Gwen is pretty much the bomb. I hope she shows up around here; she occasionally did pop in on WORA. Great lady, great coder. Once upon a time back when I could code, it was her stuff that I tore apart to figure out how it worked. Good stuff. Thanks for posting the link!!
There is a lot of love for Deadlands out there, and Savage Deadlands is great. I use their dueling rules for other settings as well.
The next time I do Star Wars for my group it will be with Savage Worlds. I just have to make a Sabaac deck for initiative!
As another source for answers too ... mush.pennmush.org:4201
Great folks there. Usually pretty quick with answers usually and, if not, good about checking channel history to answer questions when idle.
@faraday It turns out not to be too terribly difficult, at least at the level I'm working at right now. There's certainly more advanced Docker stuff that will probably result in images that are more secure and which do things 'properly' but for now what I'm doing seems to work.
What I did was I created a Docker instance for Ubuntu (I actually tried some more minimal setups at first but went back to Ubuntu because of some of the tools I wanted). Once you spin that up you can log into it using a command similar to docker exec -i -t mocker_game_1 /bin/bash (mocker_game_1 is the name of the Docker instance I'm running and /bin/bash gives me a shell inside of it).
From there I basically figured out all the steps that I would have to run to setup a new tinyMux server (downloading build tools, configuring, compiling, etc.). You then create a Dockerfile (not to be confused with docker-compose.yml) that repeats those instructions. You run a new command along the lines of docker build -ttinymux:2.10-U ~/Docker/mocker/release/ which tells Docker to build a new image called tinymux:2.10-U using the Dockerfile found in ~/Docker/mocker/release/.
That's sort of the 'elevator pitch' version of it, anyway. It does get a little tricky since the commands in the file can't pause for input and you need to work in stuff so that when you run things for the very first time data gets moved around so it is accessible from outside docker (for persistence and so you can back it up) but if you're already capable of compiling a game on a new machine you can probably handle those extra issues.
Like I said, I will provide more complete details about everything I was doing so that you can build your own Arcker (or whatever you'd like to call it) image. I just want to wait a day or two in case someone says 'oh, Holy Hell, the way you've done this will lead to the eventual extinction of life on Earth. Don't do it that way' or something similar before I write out the more detailed account. This is just to show you that it is probably not hard at all (having never spun up a copy of Ares I don't want to absolutely promise it will be easy since there might be some gotcha I don't know about) for you to build your own image.
Penn also has MUX-style channels as a default option now. Like, I don't think it requires any extra set up; it's just part of the core, and should just straight-up work with addcom or @clist and such.
Updated the +help sample to actually use MVC structure (sort of). Added proper help files for it (ha!). I would now consider the +help thing a full-fledged piece of code and no longer "basic". It's ready to be repurposed for whatever data storage needs to happen.
There have been some minor updates to Cheapass Clusters as I discovered it wasn't storing raw code, and fixed a few other bugs.
Not sure anyone's using these, but if you are, you probably ought to update.
And for my next trick: anvils. ...or rather, a generic stat system. :D (Yes, so you non-WoDers can have a chargen that isn't locked to that system.) This will probably take some time, though. I'll start a new topic when ready.
Do note, on Rhost, changing the timeout only applies when the individual characters next connect -- the timeout is set on the connection itself so updating it doesn't update that value. This has confused the hell out of me in the past.
Your hosting was awesome at a critical time for us at Tenebrous Isles, Chime :) thank you so much. I've played on many of the games you hosted and you were always reliable and amazing for the people that depended on you.
I hope you have lots of restful days after the closure without worry of someone pinging you about an outage or issue! You've definitely earned it!
My plan is to allow characters from both EotE and F&D. I think I have a theme/setting in mind that will work well for it but we'll see.
Obviously, I didn't post the address yesterday, I was sick in bed all day for the most part. Today I'm at work and tomorrow I have no telnet access so I don't see a point in posting the address today. However, I'll be around all day Saturday and beyond so my plan is to use today to write up my proposed theme/setting idea and then post the address first thing Saturday morning (around 6am Eastern time).
@thenomain said in Muxify Bug:
@skew said in Muxify Bug:
Remember that time over a year ago when I pointed this out, and @Thenomain replied with "works fine in mac"? :D :D :D
Still works fine on a Mac. I don't know what you guys like about not spending tons of money and being able to play video games on a computer for.
Some of us spend no money and aren't able to play video games on a computer! But at least we have tintin++, right?
@RnMissionRun said in MUX to TinyMUSH Connundrum:
You might want to check into RhostMUSH. It's very compatible with both TinyMUSH and MUX, and offers a lot of modern features that neither of those servers has.
https://github.com/RhostMUSH/trunk for the github pull
The main dev hangout for Rhost is iweb.localecho.net 4201