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    Posts made by Ashen-Shugar

    • Trend Statistics for RhostMUSH

      I made full statistical code for RhostMUSH.

      The trend will keep track of:

      1. Daily statistics for a full 365 day period.
      2. Monthly statics for a full 365 day period.
      3. Hourly statistics for a full 24 hour period (with averaging for all time)
      4. Year statistics for life of the mush
      5. A 'record' option that will show date and time when records are reached.

      It keeps track of max players and max unique connections.

      It's recommended you run on at least 3.9.5 before using this.

      Do to its heavy use of color (for the bar graphs) it tends to eat large buffering, so recommended you compile for 32K lbufs, though 16K should be sufficient and 8K may work but it'll be tight for +trend/hour. The others will work fine.

      I may look to recode it using list() instead of iter() then 4K lbufs would be sufficient.

      That's for Version 1.0.2 😉

      It's part of the git repo for the Mushcode suite.

      You can download and install it from: Trend Object

      This will not work on MUX.

      This may work on Penn with a rewrite. It actively uses printf() which would have to be converted to Penn's align().

      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
    • RE: Free Softcode Suite - Penn and Rhost

      @Volund said:

      @Cobaltasaurus
      MUX? It... probably will not. I haven't actually every touched TinyMUX. However it relies heavily on a lot of advancements that were only recently added to Penn and Rhost.

      Some aspects of it might work. It might be ADAPTABLE with some work, and sacrificing some features... but it's currently designed explicitly for Penn and Rhost. There's even some 'branching code paths' that differ depending on which you are running it on. Doesn't currently account for MUX at all...

      MUX is lacking the majority of regex functions that Penn and Rhost both share. Without those functions, your system won't be compatible.

      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
    • RE: d20 softcode

      @lavit2099 said:

      I wouldn't want to ruffle feathers and it sounds like asking those running Tenebrae would do that. If @Ashen-Shugar would like to give me a copy, that would be great.

      How soon would you need something like this?

      The reason I'm asking is I can of course get you a copy, though it's pretty tied into Rhost, but -may- work with PennMUSH as well. Due to the regexp requirements, MUX or TM3 are right out. Not without either some significant rewriting of the softcode (which I wouldn't suggest on an enemy as Dahan softcode is... something that requires consistent and significant amounts of Absinthe) or requiring dropping in the missing regexp functions into the hardcode of the codebases. So using Rhost (or likely Penn) shouldn't be an issue, but it needed to be put out there.

      The second issue is, frankly, as it stands right now Dahan code is at best 3/4ths cooked. The workbench has missing features, the space system is a danging incomplete void, it's horribly documented, and sections should frankly be a rewrite. You can likely pull SAGA like was suggested, but I wouldn't be the one who did it 🙂

      The other option is wait for SW:DoD to finish their rewrite of the Dahan code. Ysalamir is currently reworking the system, finishing up the space system, reworking a lot of the dangling WTF points, and making the documentation a bit cleaner. And when finished Ysalamir fully intends to release all the systems openly and publicly (at least as he told me). I'm thinking it may be done in 6ish months, but you'd need to reach out to Ysalamir on this as he holds the schedule on this and I do not.

      So, end story, it is available. There's not any 'installer' per say which makes it more difficult and likely the one Ysalamir will be providing will be a fully featured installer.

      So if you want the Dahan code now, I'll have to clean it up, so it'd likely take me a few weeks as I try to build around it a lame-ass jury-rigged installer.

      Let me know your time schedule and if you want to move forward with this and I can look to make it happen.

      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
    • RE: Identities

      @Ninjakitten said:

      Robots.

      ...there's a Player body, which hangs out OOC, and it can create @robots, which go IC. They belong to that player body, but can be logged in themselves and are the character bodies. RP as normal while logged in to one of them; they can send and receive mail and post to bbs and etc. as well.

      True separation, but you can have your player body and as many of your characters as you can handle logged in at once, and you don't have to do at-a-remove commands to play.

      Sadly, @robot doesn't exist on PennMUSH. It's a MUX/TM3/Rhost/etc, but not PennMUSH.

      I would presume this is wanted to be a portable system, so it has to use something other than @robot.

      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
    • RE: Zero to Mux (with wiki)

      @Glitch said:

      Are you having trouble connecting Rhost to a database or Mediawiki to a database? If it's Rhost, I imagine it has a configuration setting when making and a conf file like TinyMUX does where you need to put in your database name, username and password. Mediawiki has a web-based walk-through when you navigate to your wiki's site. Either way, both are going to require the a database to be present first.

      Hopefully, some of our Rhost savvy people can chime in here if I'm off base.

      The mysql configuration is all handled with a config file. You need to compile Rhost with mysql support, and it requires mysql_config (so whatever package your linux distro's package that includes that).

      $ pwd
      ~/Rhost/Server/game
      $ cat rhost_mysql.conf
      #= MySQL settings ##################################################
      #= mysql_host: The hostname to connect to. In theory this means
      #= that a remote host could be used, but unless you've
      #= a really fast connection to that box it's not
      #= recommended
      #= mysql_user: The username to connect to the database as.
      #= mysql_pass: The password for the above user.
      #= mysql_base: The name of the database to connect to.
      #= mysql_socket: the mysql socket protocol library
      #= mysql_port: the port the mysql database is listening on
      #=##############################################################
      mysql_host localhost
      mysql_user dbuser
      mysql_pass dbpass
      mysql_base dbname
      mysql_socket /var/lib/mysql/mysql.sock
      mysql_port 3306

      posted in How-Tos
      Ashen-Shugar
      Ashen-Shugar
    • RE: Chat blocking

      @Coin said:

      [snip]
      You know, you were straddling a line pretty well for a while there. Now^H^H^H you're just a fucking dickbag troll again^H^H^H^H^H. Good job lowering expectations again.

