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Posted by fejoa, Sep 13 at 12:56 am
Without saying I'm done, I think I have something that is sufficiently stable to ship You can take a look here:

The key takeaways for players:
* You can choose Pangea or Continent world type.
* Pangea makes bigger landmasses, and puts all locations on one continent.
* Continents puts UT Exit, Attnam, and GC on one continent, the rest of the dungeons either same continent or random continent. (With hindsight I think no-one will use this ) .
* You can select a world seed, which determines the land and water distribution by seeding the noise algo. Seed 0 gives random seed.
* You can select a world size out of Huge [128x128], Large [96x96], Medium [64x64], Small [49x49], Tiny [32x32], Four screens [84x52], or One screen [42x26].
* You can select what happens to the PC when he reaches the edge of the world map by selecting a world shape out of flat pancake, flat brandy snap, or flat doughnut. The edges of the map roughly align What happens to the PC when he crosses the edge of the world map is left as an exercise for the player.

To reduce confusion, the defaults will be:
* World size: Medium (64x64)
* Land type: Pangea
* World shape: Doughnut
* Seed: 0 (will generate random worlds)
Posted by fejoa, Sep 10 at 12:47 am
Fear not, IVAN plan to purify Windows from inside Infrastructure of Pure Evil with Holy Banana.
Posted by fejoa, Sep 10 at 12:40 am
So, still working on this. I'm happy to report that I'm nearly done. Just a one more feature to add, and a quick re-factor and it should be good to go. The additional feature is to make
into a vector of allowed terrain types, rather than just the one terrain type.

Here's a spoiler, player movement wrapping around the world map (toroidal world topology). Note this world size is the much hoped for 1-screen worldmap size (46x26 tiles).
Posted by fejoa, Aug 17 at 11:35 pm
Sorry for delay. I've disabled Travis-CI in the Attnam/ivan repository on GitHub, since they seem to be out of service. Travis-CI has served us incredibly well, paired together with the mxe (m-cross compiler?) has delivered us many years of ivan.exe

To continue the reign of free software, we will return to gcc for our next build, ironically in the heart of Microsoft's infra.
Posted by fejoa, Dec 16, 2020 at 12:53 am
Now this is how to code a fire subsystem:
Posted by fejoa, Dec 2, 2020 at 3:26 am
I love the villagers/tourists themed visitor numbers on the welcome page by the way
Posted by fejoa, Nov 23, 2020 at 6:15 pm
GitHub's actions were surprisingly easy to put together. Probably made easier because of the trail blazed previously on Travis-CI though.
I found the documentation to be quite general, but a quick search will help you find the right action to the specific use case.

They're reasonably snappy. Here's hoping Microsoft doesn't poop on us!

I've used GitLab runners to convert markdown/asciidocs (can't remember which) to MS Word files before. Also very nice platform, and the original one with private runners.
Posted by fejoa, Nov 23, 2020 at 5:31 am
Sorry for my several months long hiatus folks!
I've been stupidly busy this year at my job. It's turned into a bit of a 1.5x year, I think everyone feels compelled to work harder due to some kind of perceived existential threat to their employment, causing a feedback loop in which everyone works harder and harder and... well, you get the picture.

Travis is sunsetting their continuous integration platform for open source projects, so I've started scripting some new automated build stuff on GitHub Actions. I've got IVAN compiling on Linux so far.
Eventually we can do the whole release shebang on all the platforms, as it was before on Travis. We should also be able to build natively on windows server for windows builds.
Posted by fejoa, Aug 2, 2020 at 7:47 pm
Nice work Cap, the site is looking amazing!
Posted by fejoa, Jul 31, 2020 at 3:58 am
Vladivarius wrote
I report that I have successfully built IVAN using Visual Studio 2017 by following the instructions from INSTALL. Everything was very clear and worked without any problems. Well written manual!

Thanks. It's great to hear people can just pick up the codebase and compile straight away, based on the humble install instructions we have. I think it gives us the chance to collect more developers.