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Sugarcube 'version' confusion

edited October 2016 in Help! with 2.0
I like to use the Sugarcube Story Format, but am confused as to 'versions'.

When I select it from the menu in the online version of Twine it says 'Version 1.0.34' but I've seen people on the forum talking about 'Version 2.9.0'

I want to make sure I'm using the latest, but don't see a '2.9.0' option version anywhere??

Comments

  • edited October 2016
    The are two series of the SugarCube story format:

    a. The 1.x series:
    This is the series which the 1.0.34 version that current comes with Twine 2.11 belongs to and it is the older of the two series. This series is no longer being actively developed by it's developer (TheMadExile) but it does receive bug fixes as required. The latest version 1.0.35 is available for download from the SugarCube 1.x website but you will need to manually add it to your Twine (1 or 2) application.

    b. The 2.x series:
    This series is only downloadable from the SugarCube 2.x website and you will need to manually add it to your Twine (1 or 2) application. This series is still being actively developed by it's developer (TheMadExile) and the latest version is 2.10.0
  • edited October 2016
    Thanks. So I can only use the latest version with the desktop version?

    I only wish the desktop version was as user-friendly as the online one.
  • Jud_Casper wrote: »
    I only wish the desktop version was as user-friendly as the online one.
    There is an off-line version of the online web-browser based release of the Twine 2 application, the relevant ZIP file(s) can be found at the project's downloads page, they are the ones without a operating system name in the file names.
  • Thank you. So I download all zips without an OS syntax, but then what?
  • You only need to download the ZIP file containing the latest released version which is twine_2.0.11.zip.

    You first need to extract the contents of the ZIP file into a folder on your local hard-drive, and then open the index.html contained in that folder with your web-browser.
  • edited October 2016
    Jud_Casper wrote: »
    I only wish the desktop version was as user-friendly as the online one.
    I'm confused by this. Save for the whole runs-in-your-browser thing, with all of the sadness that implies, the online build is, essentially, the same as the executable build for any particular release of Twine 2.

    How do you believe they differ?
  • edited October 2016
    greyelf wrote: »
    You only need to download the ZIP file containing the latest released version which is twine_2.0.11.zip.

    You first need to extract the contents of the ZIP file into a folder on your local hard-drive, and then open the index.html contained in that folder with your web-browser.
    Sorry to keep on - I'm not being stupid on purpose - but if it's only a html file won't this just be the same as using the online version, with the same issues of losing your game if you clear your browser data?
    Jud_Casper wrote: »
    I only wish the desktop version was as user-friendly as the online one.
    I'm confused by this. Save for the whole runs-in-your-browser thing, with all of the sadness that implies, the online build is, essentially, the same as the executable build for any particular release of Twine 2.

    How do you believe they differ?
    But they don't even look the same?? In the online version you can choose the story format, you can access CSS and JavaScript, and the whole thing is just cleaner and more user-friendly.

    Unless I'm missing something where the desktop version is concerned.
  • edited October 2016
    Jud_Casper wrote: »
    Sorry to keep on - I'm not being stupid on purpose - but if it's only a html file won't this just be the same as using the online version, with the same issues of losing your game if you clear your browser data?
    Yes—this is why the browser-based builds aren't really recommended anymore.

    Jud_Casper wrote: »
    But they don't even look the same?? In the online version you can choose the story format, you can access CSS and JavaScript, and the whole thing is just cleaner and more user-friendly.
    They look and function virtually identically.

    Twine 2 is simply a web application. The executable builds merely come wrapped within a web-shell—specifically, NW.js—which largely only affects how and where your projects get stored. As to that difference, which is fairly significant, the executable builds store your projects as files on your hard disk, while the browser-based builds store them within their Web Storage—this makes the executable builds quite a bit safer.

    Again, they largely look and function the same—since they really are the same.

    Jud_Casper wrote: »
    Unless I'm missing something where the desktop version is concerned.
    You must be confusing the executable builds of Twine 2 with something else. Perhaps Twine 1—though that doesn't make much sense, since you can do all of the things you talked about in it as well, though in a slightly different way. I suppose another possibility is that you may have downloaded a really old version of the executable builds.

