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Laila, Here is what I think might be happening. In verify mode, the movelist is contained in a hidden INPUT element. When it gets passed to send mode, WebTV may be ignoring the linefeeds in the movelist, passing what should be multiple lines of text as a single line. If this is what is happening, you will see your move on a new line in verify mode, but when you get to send mode, the whole movelist will be on one line. Please let me know whether this is what you observe.
To Tony and Fergus:<br><br> It is my conclusion based upon what I have observed that you are correct about WebTV not reading the feeds properly. Thus this means that WebTV may very well be incompatible with the Game Courier. Since this is the first time you've ever had it tested with someone on a WebTV unit, I would say there needs to be more research done on other kinds of access to the internet. Not just on <i>this</i> site, but many around the WWW.<br><br> I tried to make my move as White on our Imposter Chess game, Tony. However, I'm encountering a completely new error message. I entered in the 'moves' field this notation: <b>N b1-a3</b>I then 'Verified' my move. But instead of being taken to the page that says my move was submitted, I get this peculiar error message:<br><br><b><i>'Fatal error: Maximum execution time of 30 seconds exceeded in /home/chessvar/public_html/play/pbm/sendmove.php on line 40'</i></b><br><br>I haven't the slightest clue as to what caused this one. Perhaps it could be once again blamed on the incompatibility of the Courier & WebTV ??<br><br> <center>You tell me...<br><br>~ Laila
Laila, Try it again now. I have read that WebTV is very strictly standards compliant, and that the standard newline indicator is CR+LF. So, in the movelist, I have now ended each line with a carriage return plus a linefeed instead of just a linefeed. Please let me know if this fixes things for you.
Tony,<p> I'm deleting our game and sending a new invitation in e-mail. I want to try this again with the fresh version.<p>Fergus,<p> I'll test out everything once again and report back to you about what I observe.<p> ~ Laila
Fergus,<p> I seem to be having difficulty making my first move in me and Tony's game. <p>I was chosen to play Black and for my first move, I typed: n b8-a6<p>I received this message: 'Fatal error: Maximum execution time of 30 seconds exceeded in /home/chessvar/public_html/play/pbm/sendmove.php on line 40'<p> Is this a new type of error, or a ghost from the last one? Also, I notice that at the top of the game page (the one showing the board and 'moves' form) there is a message from you (I think) telling me about a debugging code, this message contains also the changing comments/moves from the current opponent of my game, and my 'status bar' becomes empty when this page is clicked. On WebTV, usually a (javascript[?]) error has occured when the status bar is empty.<p> I'll be on the look-out for anymore 'bugs'. In the meantime, until the aforementioned is found/corrected, I will be unable to make any moves on my games.<p> ~ Laila
The line you mentioned in sendmove.php is part of a for-loop. The error you reported is probably caused by an infinite loop. Since this for-loop goes through the lines of the movelist, odds are very good that my solution did not work for you. I have now tried a new solution. The script now encodes and decodes form data. So linefeeds no longer even appear in hidden form values. Please let me know how this works for you.
Fergus, when I attempt to verify a move in my Anti-King Chess game with Antoine Fourriere I get:
<p>
The logfile ../pbmlogs/anti-king+chess/peteraronson-AntoineFourriere-2003-309-227.php does not exist.
<p>
Any ideas?
Fergus, Is there a problem with the system?. I can´t make my moves, when I try to verify, the message -that Peter pointed out- appears. Antoine have had the same problem with his games. Do you know what happens?
Problems with Courier System?. (I sent the last message)
The problem should now be fixed. As mentioned in my message to Laila, I made some changes to accomodate WebTV. It now encodes and decodes form data. But I did not have it decode form data early enough. I had it decode form data after reading the log, because it was at this point that I was already assigning all the POST variables. But this was only to override the values set in the log. PHP naturally assigns all POST variables without any explicit assignment in the program, and I was using some post variables to tell which log to read. This is where it broke down. It tried to use the decoded form of the game's name, and this didn't work for names with spaces in them. So, to fix this, I copied the code for assigning POST variables to an earlier part of the script. It should now properly identify which log to read for all games.
