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The single most annoying part of (Spidweb) RPGs in General
Warrior
Member # 4202
Profile Homepage #0
The treasure items scattered around the dungeons. Gathering it all and carting it back to town in separate loads, possibly after clearing it of monsters so you are not weighed down. Incredibly boring/frustrating. Sure, you could play without the treasure, but it is your main source of money, a very important element. Geneforge (3) has made an advance: a big, practically unlimited, inventory, with the penalty that you can't personally fight when carrying tons of treasure. Still leads to gathering all treasure after having killed all enemies in area, or not bothering because it's still too inconvenient to "get all items of value in the vicinity".

Potential solutions:
1) Instant, automatic liquefication (turning to money) of all valubles in the vicinity. Trouble is, then the player never gets to see them.

2) No concept of money in the game. Very minor hindrance to plot/party advancement. Still requires going to pick-up screen all the time to check for better equipment.

3) No items at all. Probably much too drastic. Though I've never been impressed with the enjoyability of the Spiderweb equipment systems. You mostly get the best equipment available and possibly waste a bunch of time fussing over which is better. Much worse with more characters to possibly receive the equipment. Another advantage is not needing to search every little chest in case it contains a really great item. However, I get the feeling this is something of a theme with their games, fitting into the same theme as having secret passages everywhere (but then, not in Geneforge). I find fiddling with items and stats to very much impair my ability to actually role-play, making me just try to get a powerful character.

This brings me to an interesting point: so-called Role-Playing Games are really quite a mishmash of tactics, morals, puzzles, patience, etc.

Geneforge 3 is getting decent though: I'm trying it with an Agent who fights as little as possible, getting no combat-oriented skills (which includes magic, though possibly not the Mental variety) and no creations, and mostly ignores the items lying around. This character utilizes Leadership, Mechanics, etc, and mostly just runs on past the enemies, a nicely effective strategy. I haven't had time to get very far with it yet, though.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake - Info in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #8
quote:
Originally written by KernelKnowledge12:

Isaac did not plan to be a main developer, and will most likely help more when the graphics code gets ported.
Actually I no longer have any plans to help any more (though that does not entirely rule out it occuring). I've become too much of a contributor to Battle for Wesnoth, and uninterested in BoA, to do much with its editor.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake - Info in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #8
quote:
Originally written by KernelKnowledge12:

Isaac did not plan to be a main developer, and will most likely help more when the graphics code gets ported.
Actually I no longer have any plans to help any more (though that does not entirely rule out it occuring). I've become too much of a contributor to Battle for Wesnoth, and uninterested in BoA, to do much with its editor.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BUGS! in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #23
On the enter-combat-end-combat bug (which incidentally prevents ending combat at all sometimes with low amounts of space), a simple (though perhaps not complete, still pretty good) fix would be to not move the party at all if when they end combat they are in a normal party order (i.e. player 1 is next to player 2, 2 is next to 3, etc., except of course dead characters don't need to be anywhere).

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BUGS! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #23
On the enter-combat-end-combat bug (which incidentally prevents ending combat at all sometimes with low amounts of space), a simple (though perhaps not complete, still pretty good) fix would be to not move the party at all if when they end combat they are in a normal party order (i.e. player 1 is next to player 2, 2 is next to 3, etc., except of course dead characters don't need to be anywhere).

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
how to develop a scenario? in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #11
quote:
Originally written by DreamGuy:

and the menus are a pain to scroll through.
Choosing among a large number of things with a mouse is always annoying, although menus are particularly bad. I'd like to be able to type the name instead (I'm a keyboard person).

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
how to develop a scenario? in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #11
quote:
Originally written by DreamGuy:

and the menus are a pain to scroll through.
Choosing among a large number of things with a mouse is always annoying, although menus are particularly bad. I'd like to be able to type the name instead (I'm a keyboard person).

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #65
Well I've gotten Boost installed (help I used).

The interfaces you've been proposing look good to me, though I couldn't say how useful they would be in practice without knowing what the rest of the interface will be.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #65
Well I've gotten Boost installed (help I used).

