@Chime said in Dreams to Reality:
It's very pretty-- but it's a perfect example of what I was trying to avoid. I've been a UNIX person since 1995. I really do want just bare autoconf so that I can automate and do CI testing more easily.
Well, that's the brilliant part of it. It makes a dynamic file called 'custom.defs' in the src directory that has the Makefile variables. So you could use CLI and generate it in a batch or on the fly just fine. The menu is just an interface to generate the custom.defs file, that's it.
Unix guy here since 1985 (AT&T SYS3/SYSV on a 3B2), so I am all for the mighty CLI ;)
That said-- it is really nice to have all of those configurable features. Ideally they should become config options in the game conf file rather than compile-time features, but I understand quite well how big a pain that is.
Yup, we have a ton of customizations that way. All the mysql is in a rhost_mysql.conf, again, the Makefile menu interfaces with it.
The only compile times are those that make huge differences in the code itself, and again is just populated as DEFS's in the custom.defs file. So entirely CLI capable with batch processing. Yay is the UNIX.
Admittedly, a lot of my customizations to MUX were to remove a lot of #ifdefs for obsolete crap.
Take your MUX inc()/dec() option. What's the harm in having that always enabled?
Yea, some of these things we likely will re-visit to change from compile time to just conf parameters, most of it however was due to speed/performance considerations at the time.
[X] 26. SHA512 Passwords
I hope those are still salted?
Absolutely. 10 character randomized seeding per password encryption.
No rainbow table decryption for our baby ;)
@RnMissionRun said in Chime's MOO thread:
Are you familiar with RMOO?
Check out https://github.com/toddsundsted/rmoo
I may need to adapt it a bit for the last six years of emacs changes, but this is... fantastic. Thank you!
This has been all filled up! Thank you for the folks who asked.
If you're interested in getting cheap and easy-to-setup wikis for your game projects, use Namecheap. You can grab a domain and their hosting services are really inexpensive (like $20 a year), and they've got a Mediawiki plugin you can install through their control panel.
This should not be hard, depending on how much you want to differentiate.
@descformat on a parent for descs
@conformat on a parent for people
@exitformat on a parent for exits
Mind you, it won't hide things from the hardcoded 'examine' or just doing lexits(). But the question is, do you really need that level of hiding?
For the standard interactions, just @hook/override SAY, EMIT, POSE. Or, use a parented @lock/interact, though players might override that if they know about it.
@lock some exits if you really need to.
@Lithium Diku and Circle are both written in C and neither of them use MUX softcode that I know of. If you wanted to make a more traditional MUX, I probably wouldn't say anything, but with your desire for a highly coded game, evennia is very much a better choice if you don't know C.
I have no idea what this report has been about. I rather assumed at first it was a sarcastic response to a spam post that got deleted. I even went there and it looked like a parked address at first glance.
@Ganymede said in FATE/Disapora/Similar:
@Lithium said in FATE/Disapora/Similar:
CoD is actually a fairly solid system if you remove all the supernatural splats and abilities from it. As mortal only it's fairly balanced.