AresMUSH Updates
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Yeah some routers it seems are smart (or dumb) enough to ignore the null byte traffic. You have to send something explicit, like @@ or whatever the game's keepalive command is.
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Yay I finally managed to get it running! Now to learn how to actually /use/ it!
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Just an update... Ares is one step closer to a stable release. The web portal overhaul is complete and you can see it in action on BSGU. I'm churning through some bugfixes and installation script updates related to the separation of the portal and the game engine, and working on some more tutorials.
Here's a breakdown of the web portal features.
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@faraday said in AresMUSH Updates:
Just an update... Ares is one step closer to a stable release. The web portal overhaul is complete and you can see it in action on BSGU. I'm churning through some bugfixes and installation script updates related to the separation of the portal and the game engine, and working on some more tutorials.
Here's a breakdown of the web portal features.
I cannot TELL YOU how excited I am about this. The scene searching by character addition makes me super super happy.
The chat stuff also looks very cool.
Can't wait to get my hands on it!
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This is awesome, @faraday.
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Where's my WoD chargen? Gosh.
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Accepted.
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Suggestion:
While I really like FS3, I admit looking at Ares for anything that is not FS3 was fairly overwhelming. I'm a programmer by trade, but don't know Ruby or Rails, and looking at the Ares codebase without fully understanding it,... I wasn't quite sure where to start with such a thought.
A blog post or doc now that its in public beta that explains how to implement a very simple skill/stat/rpg system that isn't FS3 would be very welcome. As it is, I sorta get this feeling that Ares is not exactly another MUSH implementation, but the next edition of FS3. I don't think that's intended, as I do get Ares is all plugin based and the FS3 stuff are plugins.
I also don't mean any offense.
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@ixokai Thanks for the feedback.
The FS3 plugins can be disabled easily, as explained in Enabling and Disabling Plugins.
As for creating your own system - any new codebase is going to be somewhat overwhelming, whether you're sitting down to learn MUSHCode for the first time or you're like me trying to figure out Evennia (even though I know a little Python).
Have you checked out the Coding for AresMUSH tutorials series? One of the tutorials is implementing a simple traits plugin like you might find on a comic game. I thought that would be a good place to start for someone wanting to make a more sophisticated RPG system. If you find that inadequate and have some suggestions on where the gaps are, I'd be glad to hear it.
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@ixokai said in AresMUSH Updates:
Suggestion:
While I really like FS3, I admit looking at Ares for anything that is not FS3 was fairly overwhelming.
I had pretty much the same experience. After spending most of the day just getting it running, I poked at it a bit before my eyes glazed over, I said "Uhhhh yeah..." and went running back to Evennia. I'll take another look when it gets an official release.
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@rnmissionrun said in AresMUSH Updates:
I had pretty much the same experience. After spending most of the day just getting it running, I poked at it a bit before my eyes glazed over, I said "Uhhhh yeah..." and went running back to Evennia. I'll take another look when it gets an official release.
I'm sorry you had a bad experience, but without feedback there's no way for me to improve it.
What took a whole day to get running? Were there errors during the installation? Were the configuration tutorials unclear?
Did you try the coding tutorials? Did they suck?
Not trying to be difficult here, but without knowing where the stumbling blocks were, the official release will look 100% like the current release.
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Sorry for the double-post but I just realized I neglected to cross-post a note from the Ares Forums.
With the recent 0.7 release, I consider the code stable and ready for public beta testing. There's a complete suite of tutorials covering installation, configuration and how to code. While bugfixes and minor feature changes are still likely, I do not anticipate any more major revisions to the architecture.
I think it's less spammy to MSB folks to ask specific install/code/help-me type questions over on the Ares forum, but I'll answer questions here too.
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@faraday said in AresMUSH Updates:
@rnmissionrun said in AresMUSH Updates:
I had pretty much the same experience. After spending most of the day just getting it running, I poked at it a bit before my eyes glazed over, I said "Uhhhh yeah..." and went running back to Evennia. I'll take another look when it gets an official release.
I'm sorry you had a bad experience, but without feedback there's no way for me to improve it.
What took a whole day to get running? Were there errors during the installation? Were the configuration tutorials unclear?
Did you try the coding tutorials? Did they suck?
Not trying to be difficult here, but without knowing where the stumbling blocks were, the official release will look 100% like the current release.
I eventually figured out that the fix for my installation woes was to use rvm to install a different version of Ruby (or libraries, or whatever it is that you use rvm to install) than what was already on my server (keep in mind that I had no prior experience with Ruby so I really had no idea of what I was doing).
I took a crash course on the Ruby language, but was unable to discover a coding tutorial on the Ares website (I most certainly did look for one), nor was I able to figure it out after poking at the code for a bit.
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https://aresmush.com/tutorials/code/
It's under the 'tutorials' menu at the top. I haven't had a chance to go through them yet, but I did flip through to see what was there the other day and I was happy to see them, since just going through Ruby tutorials was useful for getting a grip on conventions and basics, but not as useful for Ares structure.
So far I've been finding the Ares documentation to be pretty good.
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I saw that before.
I think I got as far as the "Coding for Ares" page, saw that it didn't really tell me anything, and stopped reading.
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FWIW, the only code with which I've ever been fully proficient is MUSH code, and I've had really good luck with Ares since the beta release. I installed it according to her guide (twice), and it worked flawlessly both times.
I've been working through the coding tutorials, and it's actually pretty easy to pick up.
Also, @faraday is super-responsive on the Ares forum.
All that to say: Ares has been awesome to me since beta.
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@rnmissionrun said in AresMUSH Updates:
I think I got as far as the "Coding for Ares" page, saw that it didn't really tell me anything, and stopped reading.
Hmm... was this awhile ago? Because yes, during the alpha stages the installation scripts had various issues and the tutorials were virtually non-existent. I wouldn't be surprised if someone got frustrated trying to figure it out - but it wasn't really ready for public consumption yet.
Since then, though, I've polished up the install scripts to be as hands-free as possible and spent considerable time trying to make the documentation as robust as I could as @tat and @krmbm mentioned (thanks!) It doesn't just cover Ruby but goes into the various components of the Ares code. It has two step-by-step tutorials (Quickstart and Creating a Plugin) that give an overview of how to use the basic building blocks. If you saw all that and still feel that it "doesn't really tell me anything" then please feel free to submit ideas for what sort of tutorials you would like to see.