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ggggeo2

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Everything posted by ggggeo2

  1. Who said it was a big problem now? Not me. But your statement that people will sign everything in the area once the "log" log was full is ridiculous due to the fact that people don't do that now. I disagree. http://www.geocaching.com/seek/log.aspx?LUID=89ca8738-b260-4d0e-8cf3-6db68376c681 Your example fails: The cacher who posted those images actually logged it as a DNF. He couldn't find the container and unrelatedly decided to carve his name into the bridge, but not in lieu of logging it. Just because some people graffiti an area that they go to while geocaching does not mean people will wantonly start graffiti-ing things in place of logs.
  2. Since we're discussing technicalities, there definitely was a log, and one could say it contains signatures the same way a petition contains signatures.
  3. Yep, you got it. Someone who felt that a cache that is disabled for 1 month and 3 days must be archived. Also where he felt the CO was rude to him. Yes the 2 NAs and the NM were completely unwarranted. The cache should be archived because the CO was rude and did not fix it within a month? Not sure if that is sarcasm, but the NM I posted, tongue-in-cheek. The NA logs were posted by the same cacher, 1 day apart, when the CO did re-enabled the cache after the first NA log. I then posted the NM log just to give him a hard time but obviously is not to be taken seriously. I guess the first cacher felt we were making fun of him (and to be fair, we were. Or at least I was) so he posted another NA log for the CO being rude. If rudeness qualifies for NA, I have a few NAs I should go report...
  4. Yep, you got it. Someone who felt that a cache that is disabled for 1 month and 3 days must be archived. Also where he felt the CO was rude to him.
  5. This is great news, thanks Ranger Fox!
  6. One way is to get the Urwigo source files and open them directly. I realize that only works if you already have the .urwigo file, but if you can get it, it works pretty well. I am happy to distribute all of my Urwigo files. George/ggggeo2
  7. I noticed a couple of mine up there, and have one more to add: Campbell's Conundrum Collection (Doylestown) I have done all mine in Urwigo (or redone them in Urwigo ) but I wasn't aware that you can include the .urwigo file in the GWZ when you upload it and have it be available when someone downloads the source. Can someone confirm that this is the case? If so I will go back and add the Urwigo source files to all of my cartridges. Thanks again Ranger Fox to your many contributions to Wherigo!
  8. So I added something to overwrite the ladder variable everytime the player exits the zone where they set the ladder up, and added an "auto save" feature where each zone's OnEnter event has a Save command. The person who was having problems with the iPod Touch with external GPS played through yesterday with no issues. I didn't touch the part of the cartridge that was giving them problems...very odd.
  9. I guess rats and good . Slight relief that maybe it's not just me, but rats that makes it harder to find. Maybe, I can try to find out what else they were doing on the device at the time. I just exported the Lua file from Earwigo, it is attached here. This is from before the first rewrite where I had custom code with loops and all sorts of fun stuff.ExcavationinSellersville_ORIG.zip
  10. No problem, I'm an open-source kinda guy . I'd rather that everyone be able to look at and borrow any of my stuff to make better Wherigo's for all. I've tried to set up Excavation to (theoretically) be easy to move to anywhere and just remap the zones, change the graphics and a tiny bit of text, and make it "Excavation in Mytown, USA". Once the issues are mostly ironed out, I hope someone does . I will even make the Urwigo files available to anyone on request. I'd put them on Wherigo.com if there was a place for it. Hmmm...does anyone know if you can add the .URWIGO file to the GWZ file so it's available if someone downloads the source? Awesome, thanks for that!
