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    • Posts 263
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    Best posts made by Chime

    • RE: Code Teachers?

      @Cobaltasaurus said in Code Teachers?:

      I know...? that wasn't really my problem? It was typos rather than not knowing how to escape mushcode.

      Or see signature. XD I know what I'm doing, I swear!

      Heh, I guess you do, at that. Sorry.

      For typos, I can only offer reeeeally good coffee.

      posted in MU Code
      Chime
      Chime
    • RE: Crafts & Things

      @silentsophia said:

      They do have some cuttlefish, a couple of octopodes and - I'll get some pictures up here shortly. My tablet is being angry.

      eeee~

      I also highly recommend https://www.reddit.com/r/awwnverts/ though that includes many many things outside Mollusca even.

      posted in Tastes Less Game'y
      Chime
      Chime
    • RE: Fanbase entitlement

      @Thenomain said in Fanbase entitlement:

      Prediction: This thread will be about how entitlement is bad and specific examples about how people have acted in an entitled manner. No debate about if entitlement is bad will take place.

      Exception: Ganymede will make a probative statement about either definition or practice, and will largely be ignored.

      Bemused astonishment: Sometimes, you make me want to play an Elcor.

      posted in Mildly Constructive
      Chime
      Chime
    • RE: Haunted Memories Anomaly Jobs Customizations

      People on my fork (TheReach, DarkSpires, Wildcard, most mechanipus people by default, etc.) will find a very relevant mux patch:

      https://github.com/lashtear/tinymux/commit/6b19bbb955921265c7f79195f870f466f37c95b1

      Which lets us do the same thing on Muxen instead of RHost, if that's your flavor of choice. (Brazil's fork still has that disabled for reasons of taste, I think).

      This is definitely my recommended way of applying patches to mush code: @create new object, @parent it to the old one, override attributes as needed and put the child in the master room (or zone master room, or whatever). Then further updates to the upstream-controlled object can proceed without directly damaging local house-customizations.

      Now if only we could find a good way to explain what this all means to the typical mush user...

      posted in MU Code
      Chime
      Chime
    • RE: The I-Can't-Remember-What-We-Called-The-Cool-Things-Thread Thread

      @Thenomain said:

      So I continue to use TextWrangler, which additionally extends the selection in both directions, in this instance, instead of assuming the selection anchor is always at the end. This is how I select all of function( nested( other( functions ))). If I can't select like this, then forget it.

      (edit!) Oh yeah, I forgot: Yes, TextWrangler allows for color schemes, but the text rendering engine it uses has been written in-house since before MacOS was an 'X', so it's usually better on my eyes to go black-text-on-white. I will try it again, mind.

      Sounds like "none of the above" is the right answer there. Keep looking.

      @Arkandel said:

      If it's not vim it's not a real editor anyway.

      I suppose. I can use vi and it's fancier relatives like vim. I'll probably always prefer emacs, at least for development work. It's more of a poor-man's portable lispmachine than an editor. Most of Theno's concerns are sorta hilariously irrelevant to me; I control editors with a keyboard, and mouse just gets in the way. I doubt I can give him much useful advice, but I concede that even vi in any form is better than whatever wreck he's using now.

      Pro-tip: when on-site with a customer and you ask for emacs but they give you vim, smiling and saying, "I go both ways" is not quite the desired effect.

      posted in Tastes Less Game'y
      Chime
      Chime
    • RE: People Who Want to RP With Other People

      @Luna Some places have flags for this; on Reach the WantRP flag is (was?) supposed to mean exactly that. (@Arkandel's idea iirc)

      Expanding that to more places seems like a good idea.

      posted in Mildly Constructive
      Chime
      Chime
    • MUX server fork

      Been fiddling with my mux fork a bit more. This 'mechanipus' branch is not for general use yet, but:

      If you're a C/C++ developer and/or familiar with UNIX shell operation enough to install a most autoconf style software, keep reading.

      If all of that sounded horrendous, then please wait another few months for something more releasable and user-friendly.

      Some git knowledge may be necessary. I have a fork of MUX up on my github site; there are several branches. 'thereach' tracks more or less what that game is using; likewise darkspires. There's also a mechanipus-rebased-vs-git_dev branch tracking Brazil's latest changes with a few of my handier patches tacked onto the end, for people that like the old ways but want shiny stuff too.

