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    Posts made by Ashen-Shugar

    • RE: MUX to TinyMUSH Connundrum

      @RnMissionRun said in MUX to TinyMUSH Connundrum:

      You might want to check into RhostMUSH. It's very compatible with both TinyMUSH and MUX, and offers a lot of modern features that neither of those servers has.

      https://github.com/RhostMUSH/trunk for the github pull

      The main dev hangout for Rhost is iweb.localecho.net 4201

      Everyone's welcome.

      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
    • RE: Information Storage Question

      @faraday said in Information Storage Question:

      @NightAngel12 said in Information Storage Question:

      I'm inclined to ask what's sucky about the Penn channel system, because I've never seen any issues with it. What does MUX have in their channel system?

      Primarily, Mux channels in let you can create custom aliases for each channel. Whereas on Penn you're stuck with +h for help and whatnot. Mux also lets you 'say' commands to the chan so you can do 'help who' instead of @chan/who help

      I really don't think it's a big deal objectively. But if you're used to the Mux way, the Penn way is frustrating. And vice versa.

      I'm pretty sure that Mike/Talvo recently added MUX channel wrappers to the code so it can mimic (mostly) the MUX channel command syntax.

      So most of these annoyances should no longer impact PennMUSH.

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

      @Thenomain said in Zero to Mux (with wiki):

      Notifications:

      09/12/17: The base TinyMUX install is not finding mysql.h. The Chime fork compiles fine. Looking for solution.

      I'd have to see the exact error message this is returning. Not compiled mux in a while, but if it's the .depend that's broke it could be a bad entry for it.

      You could try 'make depend' to enforce the dependency make and see if that fixes it.

      Also is it the local MUX mysql.h or is it the system mysql.h?

      If it's the system one (~/include/*/mysql.h) then you may need to specify MUX with a ./configure to specify the exact location of the header files. Again, been a while since I played with MUX.

      posted in How-Tos
      Ashen-Shugar
      Ashen-Shugar
    • RE: Information Storage Question

      @Thenomain said in Information Storage Question:

      @Ashen-Shugar

      I don't know why anyone would suggest not using 64k buffers. I can't code without at least 16 anymore, or at least SQL which is preferable but not universal.

      It's not so much that mush can't handle 64K buffers or more, it's that older routing and TCP buffers have issues with it.

      Some systems cap TCP buffers at 32K which can cause a retry and a retransmit on packets over that 32K, which depending on your network latency and reliability could potentially mean lost packets (seemingly information being cut off).

      Sometimes this is in relation to the receive window size being set to a ceiling of 32K, so any packets over 32K requires an acknowledgement before sending the remainder of packets. In around-robin TCP single-threaded engine, this could cause potential of issues and would likely require some back-end handling for additional buffering of packets not sent. Theory, as I've not researched it overly much on send/receive TCP window size alterations.

      When I played with 64K lbufs it seemed to work fine with people with fat network systems but those who were on older ISP's and slower networks occasionally complained about information being cut off.

      So it's why I usually suggest not going over 32K lbufs.

      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
    • RE: Information Storage Question

      @Mercutio said in Information Storage Question:

      @Thenomain said in Information Storage Question:

      @fo me=@edit object/test=$, [repeat(-,234234234)]

      I wish. it has to do with the player's command length. So if I recall correctly, the only way you will get it is by copying the output of [repeat(...)] and then saving that into an attribute. It generally just comes up if you try to store... for instance... poses. Or deal with bots.

      MUX and Rhost allow:

      think config(lbuf_size)
      

      It will return the size of the buffer on the particular game.
      Not sure if Penn has an equiv.

      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
    • RE: Wheel of Time MU(SH|X)

      @Packrat said in Wheel of Time MU(SH|X):

      The one benefit of people being awful at playing secret evil is that it is super easy to act in such a manner that they recruit you, then you can betray and slaughter them in mass because they never think to actually operate in a cell structure or similar.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: Codebase Pot Pie - Or what I like or wish I could have

      @faraday said in Codebase Pot Pie - Or what I like or wish I could have:

      @ixokai said in Codebase Pot Pie - Or what I like or wish I could have:

      Rhost's API is HTTP based but not RESTful.

