So you need rules to tell you how to act like well adjusted human beings? We have a word for that.
@Ganymede they want some laws.
So you need rules to tell you how to act like well adjusted human beings? We have a word for that.
@Ganymede they want some laws.
I feel like you should put this caveat in for flash Taskbar. It doesn't just flash the Taskbar, it takes focus, may Satan curse the developers soul.
Well I was going to make a PC, but then the newbie helper apparently deduced my musoapbox name and started pming me on here. So I know what game I don't intend to make a PC on. Seriously dude, chill the fuck out. I was reading boards. Creepy as hell.
@surreality The loudest ones usually don't understand what you're doing anyways, but it's certainly not conducive to any of the developers 'give a fuck' rating if everyone keeps telling us how little they want it. Hope the project goes well.
Regarding this talk of the next version of Mu, however, what do you want out of the interface? Everyone keeps clamoring for the removal of telnet. Fine, but you're just replacing that with something else. If not telnet, it will be some other form of server-client communication. Maybe you do that through HTTP Requests, Maybe you make your own protocol (Relevant XKCD), Maybe you do it by email, Maybe you do it by wikis or forums or Maybe you just decide to do it by database queries (Relevant XKCD).
We're all talking about eliminating the data source, but that has nothing to do with the interface. People wanted HTML in Telnet, so pueblo exists. People wanted sound in Telnet, so we came up with ways to do that (IRC used a protocol command, Muds had MSP). People wanted really involved GUIs with Graphics and what not, so they made entire GUI Clients (see Batmud Client, or the many plugins for Mushclient that create GUIs for games).
So we change to another data source, the popular idea so far seeming to be a database backed RESTful front end, but what do you actually want out of that interface? What should it do differently? It's still only going to have text to display to you. How should the text look differently? Yeah, we can do some better things with CG that way, but we could do the same things with telnet and pueblo.
I'm not the old man on the corner telling everyone not to advance, but maybe we should actually talk about what we want out of the advancement? At least a semi-clear goal.
@Sponge said:
@Alzie said:
@Chime said:
You're right though, it'd be nice to help people make things safer. Replacing mushcode entirely would be a better direction, I think.
There's evennia if you'd like to take that dive.
In the context of arbitrary users writing code, making it a language that interfaces with the host platform scares the hell out of me. Lua would scare me a little less given the existing platforms that have managed to isolate hosted code securely.
I haven't poked at Evennia in any meaningful way. I'd guess they never intended not-administrator users to add python modules.
There was a time I was interested in Evennia. That has passed. Not because it's a bad idea, but because of how it was implemented. They moved to a library based system, so essentially it's nothing more than a specialized socket leaving you to write libraries that interface with more libraries to make anything beyond basic commands. This was a bad design decision I believe. One that makes it largely inaccessible to a novice programmer. Or basically, if you have no idea what I just said, don't use Evennia.
@surreality Since we've been talking about telnet lately, here's a good FAQ question that a newbie would have: 'I clicked on your connect to play link but it asked me what program I wanted to open the link in and there were none listed! What do?'
Edit: Assuming I understand the topic correctly and that you are asking for suggestions as to questions that might appear in an FAQ for our hobby.
@Tempest said:
As for the dead stuff, I was looking at this.
http://kingsmouth.info/wiki/Departed
Which has a link to it straight from the main wiki page, and it has a 'Dead' section if you scroll down.
The question marks in those cases are players who died but the players haven't found out why. That page is maintained by players based on their IC knowledge.
Alicia Vasquez for instance was found dead. It was presumed to be TFV but no one could ever prove it.
Augustin Courtland is dead and for a very real reason, the players just don't know what it is.
Keep that in mind as you read that page. Staff isn't telling people why all these people died and for the most part, players aren't actively investigating why a player that isn't still active is dead now.
@Corruption said:
@Bobotron said:
Define 'sheet flexibility?' Are you expecting outside of say, powers to have lots of different attributes/skills that different character types are going to have?
Because building sheets would be based off of the code being used for the dice roller, and whatever storage method. If everyone has the same attrs and skills like NWoD and GMC, the other parts (just grabbing power attributes) should be cake.
