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Provide the player with feedback on what is going on.Wouldn't it be helpful for the player, to know which attacks did he open so he does not open them again? For sure that would help, so take that into account then (this means thinking about user reactions and handling those correctly). For example, you have a list of attacks to be sent generated from your attack planner script. The script needs to be accessible and reactive-ready.This will make your script faster (since you won't have to add custom styles for everything and custom logic for example just to show a popup). If possible use the game API (when it comes to JS game API, UI, Dialog, etc) as much as possible. If possible, use CSS classes built-in into the game. It’s not hard to be followed even from beginners but even experienced developers might find some good practices there too. I’m pretty sure there are better ways (templates) to create scripts, as there are worse ways too. It kind of looks like I’m promoting my scripting method by “promoting” my script template. Probably it's easier for me to share my script template, a template that I have used in almost all my scripts. Also since there will be fewer errors if you use a script loader, it means less time trying to debug issues and more time to focus on new features For you, it's way more maintainable to simply modify the script on your code editor of choice and the updated script version will auto-propagate than having to always update the net forums thread with the new script version. Also whenever you update the script, the update will be automatically propagated to whoever has the script added on Quick bar. For the player, it is the best and easiest way to get scripts because it minimizes stupid errors like comments. Use a script loader instead of copy/pasting the script itself.Both solutions achieve the goal of having one script (one single source of truth), which makes life easy for you and for the players using your script. So which is the good solution then? Either make the string translatable or have the string be a script variable defined by the player. Completely separated from the script you wrote and maintain and whenever you release fixes/updates the cloned script will not get them. Bad solution because now the new script which is rehosted is considered as a new script. Different servers, use different languages and if your script depends on some string found in the game, one solution (bad solution) to port that script into the other server, could be to clone and rehost the script. Having a translation-ready script also helps with another thing, script maintainability in the long run. A script which is less prone to bugs and fairly more ready to be expanded.īy having created a universal script, you will automatically minimize possible issues of players running your script and the script non-working just because you worked the script on an archer world and the world the player is running the script is non-archer world or vice-versa. If you write your script to be universal and translation-ready you will already have created a script with strong foundations. Not world-specific, not unit-based specific (for example a script that only works on archer worlds but does not work on non-archer worlds). When working on a new script, try to make that script as universal as possible. is that worth it? Do we need a script to bring us to HQ and then another script to bring us to the Barracks? If instead, you are trying to "automate" 2 clicks. is this script worth it?ĭigitalization of a process (a.k.a script) is valid when you want to "automate" some complex/hard/repetitive task (for example sending resources from village to village, filling unit fields on rally point, etc). If it gains very little, like for example a script that redirects the player to HQ no matter where you are. Whenever you start working on a script think about what the player will gain from this script. So consider these suggestions as an open and fair discussion between developers, on how to improve scripts, instead of hard rules on how to write scripts. I will try to make my case to support those suggestions on each specific point as better as I can but you are not forced nor will you be denied script approval (if your script deserves to be approved) if it does not fit any of the suggestions below. You are not enforced to follow the suggestions mentioned below. So I will start by linking the official script rules and approval procedure:Įvery rule that is mentioned on the link above needs to be followed.Īll that comes below are only recommendationsbased on personal experience as a scripts author, they do not represent Tribal Wars official policy regarding scripts and scripting. In this article, I will share my own experience writing and maintaining Tribal Wars scripts. In 2023, they released a video called "The Internet is Worse Than Ever – Now What?". The content that the Kurzgesagt - In a Nutshell channel makes is based off from scientific journals, studies and papers, they fact check their scripts with real scientists and professionals that study the subject. The Kurzgesagt - In a Nutshell YouTube channel prides themselves on getting subjects in their videos as accurate as they can, their content consists of popular subjects that are happening in the world, from their six current Black Hole Videos, Stellar Engines and even Milk. 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If you’re asking why I want to use my own version of FFmpeg to export, it’s because it’s the one I’m most used to and doesn’t require me to set -strictįor audio codecs that stable FFmpeg hasn’t considered experimental for a long time. I understand how the program’s basic functions work, and that much is clear enough from a basic read of my posts, so it’s patronising to be given copy-paste information from the manual as if I haven’t already read it.ĭid you determine that the Audacity FFMpeg was damaged or defective, or are you just assuming it can’t be any good? Why do people on this forum insist on informing me about things I already made clear I’m aware of in my original post while skipping over what I’m actually saying in my posts? It’s highly annoying. there aren't many good free alternatives to audacity for audio editing/cleanup, but the amount of frustration and time i've spent is worth something, and i think i'm at that point where i'd rather pay money and not have this headache.You can use your own FFMpeg through the File > Export system.