exec has been relocated to a (usually) always on webserver, so should be available more
also has remote updating from github and remote restarting, which means i can still tinker on my laptop :-)
try this in irc for a list of supported commands that anyone can run:
~list
use ~join #chan if you would like exec to join a channel, and ~part to get it to leave. #test is the only channel that ~part won't work for.
feel free to play/test/pilfer/etc. suggestions are always welcome too.
source code here:
https://github.com/crutchy-/test
more info here:
http://wiki.soylentnews.org/wiki/IRC:exec
For a while now I've had a little bot running in the #rss-bot channel on irc.soylentnews.org and a few people have asked how to contact me to suggest additional RSS feeds or possible improvements etc. (Thanks Bytram, for jogging my memory to do something regards that).
So to that end - if you have any such suggestions please reply to this Journal entry with them and provided they are something within the bounds of sanity, reality and my ability then I will endeavour to incorporate them.
So, it appears we have quite a community of DF players here at SN, and enough I think to warrent getting a succession game going. For those who are unaware, succession games are when one plays for one year (Spring to Spring traditionally), then passes off the fort to the next player in line. Boatmurdered is perhaps the most famous of the succession games ever done, though there are others, such as Battlefailed, Failcannon, and .
I'm interested in doing this, especially since it requires relatively little in infrastructure to setup. I'd like to do it on SN itself, perhaps either with a shared account as journals, or just creating a new section on the site. Obviously I'm going to have to tweak the codebase to allow images, and it gives a way to help build our community out. So, if we do this, here's what we need to decide:
What type of biome?
And probably some other stuff. I've been playing a fort which is at war with the elves, and I find its quite a bit of fun since you regularly get seiged, and requires that we have a badass military to survive (and there are ways, even in stock, to get military training to work and start churning out Lords and Masters relatively quickly.
I recommend we apply bugfixes to the raws such as elven treecap diplomacy, and human merchants, which seriously helps getting the supplies we need. I've had good look with Accelerated Modest Mod for bug fixes, and preventing FPS death even in crud hardware so its my vote if we just don't go vanilla. I also recommend we also use all the DFHack fixes (the patrol bug one is almost essential).
Post below if you're interested, turn list is first come, first serve, but you can sign up for a second turn after your first (likely necessary since I expect only 5-6 players). Regular updates, and timely turns are a must as well. Beyond that, the sky is the limit.
colored city flags implemented.
haven't completed unit attacking yet, but i've sort of got a placeholder for it in the code that occurs when a unit tries to move into another player unit coord (currently outputs a status indicating foreign unit)
https://github.com/crutchy-/test/blob/master/scripts/irciv.php#L902
also have set unit data for attack/defense strengths, and there's some notes about attacking @ http://wiki.soylentnews.org/wiki/IRCiv#Development_notes
implemented whois-based authentication of internal exec bot administration commands and also alias-specific account lists, and a ~civ-admin alias was added with an account list to allow easier administration tasks in a more secure manner.
administration tasks added as listed here: http://wiki.soylentnews.org/wiki/IRCiv#Administration_commands
will endeavor to document these a little better down the track. at this stage just trying to make sure i document added usage syntax somewhere so its not forgotten.
coming up next... finishing off attacking foreign units
====
pushed latest code to github: https://github.com/crutchy-/test
note: irciv.php and irciv_lib.php contain most of the game functionality and can be found in the scripts directory
latest web map demo here: http://irciv.port119.net/?pid=2
join the #civ channel in soylent irc
more info:
http://wiki.soylentnews.org/wiki/IRCiv
http://wiki.soylentnews.org/wiki/IRC:exec
Once upon a time, screens were 4:3, video equipment produced 4:3 video, YouTube videos were 4:3, and all was well.
Then the industry said: Let there be 16:9. And there was 16:9. And the chaos began.