The interfaces you've been proposing look good to me, though I couldn't say how useful they would be in practice without knowing what the rest of the interface will be.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #41
Argh.

I've been trying to install the Boost libraries.

When it gets to compiling "xml_grammar", it eats the rest of my ~1.8 GB disk space, presumably for virtual memory, and never finishes compiling it. When I restart my computer, I can repeat the process -- not much fun.

These are the shell commands I entered trying to follow some advice (Boost-getting started, Boost Wiki-MacOSX build help):
cd /Users/isaac/Applications/Programming/boost_1_32_0
env PYTHON_ROOT=/System/Library/Frameworks/Python.framework/Versions/2.3 PYTHON_VERSION=2.3 /Users/isaac/Applications/Programming/boost-jam-3.1.10-1-macosxppc/bjam "-sTOOLS=darwin" install
Any advice?

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #41
Argh.

I've been trying to install the Boost libraries.

When it gets to compiling "xml_grammar", it eats the rest of my ~1.8 GB disk space, presumably for virtual memory, and never finishes compiling it. When I restart my computer, I can repeat the process -- not much fun.

These are the shell commands I entered trying to follow some advice (Boost-getting started, Boost Wiki-MacOSX build help):
cd /Users/isaac/Applications/Programming/boost_1_32_0
env PYTHON_ROOT=/System/Library/Frameworks/Python.framework/Versions/2.3 PYTHON_VERSION=2.3 /Users/isaac/Applications/Programming/boost-jam-3.1.10-1-macosxppc/bjam "-sTOOLS=darwin" install
Any advice?

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #35
Well, I tested your example or "virtual inheritance", only by doing everything in static objects' constructors. I can't see how there could be anything wrong with this thing.
#include <iostream>

class base {
public:
virtual void do_thing() = 0;
};

class derived_A : public base {
public:
virtual void do_thing() { std::cout << "A's do thing" << std::endl; }
};

class derived_B : public base {
public:
virtual void do_thing() { std::cout << "B's do thing" << std::endl; }
};

derived_A a;
derived_B b;

struct some_global {
some_global() {
base* p = NULL;
p = &a;
p->do_thing();
p = &b;
p->do_thing();
}
} g;

int main (int argc, char *argv[])
{
std::cout << "hello" << std::endl;
return 0;
}
And I got:
A's do thing
B's do thing
hello
But wait...
//...
extern derived_A a;
extern derived_B b;

struct some_global {
some_global() {
base* p = NULL;
p = &a;
p->do_thing();
p = &b;
p->do_thing();
}
} g;

derived_A a;
derived_B b;
//...
crashes the program.

So as far as I can tell, it should be fine as long as we avoid using it before it's constructed. Which we'd have to do the equivalent of anyway if we didn't declare it statically.

EDIT: KernelKnowledge, could you remove that really long comment from your code, or break it into multiple lines? It's stretching the page.

EDIT 2: Don't forget, references allow polymorphism just like pointers. (probably obvious, but... just mentioning it)

EDIT 3: Or is this a compiler-dependent thing? I'm using GCC (because XCode uses that).

[ Saturday, February 19, 2005 01:52: Message edited by: Isaac ]

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #35
Well, I tested your example or "virtual inheritance", only by doing everything in static objects' constructors. I can't see how there could be anything wrong with this thing.
#include <iostream>

class base {
public:
virtual void do_thing() = 0;
};

class derived_A : public base {
public:
virtual void do_thing() { std::cout << "A's do thing" << std::endl; }
};

class derived_B : public base {
public:
virtual void do_thing() { std::cout << "B's do thing" << std::endl; }
};

derived_A a;
derived_B b;

struct some_global {
some_global() {
base* p = NULL;
p = &a;
p->do_thing();
p = &b;
p->do_thing();
}
} g;

int main (int argc, char *argv[])
{
std::cout << "hello" << std::endl;
return 0;
}
And I got:
A's do thing
B's do thing
hello
But wait...
//...
extern derived_A a;
extern derived_B b;

struct some_global {
some_global() {
base* p = NULL;
p = &a;
p->do_thing();
p = &b;
p->do_thing();
}
} g;

derived_A a;
derived_B b;
//...
crashes the program.