We'd need the obvious (Attributes, Derived attributes, list of possible Races for selection) but what skills are going to be used depend greatly on the setting choices. I would not all be adverse to having code that lets you insert what skills are available on the +sheet - you entering it into a database of skills manually? If Savage Worlds is the chosen system merits and flaws get replaced by Edges and Hindrances.
I know if we need code added I'm going to have to write decent specs...am I doing ok so far?
My system is modular. You can make whatever stat categories you want and fill them whatever information you want. It doesn't actually care what's there, only that it is there somewhere. Additionally, it's already designed to be coder friendly.
Also, because you asked.
@ThugHeaven wrote:
- An Avasar, male or female, who just wants to watch the world burn.
You know us so well.
@thenomain They're the same vein of people that argue about whether or not waterfall or agile would make a certain project go faster. The answer is: The project would already be done if you stopped arguing over which software design paradigm worked better and actually designed software.
I did not expect that from a thread about a yes-first game we would delve into such philosophical questions as:
I am glad to know that I subscribe to this forum, just so that I might see these conversations pan out. I suggest that @Glitch change the name of this topic to 'Deep Philosophical Ramblings' post haste, we're sorting out mad fucking truths in here.
@tempest said in Your Opinions of These Games:
@alzie, I would like to highly recommend you check out United Heroes.
So like, I know you're being semi-sarcastic, but I'll give you a serious response. I have tried super hero games in the past. I really have, but super hero games tend to have this atmosphere to them. They all share this really serious, alt-a-holic atmosphere where everyone is really cliquish and they're all out to play as many FCs as possible so they can have as much TS as possible. And I get that. I am not here to shit on anyone's parade. You want to see Black Widow sex Batman, by all means, you have at that. That is a perfectly healthy, fine thing to want to see. What I don't get is why you need 27 friends with 5 alts a piece and an echo room to validate your desire. I mean you can get that for free on reddit.
That aside, even when you get past that issue, when I did try to integrate into super hero games, the RP wasn't that great. I expected that for the most part I would be engaging in mundane scenes and occasional super hero stuff. That party doesn't bother me. I mean, I played a ministry of magic law clerk on Alerre Flames and that was fun as shit, because I would go around and ticket people. But you know what? It was fun as shit. I never really got that from the super hero games I tried.
So anyways, end of serious response: Nah, that's ok. I can pretty much guarantee I won't enjoy it.
I really enjoy playing Felix on this game.
Nothing you can do player side. If you want to jab at the source though, it's really easy to change it to quit. There's this whole 'but uppercase commands operate on the socket' reasoning that gets thrown around a lot to justify it. In any case, go here:
https://github.com/pennmush/pennmush/blob/6edfb5ab776bc8bccc570a16d6d4117b6bf2f208/hdrs/conf.h#L58
Change it to 'quit' or whatever you want. Recompile. Profit. You don't even lose your current game.
I'm White through and through. My father's side is German, my mother's side is Italian. I'm told my father's family immigrated here shortly before WW1. I imagine they had a hard time since he was an officer in the german military. My mother's family doesn't know much about their ancestors and i haven't really bothered to look.
You can't change it, but maybe this helps.
All commands can be separated with a ';'.
Example: n;l green;s;say Dan Dare is back! -- do these 4 commands
There are several ways ';'s can be overruled.
Example: \say Hello ;) -- Lines starting with a '\' aren't parsed by tintin.
Example: say Hello \;) -- The escape character can esape 1 letter.
Ok, since there is some interest here, what about staffing interest. I don't mind being the mechanical person on the game, but there's only so much one can do with a coder and job machine. Do we have any takers for theme/plot and people that like people?
On pennmush, separating out Commands, Functions, Data and Displays is even easier thanks to Attribute trees. It's one of the things I like about pennmush. Mux is very annoying in that respect, because seeing a giant list of attributes isn't useful to anyone, Pennmush actually formatting it in a tree is useful Also, lattr respecting the levels is even better. That being said, attribute trees in pennmush are easily the most misunderstood thing that new coders encounter and that ultimately breaks their code when they first get started, especially if they're used to mux's version of lattr.