  11. That explains a lot That makes sense. It doesn't make sense is that it worked identically on most devices, including iPhone 4S's, but on older iOS devices it didn't. Where a few were getting the error (hitting 'Talk' just goes back to the main screen) is one of the first things you do and there is almost no variation of choices people playing could have made to that point. Later in the game I could have missed some sort of unobvious item or zone interaction, but this part is very linear. So all timers expire when restoring a saved game, even if the timer wasn't active when saved? I was not aware of that and may just end up removing the battery sub-routine altogether. Me too, in part thanks to your earlier help with the first cartridge a month or two ago. I am a programmer in real life (well, sometimes ) and had written a very efficient FOR loop that checked which zone a player was in, and fed in an item, text, and graphic accordingly. Except it pretty consistently crashed the Oregon and did odd things in iPhone even though it worked on PocketPC and Android. It killed me to rewrite it as a series of 8 IF statements. With the shovel item, the command is "Dig" and depending on which zone the player is in, a different item (or funny 'error' message) will pop up. One zone turns up a clay pot for example, and if you dig in the parking lot you don't find anything but get a message about the horrible sound of metal on asphalt. I actually am starting items in each respective zone, and the digging command makes them visible to the player. If a better way to do this kind of thing exists, I'd be happy to hear it. Now I am considering having 8 "Dig X" commands and just activate one command at a time which will do the events for that zone instead of having everything in one zone. Sorry for not being clear, the ladder item is in the cartridge I did solely in Urwigo. Understood. A zip file containing the Urwigo and media files for both cartridges is attached (each in a separate zip file). I cannot duplicate the issues in PocketPC or Android, they've only shown up in iOS devices, and my attempts at someone "sponsoring" one for me have been unsuccessful . Thanks for all of your help and suggestions! ggggeo2_Urwigo_Carts.zip
  12. Sure, that's fair. I have considered that myself and tried to rule that out. My first cartridge had a lot of custom Lua in it. It was all valid, and would play fine on the emulator and Android but would occasionally crash the Garmin and make the iPhone do odd things. So I rewrote it with just IF/ELSE statements instead of as a loop and it helped to run...sometimes. So I re-rewrote it completely in Urwigo GUI tools and removed all custom code, and it still had issues. I decided not to use timers at all in the second cartridge because of the issues I had in the first one. In the first one, the only timed event is for a Flashlight item, if you turn it on and leave it on for 2.5 minutes, the batteries die. Then you have to go back to the starting point to get more batteries. The problem is, this event was triggering when players exited and restarted the cartridge, even though the timer wasn't running when they exited. Moving to Urwigo seems to have fixed this problem, and I changed the cartridge so you can take the batteries after the first time so players don't have to keep going back. Sure, here are both. Cartridge 1 and Cartridge 2. Both are open source and I can post the Urwigo files if that helps. Thanks! George
  13. Hi all, This is a little bit rant and a little bit call for help to see if anyone has any suggestions on improving iPhone compatibility. I developed my first cartridge in Earwigo. I had some problems initially with Garmin devices, but they were somewhat consistent and I was able to iron them out. iPhone players had tons of problems, though. I had 6 zones where a user could "Dig" with a shovel object, which, after 1-3 digging attempts would make an item appear in that zone. For iPhone users items wouldn't appear after digging, but they would get the message indicating they had already completed digging there. If they closed and restarted the cartridge, it would show up, but then a timed event would always fire causing their Flashlight item's Batteries to die, an event that should only trigger if the flashlight was left on for more than a specified time. I did a complete re-write of that section and it helped, but only slightly. Then, I imported it into Urwigo and rewrote all of the offending sections from scratch, using only Urwigo-implemented commands and no custom Lua code. It helped a little, but now gives messages about items turning up in the wrong zone. This is odd, because all of these dialogs have IF Zone X CONTAINS Player statements that should only make a dialog appear in a specific zone, and the zones are not at all close enough for the device to be confused about location. For my second cartridge, I wrote it from start to finish in Urwigo. It tests completely fine on Emulator, Android, and Garmin Oregon 450, and the iPhone we tested with. The FTF players had an iPhone4S and played through fine. STF was an Android, and had a crash at the end of the cartridge (not sure yet if cartridge/app/or phone crash) but was otherwise able to play through fine. Then, other players with different iOS devices, iPad 2, iPod touch with external GPS, and another iPhone (unsure of version) had issues. The first two go to the third zone where you have to talk to a character to continue, but hitting the 'Talk' command just took them back to the main cartridge screen, not even back to the character. The other person got stuck on 'Take'ing a ladder item. You see the ladder before you can take it, and after you talk to a character the first time, a hidden True/False variable is set to true indicating the player can take the ladder. Later, you have to use the ladder but remember to take it again. Now, the ONLY time this variable is touched is the first time you talk to the character, but somehow, either the variable was changed, or the IF condition to take the ladder was not evaluating properly and he was getting the dialog box if you try to take the ladder before you talked to the character. This doesn't make any sense as this should never, ever happen if you can take the ladder the first time (which he did.) I added an OnExit command for that zone to reset the variable to true there and hopefully that will work for him, but it makes no sense at all. I'm working on splitting up some commands with a lot of IF/ELSE conditions into more item commands by moving what was in an IF condition into its own command and activating/deactivating commands instead, but I'm concerned it will be a lot of work for naught, plus I have no idea why the ladder thing occurred. Any tips or suggestions? Thanks, George
  14. I'm not currently experiencing that, but maybe something went wrong during the install? I would recommend uninstalling it completely, then reinstalling Urwigo and seeing if that fixes your map issue.