    In the executable build you tried, is there a UI bar on the right side? If so, what version does it report at the bottom of the bar? If not, does it mention a version in the title bar?
  • edited October 2016
    I'll try and post some screenshots to show that the desktop version looks nothing like the online one. Bare with me.

    Okay, how can you say they are identical??

    Desktop
    twine_desktop.jpg

    Online
    twine_online.jpg
  • edited October 2016
    Yeah, I might have inadvertently downloaded the 1.4 version.

    Sorry about that. I've now downloaded 2, and it is indeed identical.
  • Yes—this is why the browser-based builds aren't really recommended anymore.
    I can't comment on if they are recommend or not but at least the Developer Tools still work in the web-browser based releases so I don't have to keep Publishing my projects to test the HTML, Javascript or CSS.

    Personally I have never have a problem with losing my projects because I back them up, which people should be doing anyway even if they are using the NW.js release.
  • edited October 2016
    greyelf wrote: »
    […] at least the Developer Tools still work in the web-browser based releases so I don't have to keep Publishing my projects to test the HTML, Javascript or CSS.
    That should be fixed in Twine 2.1 series.

    greyelf wrote: »
    Personally I have never have a problem with losing my projects because I back them up, which people should be doing anyway even if they are using the NW.js release.
    A sensible backup routine in no way invalidates the benefits of having safer data storage by default.
  • That should be fixed in Twine 2.1 series.
    Unless they decide to disable it again for safety reasons and to not confuse the end-user like it was last time.
    ...the benefits of having safer data storage...
    You mean the one that the application in some way encourages the user to overwrite with their published stories? The same one that uses a file extension that most people (and their operating system) associate with a HTML document where at best it is a XML file.

    I try to encourage people to use the release type they feel the most comfortable with while also pointing out the limitations of each release type, because in general one type is not better than the other as they both have their faults.
  • Well all this debate has told me one thing; I have no idea what version, desktop or online, I should be using.
  • Jud_Casper wrote: »
    I should be using.
    There is no correct answer to this question, it all comes down to personally preferences.

    Try the different releases of both the Twine 1.x and 2.x applications, also look at the command line tools if that option interests you.

    Personally I use the Twine 1.x application more than the 2.x ones, although I need the different Twine 2.x releases installed to simulate the environments of the people I try to help.
  • greyelf wrote: »
    Unless they decide to disable it again for safety reasons and to not confuse the end-user like it was last time.
    That's not my recollection of why it was lost—and I'm the one who reported the issue in the first place (see: Developer tools lost on Test/Play sub-windows). AFAIK, it was simply lost, not intentionally disabled, on the Play/Test sub-windows as part of a refactor.

    As part of his explanation as to why he chose a convoluted keybind in the first place, CK did mention that he didn't want end users accidentally inspecting the Twine 2 UI to prevent confusion, however, that only affects the main window—which you may still inspect in the latest v2.0 release (v2.0.11). He never stated that the loss of the developer tools on the Play/Test sub-windows was intentional and did, specifically, state that he wanted to restore the ability.

    greyelf wrote: »
    You mean the one that the application in some way encourages the user to overwrite with their published stories?
    I think you're overblowing the issue and attempting to ascribe blame not evidenced by any of the details we know.

    IIRC, end users have published to their Twine Stories directory, as far as we know, a handful of times—and, yes, there's probably been several more unreported occurrences. It's also squarely the fault of the end user not paying enough attention—more on that below.

    I'm unsure if you conflated project overwriting with the far more common occurrence of end users posting files from their Twine Stories directory, thinking that they're the compiled HTML files. That particular issue, at least, I would certainly agree is enabled by a poor file extension choice. That said, however, it's still primarily the fault of the end user not paying enough attention—again, see below.

    And no, I'm not picking on the end users here. Publishing to file in the executable builds presents the user with a standard save as dialog, clearly showing where the file will be saved. Overwriting files they didn't personally save in the first place and not taking notice of where their files are being saved is solely caused by a lack of attention. You cannot blame that on Twine 2. (Don't misunderstand me, I'm no Twine 2 apologist, evangelist, whatever. It has plenty of issues of which I'm more than happy to talk about—great and small, both with its code and the management of its development.).

