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bomber50
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icon Unlimited Undo (+1)  
1.Create a room with a tar mother that grows. (You don't have to, but it helps you see that the bug is real).

2. Put a master wall on the outside of the room.

3. Make a entrance on the outside of the room without a master wall.

4. Create a staircase.

5. Go beside either the staircase, master wall, or on the entrance.

6. Turn Room Lock on.

7. Wait 200 turns or so. (To help explain the point).

8. Now,make the Room Lock message appear (or a beep, for the master wall).

9. Then Undo.

10. Repeat 8+9. If you do it enough, you can go 200 turns back.

And by the way, I'm using version 3.1.0.54 .






[Last edited by bomber50 at 09-30-2007 07:05 PM]
09-30-2007 at 07:02 PM
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Kwakstur
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icon Re: Unlimited Undo (0)  
quote:
bomber50 wrote:
(or a beep, for the master wall)


I think I see two problems here.

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09-30-2007 at 07:06 PM
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Jason
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icon Re: Unlimited Undo (0)  
Awesome.

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09-30-2007 at 07:18 PM
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Ezlo
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icon Re: Unlimited Undo (0)  
Whoa... this is serious.
09-30-2007 at 07:33 PM
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bomber50
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icon Re: Unlimited Undo (0)  
For the master wall, as I have just discovered, room lock isn't even needed.
09-30-2007 at 08:17 PM
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Briareos
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icon Re: Unlimited Undo (0)  
quote:
Kwakstur wrote:
quote:
bomber50 wrote:
(or a beep, for the master wall)


I think I see two problems here.

I don't - I get the same chime as with room lock and a message that bumping a closed master wall is not allowed.

np: Burnt Friedman - Healer (ft. Theo Altenberg) (First Night Forever)

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09-30-2007 at 09:27 PM
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Tuttle
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icon Re: Unlimited Undo (0)  
quote:
Ezlo wrote:
Whoa... this is serious.
I'm not sure it's all that serious. If I understand the repro steps correctly, you can only undo while you're standing next to a room exit or master wall. With most rooms the interesting stuff happens away from the edges, so it's not going to completely change the high score table or anything.
10-01-2007 at 01:28 AM
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coppro
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icon Re: Unlimited Undo (0)  
It's not really serious. You can UU along a room edge, master wall, or a staircase, but that's it. Nothing big.

[Last edited by coppro at 10-01-2007 01:36 AM]
10-01-2007 at 01:36 AM
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Ezlo
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Oh, I though you just had to start near and then you could move further away. Didn't test it out myself. :blush
10-01-2007 at 01:46 AM
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Jatopian
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icon Re: Unlimited Undo (0)  
In related news, all larrymurk holds will now feature staircases to nowhere instead of walls and obstacles.

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10-01-2007 at 03:36 AM
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Sillyman
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icon Re: Unlimited Undo (0)  
Heh. Let me guess, for Unlimited Undo? But what happens if you walk into a staircase? Do you have to start the room over? :P

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10-01-2007 at 03:38 AM
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Jatopian
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quote:
Sillyman wrote:
Heh. Let me guess, for Unlimited Undo? But what happens if you walk into a staircase? Do you have to start the room over? :P
That's what room lock does: keeps one from unintentionally exiting the room via edges or stairs.

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10-01-2007 at 03:43 AM
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Sillyman
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Yeah, I know that, but what if someone doesn't turn room lock on, then walks down the stairs? Where do the stairs take them THEN?

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10-01-2007 at 03:45 AM
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Jatopian
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icon Re: Unlimited Undo (0)  
quote:
Sillyman wrote:
Yeah, I know that, but what if someone doesn't turn room lock on, then walks down the stairs? Where do the stairs take them THEN?
Death. Or someplace else the player wouldn't want to go, like an inescapable empty room.

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10-01-2007 at 04:04 AM
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Chaco
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icon Re: Unlimited Undo (0)  
Or how about something less bad, say, the start of the room?

