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Re: [Enigma-devel] New levels / Various


From: Ralf Westram
Subject: Re: [Enigma-devel] New levels / Various
Date: Fri, 14 Mar 2003 10:46:26 +0100

Hello Nat,

>>> * When the level-code of a level is broken during design, you don't
>>> see any error message (and I did not find any file containing
>>> messages). The level simply doesn't start, so I had to comment out
>>> line by line to find the error. boring... :)
> I think that after you complete a level, Enigma should start the next
> *unsolved* level.  I play levels out of sequence, choosing puzzle levels or
> arcade levels depending on how well my brain is working at the time.

Good idea.

>> If you run "enigma --log", error messages will be written to enigma.log.
>> The best solution would be an in-game console for messages and
>> interactive Lua commands, but that will have to wait for a little while
>> longer.  But in this particular case, a small error dialog sounds like a
>> reasonable idea.
> On Windows, the error message is written to the file stderr.txt in the same
> directory as the Enigma executable.  When developing levels on Windows, I
> run Enigma in windowed mode (not fullscreen) and have shortcuts to the
> stdout.txt and stderr.txt files on the desktop so that I can easily bring up
> the error messages in a text editor if something goes wrong.

Now I do it exactly like you said. My problem (at the time of my
posting) was that I didn't terminate enigma when looking into
stderr.txt. Enigma doesn't write anything there before termination..

Now that I get error messages from lua it's definitely much more fun
to build levels.


I've just uploaded another new level to the patch area, which needs
the most recent (upcoming) version of ant.lua (I've included it as
ant_new.lua).

I would be glad to receive a short message if anybody solves this
level.

Ralf


-- 
Linux is like a wigwam: no windows, no gates, apache inside




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