Small update: 0.7.6

A very small update today:

– support for a new operation in patches (<newrel />, see wiki if you’re interested)

– fixed a bug with 2-sided table when hosting several games without quitting OCTGN

– cards are highlighted differently now. The goal was to have a more clearly visible selection / highlight.


In other news, I think I finally had a good idea to overcome the scripting limitations. I’ll take some time to experiment with including a real language instead of the XML script authors use now. I haven’t decided the language yet, maybe Python. I’ll probably blog more about the reasoning behind this later.

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10 Comments on “Small update: 0.7.6”

  1. Oen Says:

    I just noticed the highlighting was kind of hard to see last week, glad to see it is already fixed. 🙂

  2. c Says:

    hm, the old highlighting (outer glow thing) looked a lot slicker imo, and was pretty easy to see…

    any chance of an options menu yet?

    • jods Says:

      I agree with you. I also wish that the highlights would be more attractive (and there’s a chance that they will, at some point). But right now there’s no denying that the old highlights were far too faint (especially selection in hand).

      The new highlights are a lot easier to see and that was the main objective behind this change.

      Options > I think there might be one chance… a few things that would be solved by an options menu are really starting to get on my nerves 😉

  3. pkt-zer0 Says:

    I like the new highlighting, it’s actually visible now, even on a non-uniform background.

    I’m also looking forward to the new scripting possibilities. Well, except for Python being an unholy abomination of a programming language by using whitespace to delimit blocks. But as long as it can be used to Get Stuff Done, it doesn’t really make a difference.

    • jods Says:

      I’m not fan of the significant whitespace either.

      But it has a few selling points (Note that I haven’t taken a decision regarding the supported language):
      1. it’s easy to integrate with .NET
      2. it’s compact, simple and generally speaking makes a good scripting language.
      3. its query comprehension syntax may be a good substitute to the xml card selectors (like <top />, <controlled /> and so on).
      4. it’s easy to interprate and have a REPL console. How cool would be an interactive console inside OCTGN? I say wicked cool, at least for development!

  4. Paul Batum Says:

    Since you’re now targeting .NET 4 you could use IronRuby or IronPython.

    This might be a good place to start:

  5. fantsu Says:

    “Activate card effect” doesn’t create any highlight, is this correct? Thanks!

    • jods Says:

      I don’t really know… That would depend on the game definition.

    • brine Says:

      I took out the card highlight for the reasoning that activating a card effect is almost always a one-time event, and doesn’t extend through multiple phases. I’ve tried to reserve highlights for things like blocking, attacking, does not untap, etc. where the highlight has to pass through different steps.

      It still announces in the chat that you’re activating that card’s ability.

      I was thinking of removing the action altogether, since using shift+click will put the target on a card anyway, which is basically the same thing.

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