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-
- Inform Library 6/7 now released
- ===============================
-
- I would not normally release a new library exactly a month after the
- last one (6/6, of course): except that the competition deadline is
- imminent and a great many games will probably be compiled in the
- next fortnight. The bugs fixed are minor but cosmetically
- worthwhile (since some text messages were ungrammatical in 6/6).
-
- As a temporary measure, you can get hold of the new library from the
- Inform 6 Home Page:
-
- http://www.gnelson.demon.co.uk/inform.html
-
- (in the form of a tar archive containing all 8 of the files
- making up the library). It will be filed in its proper place at
- ftp.gmd.de shortly, and then the temporary uploads page will be
- taken out.
-
- As usual, some browsers may experience slight delays before the
- new files become visible from my Internet site.
-
- I should like to thank everybody who emailed me over the last
- week or so in response to my plea for bug reports.
-
- Graham Nelson
- 18 September 1997
-
- -----------------------------------------------------------------------------
-
- Extracted from the 6-series library modification history, which
- resides on the World Wide Web at:
-
- http://www.gnelson.demon.com/lhistory.html
-
- -------------------------
-
- 248. When the parser asks a "Which do you mean...?" question, it normally
- ignores the answer if the answer begins with a verb. A new exception
- to this is that if that verb is one of...
-
- long short normal full brief verbose
-
- then it'll be treated as an answer after all, because it's probably
- meant as an adjective.
-
- 249. The DarkToDark routine wasn't being called in library 6/6.
-
- 250. Capitalised "They're ..." and "Those ..." library messages were
- being garbled (this applied only to objects given the pluralname
- attribute).
-
- 251. An incorrect linkage importation has been taken out of "linklv.h":
- this makes no difference unless you're linking the library files
- and you're using Inform 6.14 or later (which is able to detect the
- incorrectness and gives an error, unlike Inform 6.13 and earlier).
-
- 252. The implementation of turning scripting on and off has been
- rewritten, so that it no longer gets confused by restarts of the
- game in mid-transcript. (For instance, the variable "transcript_mode"
- has the correct value when the game begins.) Also, the verb
- "transcript" has been added to the standard grammar as being
- equivalent to "script": thus, "transcript on" is now a legal
- command. (Two LibraryMessages have been added: ScriptOn 3 and
- ScriptOff 3.)
-
- 253. Library messages referring to "that", "those", "him", etc.,
- further refined to print better English when a person is the
- object in question. For instance,
-
- > put me in me
- You need to be holding yourself before you can put yourself
- into something else.
- > set george to 5
- No, you can't set him to anything.
- > turn me on
- You're not something you can switch.
-
- (Apologies to those hoping for a racier response.)
-
- 254. "Floating objects" are now correctly placed when a ChangePlayer
- call occurs. Furthermore, the requirement that player objects
- must provide a "number" property is hereby withdrawn, and the
- same change means that the library is no longer confused if
- a change back occurs to a previous player-object which has been
- moved between light and darkness since its previous incarnation.
-
- 255. "Floating objects" are now removed if their found_in properties
- or routines indicate that they should not be present in a
- particular location. This ensures that if the found_in test
- gives different results over time, the object is actually taken
- away from any room which should no longer have it. It doesn't
- apply if the object is given "absent", as this would possibly
- interfere dangerously with the designer's own code, or with a
- use of the same object as an ordinary game item.
- (I'm very grateful to Paul Mikell for sending me detailed and
- accurate diagnoses of the bugs behind changes 254 and 255.)
-
- 256. If the constant MANUAL_PRONOUNS is defined, then the parser
- won't automatically update pronoun settings to follow items
- mentioned in inventory listings or room descriptions, so that
- pronouns will only reflect what the player actually types.
- (I don't think there's ever going to be consensus on what the
- pronouns ought to do: people seem split roughly half-and-half:
- so now you can make Inform behave either way.)
-
- 257. If the constant DEATH_MENTION_UNDO is defined, then the game
- will offer "UNDO the last move" as one of the options when the
- game is over.
-
- 258. Score changes (if any) are notified immediately after a
- reincarnation (if any) resulting from a designer's AfterLife()
- routine (if any), rather than being notified a turn later.
-
- 259. A bug in some versions of the "Zip" interpreter and its
- derivatives (such as "MaxZip") caused code in the parser, to do
- with reading the answers to questions like "What do you want
- to take?", to be misinterpreted: the result was that the
- answers to such questions might be misunderstood if a story
- file were played on such an interpreter. Details of the bug have
- been circulated to interpreter-maintainers, but in the mean time
- I've altered the Inform parser so that the issue no longer
- arises.
-
- 260. The text describing the standard compliance number of the
- interpreter (if any) has been moved from the main game banner to
- the output from the "Version" command (which is also printed at
- the start of any recorded transcripts). This is a little less
- cluttered; the Standard is well-enough established now to need
- less advertisement.
-
- -----------------------------------------------------------------------------
-