8bb697bce8be
Update
author | Steve Losh <steve@stevelosh.com> |
---|---|
date | Sun, 07 Aug 2016 01:16:05 +0000 |
parents | 0a91aacc8568 |
children | ac4a59524f20 |
branches/tags | (none) |
files | README.markdown |
Changes
--- a/README.markdown Fri Aug 05 23:42:58 2016 +0000 +++ b/README.markdown Sun Aug 07 01:16:05 2016 +0000 @@ -60,6 +60,7 @@ [Silt2]: http://bitbucket.org/sjl/silt2 [cl-ecs]: https://github.com/lispgames/cl-ecs [cl-losh]: http://bitbucket.org/sjl/cl-losh +[DCSS]: https://crawl.develz.org/ ## June 2016 @@ -1040,3 +1041,18 @@ * Finally got around to consolidating all my `utils.lisp` files in various projects into [my own personal utility library][cl-losh], because the world definitely needs another one of those. + +### 2016-08-06 + +* Played a bunch more [DCSS][]. I'm addicted. This does not bode well for my + productivity. +* Worked on [Silt2][] more. Added rotting fruit, creatures, eating, inspection, + random names, and a bunch more. It's starting to come together. Four more + days left for the jam. +* Fixed the UTF-8 issues with the Silt telnet server. I just had to force + `export LANG=en_US.UTF-8` before running the Lisp binary in the telnet script. +* Fixed another funny bug on the Silt server. Building the Silt binary with + [Roswell][] means that when it runs `save-lisp-and-die` it saves + *everything*, including the initial seed for the random number generator. So + every time you telneted to the server you'd get the same initial world + generated. I fixed that by reseeding before each world gen.