It began with 16:9 TVs which deformed 4:3 material to fit the 16:9 screen, and players that allowed to configure a 4:3 screen for output, but deformed 16:9 material to fit the 4:3 screen instead. But not only that, even TV stations did deform 4:3 material they used in 16:9 broadcasts (like old 4:3 recordings showed in new 16:9 news). It continued with pure 4:3 broadcasts no longer being broadcast in 4:3 (although still technically possible and understood perfectly by any 16:9 TV), but 16:9 with black bars left and right, which on a 4:3 TV causes a black frame around an image that is much smaller than necessary.
But at least those were professionals, so while their decisions were not always what you would wish, what they did was at least halfway sensible. But on YouTube, you'll find an even worse situation: 4:3 material converted from 16:9 to 4:3. What this results in is a square image surrounded by black bars left and right, and certainly again the ugly distortions which non-proportional rescaling brings.
In short, since the advent of 16:9, there are masses of terribly distorted videos. And strangely, I've not even seen a single comment about that terrible distortion (but maybe having a minimal sense for aesthetics is strongly correlated with having no desire to get an account with Google — which actually is the main reason why I didn't leave such a comment on such videos).
OK, granted, I no longer see any comments on YouTube, so I can't tell if it has changed (I guess it's related to Google+ integration). But I'd expect such comments to have been made early on anyway.
Managed to kick out the first draft of the bylaws, they're here on the wiki http://wiki.soylentnews.org/wiki/Incorporation/Bylaws for anyone who wishes to take a look. I need to fill out some more paperwork, then submit the entirity of the mess to a lawyer. I got a few recommendations, so mostly now is lawyer shopping.
added detection/visibility of foreign units, including updating of all player maps affected by a move.
added some map features (grid coords, city name labels, unit shields, city flags)
unit shields are colored specific to each player, but yet to color city flags
added development notes to wiki
added "wiki-todo" alias to exec
coming up next... coloring city flags & attacking foreign units
====
pushed latest code to github: https://github.com/crutchy-/test
note: irciv.php and irciv_lib.php contain most of the game functionality and can be found in the scripts directory
latest web map demo here: http://irciv.port119.net/?pid=1
join the #civ channel in soylent irc
more info:
http://wiki.soylentnews.org/wiki/IRCiv
http://wiki.soylentnews.org/wiki/IRC:exec
fixed save/load routines and currently working on refining authentication to allow for smooth bot restart
coming up next (still)... detecting other players within unit/city sight range
====
pushed latest code to github: https://github.com/crutchy-/test
note: irciv.php and irciv_lib.php contain most of the game functionality and can be found in the scripts directory
latest web map demo here: http://irciv.port119.net/?pid=2
join #civ channel in soylent irc to get involved, or use the github source for your own project
more info:
http://wiki.soylentnews.org/wiki/IRCiv
http://wiki.soylentnews.org/wiki/IRC:exec
got fog of war working... thanks to chromas for the idea of using a gd filled circle image :-D
city name and proximity detection also implemented
coming up next... detecting other players within unit/city sight range
====
pushed latest code to github: https://github.com/crutchy-/test
note: irciv.php and irciv_lib.php contain most of the game functionality and can be found in the scripts directory
latest web map demo here: http://irciv.port119.net/?pid=2
join #civ channel in soylent irc to get involved, or use the github source for your own project
more info:
http://wiki.soylentnews.org/wiki/IRCiv
http://wiki.soylentnews.org/wiki/IRC:exec
got basic city building working last night. only settlers can build cities using the "build" or "b" command in irc
city images cover 3x3 terrain tiles, with the reference as the center tile. this will allow big cities to look big on the map.
pushed latest code to github: https://github.com/crutchy-/test
note: irciv.php and irciv_lib.php contain most of the game functionality and can be found in the scripts directory
latest web map demo here: http://irciv.port119.net/?pid=1
coming up next... city building proximity detection, and fog of war implementation
join #civ channel in soylent irc to get involved, or use the github source for your own project
more info:
http://wiki.soylentnews.org/wiki/IRCiv
http://wiki.soylentnews.org/wiki/IRC:exec