So as far as I can tell, it should be fine as long as we avoid using it before it's constructed. Which we'd have to do the equivalent of anyway if we didn't declare it statically.

EDIT: KernelKnowledge, could you remove that really long comment from your code, or break it into multiple lines? It's stretching the page.

EDIT 2: Don't forget, references allow polymorphism just like pointers. (probably obvious, but... just mentioning it)

EDIT 3: Or is this a compiler-dependent thing? I'm using GCC (because XCode uses that).

[ Saturday, February 19, 2005 01:52: Message edited by: Isaac ]

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #33
quote:
It is true that polymorphism is not inheritance, but polymorphism is needed in virtual inheritance, which is what we are trying to implement.
What do you mean, "virtual inheritance"? Like 'class derived : virtual base'? If so, I don't know a lot about that, or what difference it makes. If you mean virtual functions, those shouldn't be a problem.

quote:
What's even more amazing is that the MPL is only a very small part of what can be done with templates. Read the book "C++ Template Metaprogramming" by David Abrahams and Aleksey Gurtovoy (I am currently reading this).

Note: If that last part is considered advertising, I apologize.
I don't dislike it as advertising. It would probably be useful to look at something like that, since I don't even know quite what is legal to do with templates in C++, and learning just that wouldn't be all that useful by itself either.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #33
quote:
It is true that polymorphism is not inheritance, but polymorphism is needed in virtual inheritance, which is what we are trying to implement.
What do you mean, "virtual inheritance"? Like 'class derived : virtual base'? If so, I don't know a lot about that, or what difference it makes. If you mean virtual functions, those shouldn't be a problem.

quote:
What's even more amazing is that the MPL is only a very small part of what can be done with templates. Read the book "C++ Template Metaprogramming" by David Abrahams and Aleksey Gurtovoy (I am currently reading this).

Note: If that last part is considered advertising, I apologize.
I don't dislike it as advertising. It would probably be useful to look at something like that, since I don't even know quite what is legal to do with templates in C++, and learning just that wouldn't be all that useful by itself either.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #31
quote:
Originally written by Notus:

quote:
Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something?
As these basic data have a common character that is loaded from and saved to .bas file, we will probably make a superclass on these classes to handle streaming on them. If we make a superclass, these data objects cannot be declared as global (static) variables because of inheritance. They should be generated by new operator dynamically. This means we must access them through pointers.

The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.

Really? I thought whatever you're talking about was handled fine, and the main problem with static variables was the order they get initialized in relation to each other. Sure, statically declared variables can't have their type determined polymorphically, but so what? You don't want to determine their type at runtime do you? Polymorphism != inheritance. (If you're still right, could you give me an example of the problem occuring?)

Also, if the STL is amazing, then boost::mpl is at least doubly amazing. Templates look almost simple at first, but it turns out that many recent programming paradigms and other things can be implemented with them...

[ Friday, February 18, 2005 12:47: Message edited by: Isaac ]

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #31
quote:
Originally written by Notus:

quote:
Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something?
As these basic data have a common character that is loaded from and saved to .bas file, we will probably make a superclass on these classes to handle streaming on them. If we make a superclass, these data objects cannot be declared as global (static) variables because of inheritance. They should be generated by new operator dynamically. This means we must access them through pointers.

The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.

Really? I thought whatever you're talking about was handled fine, and the main problem with static variables was the order they get initialized in relation to each other. Sure, statically declared variables can't have their type determined polymorphically, but so what? You don't want to determine their type at runtime do you? Polymorphism != inheritance. (If you're still right, could you give me an example of the problem occuring?)

Also, if the STL is amazing, then boost::mpl is at least doubly amazing. Templates look almost simple at first, but it turns out that many recent programming paradigms and other things can be implemented with them...