  15. Thanks for pushing out a fix, I'm no longer getting an error entering or leaving zones. Another thing I have noticed though, is that the individual close button for tabs is gone. You can right-click and close, it just takes an extra click. There's a Close All But This Tab option, but every time I use it, it closes all open tabs and doesn't leave any open. That said I *love* Urwigo. I have even imported a cartridge I developed on another platform that was giving problems to iPhone users and re-wrote all the problem sections in Urwigo. Thanks for an awesome Wherigo development tool! George
  16. Andouille, Are you trying to have one overall storage, or one different one in each zone? If it's the same storage, make it a character that will take items and move from zone to zone when the player enters each zone. If it is one per zone, just create a bin character for each zone and store it there. You could get complicated and write a function that stores an array of what is where, but it might not play on all players. George
  17. Help! I went to run Urwigo today for a cartridge I'm developing and it asked me to update, which I did. Now, whenever I test a cartridge in the emulator I get an emulator crash when I enter the second zone saying "Lua Error /urwigo-src-[guid].lua:1893: attempt to call field 'GlobalZoneEnter' (a nil value)" I don't have anything in any global zone events. I double checked and they all say 'unhandled' and are empty. I added a single line, a Comment, in the Global On Enter event, and that worked, but then I tested again and got an error Exiting the second zone with the same GlobalZoneExit error. I tried to reinstall the old version, but being a .NET app, I can only get the most recent. Any suggestions or ideas? Thanks, George
  18. My guess is your picture had the tracking code in the pic. Anyone with the code can discover it. If you want, you can delete anyone's log who has the word Gallery (Galerie, etc. in other languages). When you post a picture for a TB it's listed in the TB gallery, at the top, and anyone can see it and discover it if you have the code. Some people just watch the gallery for TB pics with codes to discover them. George
  19. I am using Earwigo and can't figure out if there is a way to set an expression where a player has a certain item. I know I can set a Flag variable to true or false depending on whether they have it or not, but is there a way to quickly say Player has ItemX == True ? I have searched the message boards but not turned anything up yet. Thanks, George
  20. I just had a chance to try it, and it works perfectly! I just have a few more items and zones to script and then I should be close to ready fora field test. Thanks for all of your help! George
  21. Wow, thanks, that was very helpful (once I figured out I wasn't looking at a .lua file and how to get this back into Earwigo ) This is the line of code that I was needing: zoneZone1:Contains(Player) I think I should be able to adapt that to my function and get my shovel to dig how I want. Thanks so much, let me know if you'd like an emulator-allowed version of the final cartridge to see the final output (but it won't be for a few days at least, still). George
  22. First off, thank you for the help! Second, I think I got that part, but how do I make the name of the zone being passed to the Dig function change depending on what zone I'm currently in? I am looking but I am only seeing ways to pass a static name. Thank you! George
  23. Hello, I am writing a cartridge where I have the player pick up a shovel and carry it around, then they can "Dig" in various zones. I want the dig command to turn up specific things in specific zones on the first attempt, a message about already digging this place up on subsequent attempts, and various funny quotes when they try to dig in other zones that don't require digging. I think I could do this with a Dig command and a slew of If...then statements but I was wondering if I could write a custom function with a type of 'Switch/Case' command. I'm using Earwigo to design my cartridge. Thanks, George
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