      There, fixed that for you.

      posted in Suggestions & Questions
      Ashen-Shugar
      Ashen-Shugar
    • RE: Chat blocking

      @Lithium said:

      Is it possible to at least be able to block someone from chatting with you? I don't need @Cirno spamming my chat box with him cursing me and typing that he's grabbing his cock. That'd be awesome because I'd really just rather not read it at all.

      Thanks.

      He probably still assumes you're a guy.

      posted in Suggestions & Questions
      Ashen-Shugar
      Ashen-Shugar
    • RE: Multiple Games on the Same MUSH?

      @Alzie said:

      Restricting commands to a subset of the grid is as easy as maintaining a good set of Zone Master Objects. Zone your games and set your commands so they only work in those particular zones. Done. As always, this works great on Mux and Penn, but Rhost has to redefine the wheel and Zones don't work at all like they do on the other two.

      Welll.... not... entirely... correct. There's some settings you can set that will allow zones in Rhost to have zoneparents, inheritance, zonemasters, and all that jazz similar to how they work in Penn and/or MUX and/or TM3. How you assign zones though is different, that I'll grant you. The biggest difference is that Rhost allows things to belong to multiple zones at the same time, keeps all the zone information hashed in memory for faster lookups, and allows command overriding and/or restriction based on zones. So you could, for example, have say and pose work differently based entirely on what zone you're currently standing in. This allows a much more flexible form for exactly the case being described here. Sometimes, reinventing the wheel pays dividends, sometimes it doesn't.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: Multiple Games on the Same MUSH?

      @Arkandel said:

      @Roz said:

      At the very least, I know of Pern games that have more than one grid that technically exist within the same world but basically function as two separate entities.

      Yes, but staff is the same for all, policies are identical, etc right?

      Depends on the game. There's a few muds/mushes out there that have a multi-tier environment. Each sub-game has their own layer of staff, global code, zone, parent trees, etc etc. I'm not familiar with all the details, but it would be possible to cross-link world-global code, then using methods in whatever flavor of hardcode (mux, tm3, rhost, penn, diku, whatever) use the tools available to segregate each individual sphere into its own domain.

      Kinda like having the mush engine as a VCenter and each individual sub-world as a VM on it. Nifty idea, can be done, but would take additional work to make it work cleanly.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: Which MU* telnet clients are still popular?

      @Lilli

      Can you verify if this is the case with Rhost? I know I worked with Mike/Talvo on Potato to help fix some Compat issues. I thought this was one of those that got fixed. I even put in a @decompile/tf to mimic Penn's requirement.

      --Ash

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: Rhost MUSH Hosting?

      @Lilli

      Bit delayed, but hypothetically Rhost should compile cleanly on any unixy system.

      There was a bug with latest ubuntu with our openssl identifier that would think openssl was installed when it really was not. Mind you, it doesn't require ssl at all, it just enables it if it detects it. It enabled it erroneously on newer ubuntu systems (14.04+ apparently).

      It's been successfully compiled on all flavors of Linux, FreeBSD, OpenBSD, Mac OSX Lion up to Yosemite (not tried the latest, anyone willing to give it a go?), Solaris, AIX, it used to work on HPUX, not tried since, like, the dawn of dinosaurs, and even got it working with CYGWIN on Windows (I still need to shower for that). Think someone got it working on a PS2 and rasberry pi for kicks, but I never saw it running so take with a grain of salt.

      I know people on MUS*H (The PennMUSH dev site for those not in the know: gungnir.pennmush.org 4201) or on the Dev Asylum (The RhostMUSH dev site for those not in the know: iweb.localecho.net 4201) offer free hosting, some on local systems, some on raid-capable deduped systems.

      They tend to host anything you want, Penn, Mux, LP, Circle, Smaug, Rhost, Diku, etc etc long as it likely won't be a security risk and eat the server while grunting like an alien hybrid. I'd just openly ask around, and you may be surprised on what servers are available for hosting.

      As for requirements for Rhost, I've done my best to make sure they're as minimalistic as possible:

      You need a ksh/bash/dash for a shell and standard unix tools (grep, awk, etc)
      You need a compiler (gcc or clang)
      You need libcrypt (which should be standard)
      openssl dev packages (optional, skips digest/ssl if not found)
      libpcre (optional, it uses it's on internal code if not found)
      mysql (optional, ignores it if not enabled)
      sqlite (optional, ignores it if not enabled)

      And as it can integrate with external processes, binaries, and scripts, likely whatever else you may want to integrate with Rhost.

      So, minimal needs, to whatever you want to throw at it I guess.

      Good luck 🙂

      --Ash

      posted in MU Questions & Requests
      Ashen-Shugar
      Ashen-Shugar
    • RE: Fallout 4

      I'm enjoying Fallout 4, and while it has the same feel, more or less to New Vegas, it doesn't seem quite as polished. Granted, it's a hell of a lot more stable, but the overall interaction seems... less thought out.

      The user interface is also annoying me. I absolutely loathe that it doesn't mark new notes or messages as unread, when you already have an inventory over-spilling with them it's becoming a trifle irritating to find the one that flashed on your screen for the 1 1/2 seconds as you picked it up.

      This is something I appreciated with the Fallout 3/NV series in that it kept things marked as unread until you actually got around to reading them.

      Requiring DX 11 also makes me scratch my head some, but meh.

      I also dislike that you have such a small space to rename items yet the self-naming with attachments is ridiculously long. I have other irritants with Fallout 4, but overall I find the game pretty enjoyable.

      posted in Tastes Less Game'y
      Ashen-Shugar
      Ashen-Shugar
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