Guest Names


  • Pitcrew

    I'm opening a game with a few friends of mine. So far everything has gone smoothly. Until we tried adding custom names for the Guest bits.

    We modified the guest_prefix but that just stopped anyone from being able to type 'connect guest guest' and log in.

    I know it's possible. I've seen it done elsewhere. I can't figure out how to do it though. We run TinyMux and any help would be greatly appreciated.


  • Coder

    @Haven

    Pinging @Ashen-Shugar in case this is an Rhost thing. I’ve seen it too, but not in Tiny.


  • Coder

    Rhost allows arbitrary named guests, you just list the dbrefs or names in guest_namelist. (I have it set up to randomize this configuration option everytime a guest disconnects on M1963).

    That said I have no idea how to do it on MUX, sorry! :(


  • Pitcrew

    Thanks guys. I really appreciate the feedback! Looks like I may need to switch to Rhost for a couple of reasons now. If I'm lucky, things won't break too much.


  • Coder

    @Haven

    I'd say at this point, Rhost is 99% transferable from Mux.

    Just expect columns() to break.

    Hard.


  • Coder

    @Haven iweb.localecho.net 4201 is the rhost dev site where Rhosticans hang out.


  • Pitcrew

    @ixokai Thank you. I'll definitely stop in!


  • Pitcrew

    @Thenomain Is it? That's great! Thanks for the info. It really put my mind at ease about switching!


  • Coder

    @Haven said in Guest Names:

    @Thenomain Is it? That's great! Thanks for the info. It really put my mind at ease about switching!

    As a general follow up on things that 'break' when switching from MUX2 to Rhost:

    1. @mail is not transferrable. So that is lost.
    2. comsystem is not transferable. So that has to be recreated.
    3. Some features are 'different' and require some mucking around.. these are:
    • columns(). Columns() in MUX is not compatible with columns() in Rhost, as @Thenomain mentioned. However, part of the db converter script renames 'columns()' to 'column()' and part of the softfunctions.minmax (@function wrapper tool) is a MUX compatible column() function. It also contains various other MUX compatible functions that ease transition. This file is located in the ~/Rhost/Mushcode directory when you set up your Rhost.

    • Mail out of the box is not MUX compatible. However, there are mail wrappers that will work (again under Mushcode) that you can install that provides wrappers to the hardcoded mail system. Essentially, like Penn and MUX, Rhost has it's own hardcoded mail system which while very powerful is somewhat different in syntax. There are mail wrappers that mimic penn's mail and mux's mail available.

    • MUX 2.7 and later have a built in UTF8 hardline encoding. Whenever you extensively use ansi or unicode (utf8), and store the RAW format in attributes, that will have to be converted. Luckily, Kage made a utf8clean program that converts RAW ansi and utf8 to Rhost's meta-characters for conversion.

    • Sideeffects. Rhost has all the sideeffects that MUX has, and honestly all the ones Penn has as well. The difference is any object/room/etc that DIRECTLY uses a sideeffect must be set with the flag SIDEFX. This is a safty reason, so while annoying on a conversion is handy to have.

    • LBUF size by default in Rhost is 4K. At compiletime you can increase this up to 64K. I would suggest 8K if you want to match what MUX had, or 16K if you want to get a bit greedy. 32K is fine as well, but 64K can potentially cause issues on older network routers between you and the people connecting with it cutting off after 32K for TCP packet sizes. It's goofy, but I tend to just say don't go over 32K. You ABSOLUTELY MUST have at least 8K lbufs compiled BEFORE loading in the flatfile or you''ll lose data loading it in.

    • The comsystem in Rhost is softcode. Very fast, very powerful, and compatible with MUX and Penn. This is also in the Mushcode directory.

    • MUX has wizard and royalty for bits. Rhost has immortal, royalty (wizard), councilor, architect, and guildmaster. Each bitlevel grants varying levels of power. Nothing should be owned by #1 other than #1 (and garbage). There's debate when it's good to use Immortal or Wizard for global code and/or head builders/coders/etc. In essence, immortal bit gives someone effectively #1 access to your game, so use it responsibly.

    • Zones are different in MUX than Rhost. If you use zones, they will not convert. The reason why is MUX's zones, like TinyMUSH's zones, are like psudo-zone where it has a one to one relationship. Rhost's zones are a hybrid of Penn and MUX and in addition allows you to have multiple zones belong to a single thing.

    • Reality Levels -- Fully compatible. Whee.

    • Variable exits -- They should convert but you may run into issues. Variable exits are done a bit differently in Rhost so if you use them you may want to mark down where so you can double check them on conversion.

    • RAW ANSI in names of things. Rhost does not support RAW ansi of names. While it'll convert fine and Rhost will seem to work fine with it, you can tell pretty early on that Rhost doesnt' like it. It breaks formatting and other things, but doesn't 'damage' the mush with it done. The correct solution to this is re-name the ansified named items with a normal name, then just use extansi to colorize the name of the item (help @extansi)

    There's likely other small issues with command or functions you may run across here or there, but honestly most everything else should work 'out of the box' between codebases.

    Hope that helps.


  • Pitcrew

    @Ashen-Shugar Thank you very much, Ashen! That was really helpful actually. I always prefer to make a fully informed decision.


  • Coder

    @Ashen-Shugar said in Guest Names:

    • RAW ANSI in names of things. Rhost does not support RAW ansi of names. While it'll convert fine and Rhost will seem to work fine with it, you can tell pretty early on that Rhost doesnt' like it. It breaks formatting and other things, but doesn't 'damage' the mush with it done. The correct solution to this is re-name the ansified named items with a normal name, then just use extansi to colorize the name of the item (help @extansi)

    In Mux, this is called @moniker. Probably because goofballs tried this ansi-in-name thing on every game.


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