įile > Export > Export Audio > (external program)Įxporting using an external encoder program - Audacity Manual I'm already recording in Audio Hijack, so a significant portion of audacity's use case is nulled out for me. It's disappointing how much this is affecting my enthusiasm for audacity as a project, but the more i try to debug this and the more i sift through documentation and support docs clearly meant for windows users, the more i feel like audacity on macOS isn't getting enough attention for my needs. you don't benefit from apple silicon architecture, but you can't get that in 3.1.3 anyway, so it's not like you're sacrificing anything.Īt this point, i've tried to install the arm64 build of audacity on both a base Mac Mini M1 and a Mac Studio M1 Max, and neither were able to locate the ffmpeg libraries despite seemingly being correctly installed. I think since 3.1.3 runs on intel architecture anyway, you might consider using the intel/x86 build of 3.2.0, since that gives you realtime effects and the new UI. but i'm tired enough of debugging this that i'm ready to throw in the towel and conclude that whatever the situation, apple silicon support is hit-or-miss for 3.2.0 maybe having some pre-existing universal/x86 ffmpeg installation dooms you or something. One of the other posts here reports being on an M1 macbook air, so i can't really explain the different outcomes we've all had. i also tried some of the earlier releases (namely the beta and alpha releases of 3.2.0) and got the same set of issues. i'm honestly a little surprised that i found this relatively recent post, so i felt like checking in with what i've tried.Įdit: i just found that the x86 build finds the ffmpeg library without issue. I don't see debug output options or any kind of error reporting to go on, and i'm seeing this kind of error crop up for people over the years, so there's a lot of noise in the search results. /Library/Application Support/audacity/libs/ffmpeg.55.64bit.dylibĪt a loss for options, i tried pointing to each of them in turn, to see if that would get audacity to recognize./Library/Application Support/audacity/libs/ffmpeg_utils.52.64bit.dylib./Library/Application Support/audacity/libs/ffmpeg_codecs.55.64bit.dylib.tried deleting /Library/Application Support/audacity/libs and reinstalling. tried reinstalling ffmpeg via the installer. Tried uninstalling audacity and reinstalling. I see ffmpeg.55.64bit.dylib in /Library/Application Support/audacity/libs/, where it's supposed to be i select it in the Locate dialog menu and click open the window closes as if it worked, and. downloaded the 64bit version of ffmpeg and installed it successfully. I started using Fantasy Grounds recently, and I've required my players to build their characters in that regardless of what character sheet they actually plan to use - specifically because Fantasy Grounds has a very convenient "party view" that lets you see the entire party's stats at once. and then use their phones to play mobile games, read reddit, or some other distraction while it's not their turn. However, my players seem much more interested in having a paper sheet that will get cluttered, smudged, coated in food and beverage stains, have important details missing, and have things forgotten to be updated, only to have me print a replacement 2-3 times per campaign. I would absolutely love it if all of my players would have their characters on their phones - especially if it were through a service I could also view the character through on PC at the same time, and that helped them with the details so things wouldn't get written down without all the needed info because of forgetting or just not wanting to write "that much" Stacking their dice into towers, rolling little games of yatzee to themselves (even making up their own lil dice games to be playing), doodling on the margins of their character sheet, or even just twirling their pencil around.īetter, in my opinion, to get at the root of the problem (whether it's a player being genuinely distracted/disinterested in the game, or someone else being overly sensitive to the idea of someone being distracted/disinterested) than to give up all the benefits of allowing technology at the table "just in case" I have had to repeat myself to players that had nothing more to get distracted by than their character sheet, pencil, and dice. I have had plenty of players not know what they can do because they were left responsible for looking up their abilities and writing them down and there were a lot of words so they summarized or just wrote a name and a page reference, instead of having a tool that would present them the full relevant information at any moment they needed it with no more effort than checking a box.Īs for getting distracted, that's a whole different problem and the presence of technology just makes the symptoms more readily visible, it's not the cause though. If I was running Pathfinder Society stuff then I'd just roll more nat 20's against someone who wasn't paying attention :-P (not really, but I might threaten it) I realize this may seem Draconian to some, but I'm the Dragon Master!!! And these are my friends. During role play interactions where the party is talking to Someone Important, inevitably I have to repeat myself because someone was playing on their Atari 2600 and not paying attention!!! It's too easy to get distracted, and I'm not just talking about during combat. Phones, tablets, computers, game boys, iPods, Commodore 64s, and Babbage machines are not allowed at my table, nor are things like them. More than once I've had players not know what they can do because they had a tool put everything together automagically.Ģ. Creating a character for the first time, and having to level it up manually means you actually had to go look up the ability and write it down, and not just check a box. I *require* my players to use pencil and paper, for two reasons:ġ. |
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