Hey!<p> The Courier is working beautifully now!I don't know how ya did it, but I think it's great! Good Job :·)<p> Now, Tony, we can continue our game without interruptions. Oh, and by the way, I was thinking it might be a good idea if the rules could be seen on the Imposter Chess Courier page, so that if during play, someone forgets something, they can just scroll down instead of clicking a link. Keep the link though, but gotta have those rules right where you can see 'em! <p> Thank You! ~ Laila
Hello,<br><br> I'd like to ask what everyone thinks of the following preset for <i>Imposter Chess</i>?:<br><br><a href='http://play.chessvariants.com/pbm/play.php?game%3DImposter+Chess%26set%3Dmagnetic%26colors%3DAAAACC+444544%26cols%3D14%26code%3D3rnbqkbnr3%2F3pppppppp3%2F%2A%2A%2A%2A%2F3PPPPPPPP3%2F3RNBQKBNR3%26rules%3Dhttp%3A%2F%2Fwww.geocities.com%2Fpurpledove2k%2Fimpchs.html%26board%3D01.10.%26files%3DA+B++a+b+c+d+e+f+g+h++C+D%26bcolor%3D000000%26bsize%3D23'><b>Click here</b></a><br><br>It has been modified so the pieces are better viewable.<br><br>I will probably end up asking Tony to change it from black to the one above. But before I go about doing that, I need to know if this Preset is satisfactory to the average player.<br><br> <center> Thanks,<br><b>~ Laila</b></center>
Laila, the new preset is quite nice. The contrast between the border and the squares makes the board more clear. I can make the changes and add the minirules.
Tony, make it so! <center><br><br>~ Laila</center>
There is insufficient contrast between the board and the off-board areas. There is no need to checker the off-board areas, since they are just holding areas, not playing areas. Leaving them uncheckered would create better contrast with the board, which would allow players to more easily distinguish between the two.
Ahh, you make fine points, Fergus. Unfortunately, I am without the necessary knowledge to modify the board in such a way. Perhaps Tony can lend a hand ?<p>Thank you for your helpful observations!<p> ~ Laila
How about this? <br><br><a href='http://play.chessvariants.com/pbm/play.php?game%3DImposter+Chess%26set%3Dmagnetic%26colors%3DAAAACC+444544%26cols%3D14%26code%3D3rnbqkbnr3%2F3pppppppp3%2F%2A%2A%2A%2A%2F3PPPPPPPP3%2F3RNBQKBNR3%26rules%3Dhttp%3A%2F%2Fwww.geocities.com%2Fpurpledove2k%2Fimpchs.html%26board%3D00001010101000.00010101010000.%26files%3DA+B++a+b+c+d+e+f+g+h++C+D%26bcolor%3D000000%26bsize%3D23'><b>Click here</b></a><br> <br>I made the holding areas one color.
Tony, that's exactly what I had in mind! Thanks :·)<p> I think we've got it now!<p> ~ Laila
I'll quickly mention some updates I made to Game Courier today. There are now three kinds of automated move instead of just one. There is a pre-game automated move that is performed only once before the game starts. There is an automatic move that by default regularly follows each move. And there is an automatic move that regularly follows the second player's move. When this is set, the default automatic move is performed only after the first player's move. Note that few games use automated moves, but they're there for games that can use them, such as Motorotor and Brand X Random Chess. There is now a shuffle command, which is useful mainly for automated moves. It should be followed by a series of space-separated coordinates. It then shuffles the contents of these coordinates. I used it to randomize the position of pieces in Brand X Random Chess. It will also be useful for other random phenomena, such as Chess dice. But I still haven't tried that out. The results of past randomness in a game is preserved by using the same seed throughout the game. Each game gets its own seed. The same seed is used to initialize the pseudo random number generator, and the same random numbers are calculated in the same order whenever a log is loaded.
I added more commands to Game Courier today. They include capture, change, conserve, convert, delete, empty, kamikaze, remove, reverse, rotate, shift, and swap. I made some commands simply because I knew I could, and I figure they might come in handy for something. I made some others with specific games in mind. Details are in the Developer's Guide. While they can be used by players in the Moves field, they are designed mainly for use with the automated moves.
I was just going to say, <u>Fergus Duniho</u> that you probably whould write 'if you find a bug' instead of 'when you find a bug'.
I didn't say 'if' or 'when'. I said 'whenever', and it expresses what I mean just fine.
For some reason, when the page auto-refreshed, it went to a regular chess game, and I was playing Seperate Realms Chess. ?????????????????????????????????????????????????????????????????????????? Help!
I wandered into this site trying to find an opportunity to play an email version of a game we used to call 'blitzkrieg,' which someone tells me is technically 'kriegspiel', which I thought was available here. What does it take to get a new game added? Also--another variant I expect has not been tried by anyone since my best friend & I played it ~1962... It was played on a subdivided chessboard (16X16) with the pieces set up on a paper board (the raft) in the center. The raft moved every time a piece slammed into an edge, as far and in the same direction as the piece had moved. A 'cutter' in the center of the board would destroy or separate cells as the raft moved across it... Perhaps the game started with the board already in halves, in the center of opposite edges (It's been awhile.) As the board got more split apart much depended on how quickly various pieces could move oddly-shaped fragments...
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