[ Friday, February 18, 2005 12:47: Message edited by: Isaac ]

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
Illegal distribution on the BoAC in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #33
quote:
if it becomes necessary to file a DMCA complaint.
But the DMCA is an abominably pernicious threat to society! And laws are generally too much of a bother to examine or use aggressively.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #17
I found a cross-platform C++ library that uses OpenGL: http://plib.sourceforge.net/ . I'm not sure how good it would be to use, but the abilities that it claims to have seem good.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #17
I found a cross-platform C++ library that uses OpenGL: http://plib.sourceforge.net/ . I'm not sure how good it would be to use, but the abilities that it claims to have seem good.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #72
I support the modularization such as the "GUI/kernel split". I want it to be easy to, for example, write a keyboard-driven interface.

I don't understand what this "for_each" would actually be supposed to do, but I don't see anything wrong with having a common base class like that. I just don't see anything you could want to do with it that couldn't be achieved better by, say, templates.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #72
I support the modularization such as the "GUI/kernel split". I want it to be easy to, for example, write a keyboard-driven interface.

I don't understand what this "for_each" would actually be supposed to do, but I don't see anything wrong with having a common base class like that. I just don't see anything you could want to do with it that couldn't be achieved better by, say, templates.

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #16
quote:
Originally written by Notus:

Isaac,

Can we support your 3D BoA Editor on SourceForge?
I'm now coding another bug fix, v1.0.2b4, patch for "Outdoor: drawing mode failure after moving section" bug.

Yes, and you can put it there since you have the most bug-fixed version. Make sure it's clear what license it has.

quote:
May I issue the Windows port of your 3D BoA Editor to SourceForge?
It entered to debug phase finally. Though there are still a several bugs I know (and maybe tons of bugs I don't know), I hope I can start beta test on next weekend.

Do that too.

quote:
PS
MacOSX and Xcode are CVS savvy.

Setup guidance
Version Control with CVS on Mac OS X
http://developer.apple.com/internet/opensource/cvsoverview.html
Introduction to Xcode Source Control Management
http://developer.apple.com/documentation/DeveloperTools/Conceptual/Xcode_SCM/Int roduction.html

Client for MacOS
MacCVS
http://cvsgui.sourceforge.net/download.html
MacCVSClient
http://www.heilancoo.net/MacCVSClient/

Okay, thanks, I'll look into that.

[ Monday, January 31, 2005 01:40: Message edited by: Isaac ]

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #16
quote:
Originally written by Notus:

Isaac,

Can we support your 3D BoA Editor on SourceForge?
I'm now coding another bug fix, v1.0.2b4, patch for "Outdoor: drawing mode failure after moving section" bug.

Yes, and you can put it there since you have the most bug-fixed version. Make sure it's clear what license it has.

quote:
May I issue the Windows port of your 3D BoA Editor to SourceForge?
It entered to debug phase finally. Though there are still a several bugs I know (and maybe tons of bugs I don't know), I hope I can start beta test on next weekend.

Do that too.

quote:
PS
MacOSX and Xcode are CVS savvy.

Setup guidance
Version Control with CVS on Mac OS X
http://developer.apple.com/internet/opensource/cvsoverview.html
Introduction to Xcode Source Control Management
http://developer.apple.com/documentation/DeveloperTools/Conceptual/Xcode_SCM/Int roduction.html

Client for MacOS
MacCVS
http://cvsgui.sourceforge.net/download.html
MacCVSClient
http://www.heilancoo.net/MacCVSClient/

Okay, thanks, I'll look into that.

[ Monday, January 31, 2005 01:40: Message edited by: Isaac ]

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 4202
Profile Homepage #13
quote:
Originally written by KernelKnowledge12:

You'll have to tell me the UNIX username (not the publicly shown one) you choose, then I'll give you developer access to the files.
Okay, I'll PM you what I think you mean (I've made a SourceForge account).

quote:
Also to get/change/commit the code you'll have to get a cvs client (if you don't have one already). If you don't know how to use cvs, well, this'll be a problem, as cvs is very hard to learn, but its not impossible. Since I used windows, I could get Tortoise CVS which is much easier to use than regular CVS, though it doesn't take advantage of advanced features. Don't know what clients there are for OS X, but the information is all on SourceForge.net. Also you can look up "The CVS Book." (Its free and online.)
Hmm, oh well, I obviously use MacOSX, and I don't know how to use CVS, but I can probably figure it out....

--------------------
Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00

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