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system on the Fossil repository.
There is also the IRC channel #freeheromesh on Libera. Logs of this IRC
are available at:
https://logs.esolangs.org/libera-freeheromesh/
There is also a Matrix chat, which is linked with the IRC. It is:
https://matrix.to/#/#freeheromesh:libera.chat
(Note: I have not tried the Matrix chat and I do not know if it works.)
=== License ===
Free Hero Mesh is public domain. See the LICENSE file for details.
=== Frequently asked questions ===
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You must use the base name. For example, if the puzzle set files are
named "sokoban.xclass", "sokoban.class", "sokoban.level", and
"sokoban.solution", then you must type "heromesh sokoban" to load it.
(This assumes that the file is in the current directory. If it isn't,
then you must also specify the directory name, in addition to the puzzle
set base name.)
(Later versions of Free Hero Mesh might add support for composite puzzle
sets, although the current version does not have this.)
** How to access the NNTP?
You can use a NNTP client program, often called a "newsreader" program.
Many email programs can also do NNTP, including Mozilla Thunderbird.
There are also specialized NNTP programs, including Pan and bystand.
(Some are text, some are binary, and some are hybrid; you will need one
that supports text or hybrid.)
** Is there documentation with tutorial or introduction?
I like the kind of documentation that the existing one is, although I
am aware that some people prefer a different style. Someone who is better
at writing that different style should do so and contribute please.
** Are any libre puzzle sets currently available?
Not yet (as of this writing). However, anyone can contribute them; I
would be interested to see what you can come up with! (I am also working
on my own puzzle sets, too.)
** Hero Hearts puzzles will cause errors when a Bomb or Missile explodes,
and won't display Roller animations correctly.
The first problem is a bug in Hero Hearts (which occasionally causes a
GPF in the Windows version, but not always, due to race conditions). This
can be corrected by changing the line that says "From =%objFrom" in the
#EXPLO_ANIM message block of the $Fire class to "From $Grenade is if
From else 0 then =%objFrom".
The second problem is not a bug, but a bad design in Hero Hearts, which
Free Hero Mesh does not emulate. (This problem is purely visual, though.)
To fix it, add "(Synchronize 0 4 8)" at the beginning of the file, and
then add ":onoff %off if STOP Image 0 0 Animate else 0 Image Synchronize
then" to the end of the INIT message block of the $Roller class and then
add "=:onoff" at the end of the #ENABLE, #DISABLE, and #TOGGLE blocks.
** Some levels of the SANDY1 puzzle set fail with a "Type mismatch" error
before any moves are made.
This is the fault of the author(s) of those levels. The $SwitchFloor
class expects Misc1 to be a number, but somehow the level author put a
class name there instead.
** Level 11 of the CHESSMAZ puzzle set fails with a "Type mismatch" error
before any moves are made.
It attempts to perform arithmetic on object references to generate random
numbers. The generation of random numbers is not allowed (as it would
break the replay feature).
** The provided solutions of some of the Falling Hero levels with Closer
Seekers do not work.
I have no idea what's wrong, but I can confirm that this is true.
(If anyone can figure out what is wrong, please tell me.)
** There is a segmentation fault.
This is a bug in Free Hero Mesh; segmentation faults should never occur.
Please report it so that it can be fixed. Ensure that your bug report
includes all information needed for reproducing the bug, including the
compiler options you used. (If you can fix it yourself, do so and then
post the patch so that I can review it. You will still need to report
the bug; a patch does not substitute for a bug report.)
** Can the inventory and move list be displayed at the same time?
This feature is planned, but has not been implemented yet. (If you can
help by providing a patch or ideas about it, that might help.)
** Is there a table of contents of the levels?
This feature is planned, but has not been implemented yet. (If you can
help by providing a patch or ideas about it, that might help.)
** Why is there both Busy and UserSignal flags even though both flags do
the same thing?
It is because Everett Kaser designed the MESH engine that way, but I
don't know why it was designed that way. If you do not like to have
both flags, then you do not have to use both.
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