    For the sake of argument, however, even if we assume that Twine 2's executable builds enable end users to make poor choices when publishing, that's still completely irrelevant as to whether or not Twine project data is safer within separate files on the filesystem or inside a browser's web storage.

    A browser's web storage is often stored within a database in, gently, hidden locations which often receive little in the way of backups—either by versioning or general backups. Worse, besides normal in-browser methods of purging web storage, there are far, far too many other programs which happily remove such data—computer "cleaning"/"speedup" programs being both the worst offenders in this category and often used. A browser's web storage is under no circumstances a safe place to store anything you cannot absolutely afford to lose, because you probably will at some point.

    The default location used by the executable builds is in a location which a) doesn't get purged at the drop of a hat and b) is a likely target to be collected within general backups, if any happen to be set up.


    Coming back to what started this. A sensible backup routine is a good idea and more end users should do so with their important data—I totally agree with you on this point. That said, even taking into consideration the fact that end users do not pay enough attention to what they're doing and allowing that the executable builds have some confusing naming issues, your filesystem—thus executable builds—is still safer for Twine project data by default.

    greyelf wrote: »
    The same one that uses a file extension that most people (and their operating system) associate with a HTML document where at best it is a XML file.
    The project data files containing a partial HTML document in no way makes them XML files.

    That clarification aside, I do happen to agree with you on this point. While the current file extension is technically correct, a different extension would have been a better choice—to avoid both potential confusion on the part of end users and allowing other programs to be associated with them.
  • I am not surprised when an end-user mistakenly uses the wrong location to save their outputs because the application itself (on Windows) only makes reference to three locations: the folder it was installed into, the Show Library related folder, and the last folder their Save As dialog referenced.

    There is no (offical, non forum) documentation telling them not to use the first two locations. If the end-user comes from a Twine 1 background, which by default encourages the end-user to save their output in a location relative to their story project file, it is even more understandable that they use the Show Library related folder.

    The project data files containing a partial HTML document in no way makes them XML files.
    While the custom markup elements contained within the project file may embody HTML/Javascript/CSS markup within them they are not HTML elements them self nor do I believe it is reasonable to state that the over-all file is a HTML document as it is missing a number of things required by the related W3 specification(s).
  • Blithely overwriting files you didn't personally save should serve as a warning. If the very first time you publish something requires you to overwrite a file, a file you didn't create in the first place, you should stop and think about what you're doing.

    Is Twine 2 helping here? No. This is still, however, a problem of inattention.

    Does this make web storage a good candidate to replace normal files for storing project data? No. At least with normal files, end users who are confused can always learn what they need to be doing—either by figuring out themselves or asking for help. Web storage is always dangerous by default and there is no way to make it safe.

    greyelf wrote: »
    While the custom markup elements contained within the project file may embody HTML/Javascript/CSS markup within them they are not HTML elements them self nor do I believe it is reasonable to state that the over-all file is a HTML document as it is missing a number of things required by the related W3 specification(s).
    Partial documents—those with omitted tags, including the basic document tags—have always been allowed due to issues with the original specification. They are also now explicitly spelled out within the specification since the introduction of HTML5.

    Custom tags have been allowed by browsers for almost as long as partial documents. They are also now enshrined within the specification since the introduction of HTML5. Further, they are currently in the process of being explicitly extended into full on custom elements—i.e. you may define custom behaviors and interfaces for them within the DOM.

    Project archives are missing a DOCTYPE preamble, however, that's a strict validation issue. They are as legal as real-world HTML documents may generally be depended upon to be.

    I'm not claiming the file extension wasn't a poor choice. It was, for multiple reasons—as I outlined previously. Twine 2 is, again, not helping here. That said, they are HTML documents and maintaining otherwise is poppycock.
  • ... maintaining otherwise is poppycock.
    Then I guess someone should let W3 know they need to change the definition of a HTML document in the HTML5 specification and remove the word 'must' in the sentence 'Documents must consist of the following parts, in the given order:' and replace it with the word 'can'
  • I think we've come pretty far afield from the original question, so I am closing this topic. This is already on the issue tracker, and I'd prefer further discussion to take place there.
This discussion has been closed.