- and 701-point extensions, less the dwarves and pirates, which @ucode81 is currently working on. The 350-, 550- and 551- point versions can all be played through to a winning ending, but that doesn’t mean that this beta is either complete or bug-free; I imagine a lot more testing will be needed.
Anyone who’d like to try out what I’ve done so far can download if from https://github.com/EricEve/poladv-adv3Lite/releases/download/v0.1/Polyadv.t3. Any bug reports or other feedback would be most welcome.
I’m not planning on going on to add the 701p version in the near future, but if anyone else might be interested in taking this on, do let me know. The existing source code can be found at GitHub - EricEve/poladv-adv3Lite: An adv3Lite port of the TADS 2 polyadv port of Colossal Cave . It could no doubt do with quite a bit of additional tidying up and commenting!
A bit slow on the dwarves and pirates due to work commitments, so patience everyone please…