      I'm confused. Didn't @Ashen-Shugar announce it by saying:

      "Rhost's RESTapi is effectively completed and live."

      It's 'psudo restful'.

      It essentially uses all header-driven queries to push and pull data from the engine.

      I could make it fully restful, but having full pathing in an http request didn't make much sense for a mush distribution, and honestly headers works quite nicely.

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

      @skew said in MU Flowchart:

      @Ashen-Shugar I'm told money can't buy love. Which means it has no value. πŸ™‚

      I think the only ones who say that are those who don't have it.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @skew said in MU Flowchart:

      I wanted to see a MU made so I learned to code. Lots of hand-holding from @Thenomain but it got done. Now I do the codey stuff to make the things go. Totally doable.

      I've also gone out of my way to help everyone I possibly can with their code issues. I've found that most game runners/owners don't care, don't appreciate help, and don't listen. I offered to install a mess of new features onto a game and it's been weeks and I've not heard peep. Oh well!

      Where's that Fallout game, @Ashen-Shugar ?

      grin soon as standing up a Fallout game pays the bills or is worth the time I take from my family, I'll let you know πŸ˜‰

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @Misadventure said in MU Flowchart:

      @Thenomain said in MU Flowchart:

      @faraday said in MU Flowchart:

      @Ashen-Shugar When I have some spare ponies I should look at that.

      It always comes back to ponies, doesn't it.

      Fat Pony

      It does if you know whats good for you.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @faraday said in MU Flowchart:

      @Ashen-Shugar @Thenomain ++1

      If I have my way, I'm never touching another line of MUSHCode ever again. That said, my very small stable of free horses is hard at work on a platform complete with tutorials so you won't need me to.

      I should get one of your spare horses to gallop a bit and write a ruby module to talk to the Rhost API πŸ™‚

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @Thenomain said in MU Flowchart:

      @Mercutio

      Like I agreed, some permissions knowledge can be important.

      As far as things like setting everything wizard, there is a benefit to learning things the hard way. It is far less dangerous to make this mistake now than you used to. My goal is more similar to @faraday or @Ashen-Shugar; get people willing to make the damn game.

      Because people should be able to make the damn game without waiting around for one of us.

      People, learn just enough code to make huge mistakes.

      Then make your damn game

      +1 here.

      Seriously. If you're waiting for us old timers to come riding in to save the day you're going to wait a very long time because frankly the old timers don't really have much time to do that riding, our horses are tired (or dead) or we're already in another town 'saving the day'.

      So make your game, and as Theno mentioned don't worry about making mistakes. Make them. There's really nothing you can do to a mush that isn't recoverable or reverseable so have fun, and just do it. The coders can engage in your game at any given time.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @faraday said in MU Flowchart:

      @Thenomain Yeah, pretty much. My intermediate tutorial walks you through who, finger, and a simple roll. (It also does a multi-pager for some dumb reason that made sense, like, twelve years ago :P)

      I also made a 'help coding' in the RhostMUSH help files that go through a fairly comprehensive overview of all the tools to start coding on a mush.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @faraday said in MU Flowchart:

      Frankly I wouldn't steer anyone towards learning MUSHcode at this point. Learn Python (for Evennia) or Ruby (for AresMUSH, which I promise will be publicly available one of these days) and try your luck with one of the next-gen servers. I think you'll end up in a better place - and learn a language that might actually be useful in the real world.

      ... or use RhostMUSH's restful API and code in any language you want with liburl πŸ™‚

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @Sunny said in MU Flowchart:

      @Lisse24

      www.codecombat.com

      Also

      https://see.stanford.edu/Course/CS106A

      It will not teach you mush code, but the Stanford class (it's free) should get the concepts across enough for you to teach yourself the mush stuff using helpfiles, dissecting other peoples' code, and asking for the occasional bit of help. Very few of the mush coders I know are anything but mostly self-taught.

      There's also Amberyl's Mush Manual

      15+ years outdated, but the base ideas and core features are still valid today.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @Thenomain said in MU Flowchart:

      @Ashen-Shugar said in MU Flowchart:

      @Bubasti said in MU Flowchart:

      I love you guys.

