Oh fantastic! I'm very glad to hear that. I'm having trouble following the discussion — is there an obvious way you see that I could re-build the game so it doesn't rely on that depreciated curl option? e.g. recompile a version of Cerberus X with different dependencies or while in an Arch environment?
Olive
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The game was built in Cerberus X, which automatically transpiles to various things, so I don't usually directly touch the libraries it uses to talk to the OS.... however, CSX is open source so we can just search it; this looks like it might be promising? I just searched Crescent Loom's repo to confirm that I don't mention libcurl anywhere else. I am using that httprequest.cxs file to talk to the creature server, so that might be a good list to pursue.
Sorry you've had to spend so long googling this! >_< I appreciate you posting the problems/potential solutions here. I'm also happy to keep assisting to the best of my ability, I'd love to see the game work on more versions of linux.
I am so so excited about the explodey robot game!! It's nice to be picking up a project that is more reasonably-scoped than "invent an entirely new tool for visualizing nervous systems that is fun to play and requires no background in science". Your kind words over the many years mean a lot to me. <3
Oh, that's an interesting idea. I've decided to not do remote multiplayer to keep the scope down, but local hotseat might be possible 🤔
Things that I'd need to figure out:
- it would probably need some larger modding/mapmaking tools, which won't be coming anytime soon (but someday!)
- how to handle hidden GM information like stats to scan for
- I don't plan on ever porting all mechanics and items from the ttrpg because it's just A Lot so not everything would be available.
Generally, I'd need to be convinced that making it a virtual tabletop would be worth it — what would a sandbox mode do that the virtual tabletops which already exist can't do?
Ha, I feel for you, I also have the lancer rules brain affliction. Most of this stuff is either just not implemented yet or is waiting on me nailing down the underlying data structure & UI before I handle the edge cases.
I'm also still agnostic about how closely I'm going to cleave to the ttrpg rules (as you noted, there's already some action economy tweaks - but I'm still not happy with how overcharging can lead to weird situations with two half-actions in the tank). Eg I need to figure out how I'm going to handle the option to brace against EVERY incoming attack, which could easily be a UI and pacing nightmare — and however that pans out will probably affect things like the lockon consumption flow, so I'm waiting before tightening those screws.
Thanks for the endorsement :p I adore this system
Sorry for the late reply! Thanks for the bug report. If you still have it installed, could you look in the logs/ folder next to the executable and send any crashlog.txt files to crescentloom@gmail.com?
As for the local HTML version: it's a little tricky to get working. Browsers sensibly have a security feature for local files that restricts access to other files on your hard drive. I should probably add steps to get it working to a readme or something. Your options are to either:
- Launch a browser with "--allow-file-access-from-files" mode enabled.
or
- Run a local web server in your browser that points to the file.
However, the local html5 version is identical to the one hosted at crescentloom.com — I've included it in the available files because a teacher requested it to get around a firewall issue at their institution.
OK, I still haven't been able to replicate this, but I've added a locally-hosted mirror of the game here, also linked to in the troubleshooting steps. The first one is still preferable as the main because of bandwidth costs, but this should work as a fine backup.
Please let me know if you continue to see problems.