Fallout MU*


  • Politics

    First question: what is it about the code that people like?



  • @ganymede It was pretty in depth. There were investigation rolls that led to possibly getting leads or hints to plot stuff or something. Scavenging rolls for equipment and materials for crafting. A crafting system of some sort.

    What I read of the actual combat system? I wasn't impressed, tbh. It seemed like every special ability was just "you get a reroll on X", which is nice, but boring and also would slow down combat when you miss five times, but you have twenty rerolls.

    Personally, for the actual character system, I'd rather see if we can adapt the SPECIAL system more directly, or even look at the SIMPLE system for the tabletop RPG that Josh Sawyer was working on.


  • Politics

    @shelbeast said in Fallout MU*:

    Personally, for the actual character system, I'd rather see if we can adapt the SPECIAL system more directly, or even look at the SIMPLE system for the tabletop RPG that Josh Sawyer was working on.

    Broken record: FS3 could pull off the SPECIAL system quite easily. Skill set may be a bit more difficult. I don't think Faraday has the other knick-knacks and do-dads, but that wasn't personally the appeal in Fallout to me.



  • @bobotron said in Fallout MU*:

    @wolfs
    Volund's Code won't have any of their subsystems. It'll have all of Volund's MU* basics, but stuff like their scrounging, combat, etc. would not go with it.

    I don't know what all comes with Volund's code, but the main thing I like about it is the +scene coding and integration into a web-based log display without people having to do anything special for something to show up. It's really, really convenient.



  • @wolfs
    That's part of Volund's code, but you also have to have SQL setups on the same host as your MU*, just an FYI.



  • I play on a MOO (off and on) that has a pretty well developed wasteland code with thirst and animal hunting/scavenging mechanics.

    But I understand that MOO code is too much for your average MUSHer.



  • @admiral ...yegods, is that Ghostwheel? Is it still up and running somewhere?!



  • Nah. It's a cyberpunk game. It just happens to have a rather neat wasteland area around the city.

    It's as old as Ghostwheel though, if that counts.



  • @admiral If Cybersphere, I think they had most of the same code (originally, at least), too.

    The ghostcore was available somewhere, but it'd require an unholy pile of hacks to run like a MUSH or MUX.

    Coding in MOO was actually easier, I always thought, than MUX. The built-in error checking and tracebacks helped a lot on that front.

    User commands ended up more complex and wonky-feeling, though. The 'more natural speech' approach ended up more complicated rather than less. +attack <name> ends up being easier than attack <name> with axe for some reason.


  • Pitcrew

    @surreality said in Fallout MU*:

    @admiral If Cybersphere, I think they had most of the same code (originally, at least), too.

    Coding in MOO was actually easier, I always thought, than MUX. The built-in error checking and tracebacks helped a lot on that front.

    User commands ended up more complex and wonky-feeling, though. The 'more natural speech' approach ended up more complicated rather than less. +attack <name> ends up being easier than attack <name> with axe for some reason.

    Coding in MOO is a BILLION times easier than coding in PennMUSH, at least.

    As for commands - I mean. You can make your command whatever you want? It doesn't have to be 'natural speech'.



  • @tat The last time I tinkered with it, it had the <verb> <preposition> <target> format. I know people have changed things since to allow mush-like commands, but that all came lonnnnnnng after I last played around in it. I know the folks that did Truelands did a ton of conversions along those lines, at least.



  • @surreality said in Fallout MU*:

    @tat The last time I tinkered with it, it had the <verb> <preposition> <target> format. I know people have changed things since to allow mush-like commands, but that all came lonnnnnnng after I last played around in it. I know the folks that did Truelands did a ton of conversions along those lines, at least.

    It still is, since the command parser is hardcoded into the server. You can bypass it however by processing the args yourself. For example, MUSH-style switches are fairly easy to do (off the top of my head):

    #6:@org*   any any any
    set_task_perms(player);
    if ((i = index(verb, "/")) == 0)
      cmd = "do_org_list";
    else
      cmd = "do_org_" + verb[i + 1..$];
    endif
    if (!$object_utils:has_callable_verb($org_utils, cmd))
      return player:tell("ORGS: No such command. See help @org.");
    else
      $org_utils:(cmd)(@args);
    endif
    

    If you declare your verb with the args "any any any" then the command parser will not attempt to break your command into <direct object> <preposition> <indirect object>, you can do the processing yourself (all the args will be accessible in the args[] array). This will give you MUSH-style commands, only with a lot of extra work. personally, I wouldn't bother. IMO If you need to modify the server to make it work like a different one, you're using the wrong server.


  • Pitcrew

    So this is genuinely underway at this point, and we are looking for people to help test/build and generally encourage our coder to keep working and show interest.

    There may yet be another fallout game. Give me a message if your interested or post here to let me know.

    Got a server up and everything. We'll get more details out eventually, but for now at the very least we are planning to set the game in New Canaan and allow players to come from a variety of backgrounds as refugees to the city.

    More later.


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