In any case, my policy is that whenever I do not want the player to enter a region of space, I will probably not use a staircase to do this.

I am also not in favor of kludging solutions together to give players unlimited undo if the program itself does not support it.

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10-01-2007 at 11:43 AM
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Jatopian
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icon Re: Unlimited Undo (0)  
quote:
Chaco wrote:
I am also not in favor of kludging solutions together to give players unlimited undo if the program itself does not support it.
Remember that time somebody made a joke, and you didn't understand that it was a joke, and then you proceeded to lecture them? That wasn't awesome.

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10-02-2007 at 12:25 AM
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mrimer
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icon Re: Unlimited Undo (+1)  
It's tricky. On this forum, if you say things like "Raygun!", then you get instant laughter. Or what about...

"Mothingness!"

Yeahhhhhh!

"Potatoes!"

Hoo, hoo, hoo!

"Ketchup!"

Hahahaha.

"Puppies!"

*cheers*

"Unlimited undo!"

...grumble, grumble...

"Bunnies!"

<silence..."Uh, wha?">

Sometimes, some people just can't tell a joke. Can't we all just get along?

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10-02-2007 at 12:37 AM
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Jacob
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icon Re: Unlimited Undo (0)  
Pah! Couldn't you tell that Chaco was joking on your joke?

Edit: (incidentally, my analysis was: Jatopian was joking, Chaco didn't get it, but Sillyman did. So I made this little joke to give Chaco a get out clause, and to reference the Mighty Boosh)

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[Last edited by Jacob at 10-02-2007 11:12 AM]
10-02-2007 at 12:58 AM
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schep
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icon Re: Unlimited Undo (+2)  
I sure couldn't tell who was joking here. I think this post is not a joke.

I changed the code surrounding the main pCurrentGame->ProcessCommand() in CGameScreen::ProcessCommand(int nCommand, bool bMacro=false) to read:
	UINT wPrevTurnNo = this->pCurrentGame->wTurnNo;
	this->pCurrentGame->ProcessCommand(nCommand, this->sCueEvents);

	//Undo handling:
	//1. Don't allow undo during cut scenes.
	//2. If the command didn't increment wTurnNo, it doesn't affect the undo flag.
	if (!this->pCurrentGame->dwCutScene &&
	    this->pCurrentGame->wTurnNo > wPrevTurnNo)
		this->bUndoJustMade = false;
And now I can't use this trick with master walls or staircases, but ordinary one-turn-only Undo seems unaffected. Interactions of Undo and double potions haven't changed either (in those cases, the bUndoJustMade flag is forced to stay false anyway).

[Last edited by schep at 10-02-2007 02:13 AM]
10-02-2007 at 02:07 AM
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Someone Else
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icon Re: Unlimited Undo (+2)  
You're kidding, right?
10-02-2007 at 02:17 AM
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mrimer
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icon Re: Unlimited Undo (0)  
quote:
schep wrote:
I changed the code surrounding the main pCurrentGame->ProcessCommand() in CGameScreen::ProcessCommand(int nCommand, bool bMacro=false) to read:
	UINT wPrevTurnNo = this->pCurrentGame->wTurnNo;
	this->pCurrentGame->ProcessCommand(nCommand, this->sCueEvents);

	//Undo handling:
	//1. Don't allow undo during cut scenes.
	//2. If the command didn't increment wTurnNo, it doesn't affect the undo flag.
	if (!this->pCurrentGame->dwCutScene &&
	    this->pCurrentGame->wTurnNo > wPrevTurnNo)
		this->bUndoJustMade = false;
And now I can't use this trick with master walls or staircases, but ordinary one-turn-only Undo seems unaffected. Interactions of Undo and double potions haven't changed either (in those cases, the bUndoJustMade flag is forced to stay false anyway).
I've pasted this fix into build 55.

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11-01-2007 at 07:03 PM
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