      Now I can stare at it for long hours, sipping brandy, and contemplating how I'll never be able to have my own MU.

      The key, of course, is to design a mush based on a theme that appeals enough to existing coders to draw them in so they can help you πŸ˜‰

      7th Sea.

      Fallout.

      The Strange.

      Anything @Coin mentions is vaguely interesting. (And a Your Mom joke here, because it’s Coin.)

      What are yours, Ashen?

      Games that'd get me interested, lessee.

      Fallout or anything post apocalyptic, anything with some good degree of time travel mechanics, resident evil (if done well and which doesn't attract wall-hanging narcissistic buttholes), and maybe some unique anime based one. Something like Armitage III, Gunsmith Cats, Gunslinger Girl, Sword Art Online, or similar that has some great character development and excellent story-board material for current and future game play.

      But most of the main-theme things like WoD, Trek, Wars, etc I think have been kinda like this...

      So as long as it's not something overused, and something that has great depth to continue many years of alteration and play-ability, I'm game to give it a looksee.

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: MU Flowchart

      @Bubasti said in MU Flowchart:

      I love you guys.

      Now I can stare at it for long hours, sipping brandy, and contemplating how I'll never be able to have my own MU.

      The key, of course, is to design a mush based on a theme that appeals enough to existing coders to draw them in so they can help you πŸ˜‰

      posted in Mildly Constructive
      Ashen-Shugar
      Ashen-Shugar
    • RE: @scan and search tools for MUX

      @ixokai said in @scan and search tools for MUX:

      As someone with the memory of a gecko, I can't code without @scan.

      I'm just saying.

      Here's the Rhost equiv of the added features for @scan, @ixokai

      &CMD_COMMANDTREE Global: ScanObj <SO>=$+commandtree*:@pemit %#=[switch([!!^setr(1,locate(%#,%0,*))][!!$v(0)],?0,list(lcon(globalroom()),[ansi(hc,[name(%i0)]%(%i0[flags(%i0)]%))][u(fn_pipe,%i0)]),01,CommandTree: Target not found[setq(1,X)],11,[ansi(hc,[name(%q1)]%(%q1[flags(%q1)]%))][u(fn_pipe,%q1)]%r)][ifelse(!match(X,%q1),ansi(hc,<--END))]
      &FN_PIPE Global: ScanObj <SO>=[setq(0,lcmds(%0,beep()))][iter(lattr(%0,,$),[ifelse(or(!$v(1),regmatch(extract(%q0,#@,1,beep()),%1)),%r[ljc(ifelse(hasflag(%0/%i0,noprog),ansi(hr,*LK*)),5)][ansi([ifelse(hasflag(%0/%i0,regexp),+orange,+purple)],%i0)] -> [edit(edit(ansi(hg,extract(%q0,#@,1,beep())),*,ansi(hr,*)),?,ansi(hr,?))])])]
      &CMD_SEARCHTREE Global: ScanObj <SO>=$+searchtree *:@pemit %#=[list(lcon(globalroom()),[ansi(hc,[name(%i0)]%(%i0[flags(%i0)]%))][u(fn_pipe,%i0,edit(%0,+,%[+%]))])][ifelse(!match(X,%q1),ansi(hc,<--END))]
      &CMD_SEARCHBYOBJ Global: ScanObj <SO>=$+searchbyobj *=*:@pemit %#=[list([listdiff([setq(0,locate(%#,%0,*))] [lcon(loc(%q0))],#-1 #-2)],[ansi(hc,[name(%i0)]%(%i0[flags(%i0)]%))][u(fn_pipe,%i0,%1)])][ifelse(!match(X,%q1),ansi(hc,<--END))]
      &CMD_SEARCHDB Global: ScanObj <So>=$+searchdb *:@break [lt(bittype(%#),6)]=@pemit %#=Permission denied;@pemit %#=[list(search(eval=%[grep%(##%,*%,*%0*%)%]),[ansi(hc,[name(%i0)]%(%i0[flags(%i0)]%))][u(fn_pipe,%i0,edit(%0,+,%[+%]))])][ifelse(!match(X,%q1),ansi(hc,<--END))]
      
      posted in MU Code
      Ashen-Shugar
      Ashen-Shugar
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