odlin@reed.UUCP (Iain Odlin) (05/02/89)
In article <1501@scicom.AlphaCDC.COM> lucas@scicom.AlphaCDC.COM (Kevin Lucas Lord) writes: > > Could somebody post patches for Galactic Bloodshed on system V? Is it worth it? On system V or any system? The game dumps its core when it tries to move a planet around a star. It dumps a core when it tries to move a ship. It goes into an infinite loop* under certain circumstances (which I haven't figured out yet) in launch, build and a couple other commands. I suspect there is the potential of it happening in all of them. [*= By this, I mean that you get the prompt infinitely printing itself after itself. At this point, the prompts will take over the screen and not accept any command, forcing you to control-Z out and skill -9 it.] Over half the commands don't check to see if you have enough "Action Points {tm}" so when the game finds out you have a negative amount, it throws you out of the game and calls you a cheater. I will stick with it, however. If nothing else, the idea is great, the way it goes about creating planets is fascinating and I'm learning a hell of a lot about C. BUT... AAARGHH! Might be worth it to keep the makeuniv stuff and rewrite the rest of it... Just a random Bug Alert {tm} from: -- ----------------------------------Iain Odlin---------------------------------- Box 1014, Reed College, Portland OR, 97202 odlin@reed -or- {ogccse, tektronix}!reed!odlin "Reality is what bumps into you when you stand still with your eyes open."
joel@dtscp1.UUCP (Joel Rives) (05/04/89)
In article <12619@reed.UUCP> odlin@reed.UUCP (Iain Odlin) writes: > > The game dumps its core when it tries to move a planet around a star. > > It dumps a core when it tries to move a ship. > > It goes into an infinite loop* under certain circumstances (which I haven't > figured out yet) in launch, build and a couple other commands. I suspect > there is the potential of it happening in all of them. [*= By this, I mean > that you get the prompt infinitely printing itself after itself. At this > point, the prompts will take over the screen and not accept any command, > forcing you to control-Z out and skill -9 it.] > > Over half the commands don't check to see if you have enough "Action > Points {tm}" so when the game finds out you have a negative amount, it > throws you out of the game and calls you a cheater. > I have seen NONE of these alledged bugs in Galactic Bloodshed. I have seen one bug which is related to the "load" command. It dumps core whenever it is passed a #shipnum directly. Invoking "load" and allowing it to prompt for the ship number works just fine though. I haven't bothered to track down the problem. I am running the program on a Sun 3/60 running Sun OS 3.5. I have made a few modifications to the daemon and looked at some of the rest of the code -- particularly the doturn() stuff and the data structures. With all due respect for someone who has donated a working (note the release number 0.8) beta version, i was somewhat paled by the sloppy and nearly indecipherable coding "style" throughout. In regards to the daemon mods, they are simple and straight forward. I merely changed the daemon to accept an integer parameter which would be used as the update time cycle (in minutes). Note this change requires a redefinition of the meaning of the UPDATE_TIME global definition in "tweakables.h", which is used as the default time cycle if one is not passed to the program. joel