      The 'mechanipus' branch is my dev branch for the moment. It's got some fairly intrusive and incompatible changes now, and I expect there will be many more before I make a release. In particular:

      • Complete rework of the configure/make build system to use autoconf/autoheader/automake/libtool
        • Which means that make doesn't install anything anywhere; you need make install for that.
        • The whole project directory layout is different. There is no game directory anymore, and we don't generally support renaming the game databases and such. netmux it is, and while changing it is trivial, it's too big a source of confusion.
        • Many common options default to yes; realitylvls, stubslave, ssl, inlinessql, etc are all turned off (assuming their libraries are found).
        • As part of the layout change, most help scripts have been renamed.
      • All the patches from my rebase branch;
        • 64k LBUFs
        • BLIND on rooms makes a true quiet room.
        • Command lookups on master room objects consider attributes on their @parents.
        • Bare think does not alter idle time.
      • Additionally:
        • raelik's ATCP (aka GMCP) support.
        • Uses GPerfTools TCMalloc if present to replace the bufferpools.
        • Very different build versioning that uses git.
        • Support for out of tree builds.
        • Initial support for cross-compiled builds. (mingw is broken because of the multitude of VisualC specific #ifdefs, but I'm working on it.)

      Things NOT present but definitely on the must-do list before a release:

      • Complete replacement of the svdhash database implementation. This is a huge amount of work but necessary for where I want to go with it.
      • SQLite support for games running without mysqld handy.

      Plus many other optional goals mentioned in the readme file.

      Sound interesting? Good; please download and break it. I suspect this is still fairly easy as I haven't added the unit test stuff I want yet. Here's what this might look like on a unixy system:

      If you're on, e.g. Debian, try:

      apt-get install build-essential binutils g++ make libgoogle-perftools-dev libssl-dev libmysqlclient-dev
      

      It should work without those libs, but that gives you a more fully featured toy. Additionally, if you are interested in chewing on the code yourself and need to rework the build system, you will want:

      apt-get install autotools automake libtool perl m4 strace gdb
      

      Then:

      $ git clone https://github.com/lashtear/tinymux
      $ cd tinymux/mux/
      $ ./configure --prefix=$HOME/mygame
      $ make -j4 install
      

      If that works, you'll have a game tree in ~/mygame; cd there and take a look at the new layout. You'll probably want to set your path, at least for this session, and load SGP, which would look like:

      PATH=$HOME/mygame/bin:$PATH
      cd ~/mygame/var
      mux-load-flat sgp.flat
      

      Optionally edit ~/mygame/etc/netmux.conf to taste, then

      mux-start
      

      Lemme know where you encounter trouble.

      Known issues:

      • stubslave launch may be broken
      • dbconvert symlink origin on non-symlink platforms (windows?) with out-of-target DESTDIR may break
      • MinGW cross-compliation goes down in flames because of the lingering VisualCisms.
      • I need to write a bunch of manpages.

      Again, this is a developer-preview. Don't use it for actual games, yet. If (when) it breaks, you get to keep both pieces.

      posted in MU Code
      Chime
      Chime
    • RE: RL Anger

      @silentsophia said:

      I'm so tired of tics and tremors.

      shakey fist-bump

      For most of my stuff, I've learned to position myself with braced arms/hands so that it doesn't matter. Certain fine work like soldering, hand-sewing details, etc are becoming ever more difficult. Anything requiring significant force (screwdrivers, holding pots/pans one-handed, etc) is frequently a non-starter.

      posted in Tastes Less Game'y
      Chime
      Chime
    • RE: Stuff Done Right

      On the list of much-overlooked things that HM/TheReach did right:

      • Use of a ticketing system to manage many player/staff relations
      • Persistent storage of tickets (via archival)

      People might not like jobs, but they really are a lot better than every alternative presented thus far. That said,

      • AnomalyJobs should be replaced
      • Persistent ticket history should be available in the primary system (no separate archive) (and so no forum dependencies)

      I'd actually recommend new games consider using a separate, web-based, general purpose issue tracker of some sort, possibly with in-game visibility.

      In any case: persistent historical ticket data is essential to running a game of any serious scale.

      posted in Mildly Constructive
      Chime
      Chime
    • RE: Downtime

      @Alzie said:

      Oh, so that's why he sent out the giant email to everyone telling us his host had screwed him and the games were down. There were like 7 emails from him that day.

      He's very excitable. His data is still safe, though he proved unable to download a file successfully. He tried a few times, then apparently gave up. Not my problem. If he sends me an address I'll mail him a dvd-r or something. Mostly I'm happy he's gone away. Yay for lower stress levels.

      @Orange:
      Thanks. I wish I could be more patient and helpful but I'm pretty burned out on everything. It hurts seeing people hit the same problems over and over again trying to launch a new game. I wanted that to be something easy to do-- and promote the whole hobby as a modern literary tradition. I ran out of energy, though. It's been very hard just trying to get back into the habit of RP, let alone staffing or managing a hosting quasi-business. Good luck, though. And thanks. Nice people make everything better.

      posted in MU Code
      Chime
      Chime
    • RE: Fitness and Whatnot

      @silentsophia said:

      up and wiggling

      Oh come on now!

      Heh, sorry Sophia. ❤

      posted in Tastes Less Game'y
      Chime
      Chime
    • RE: MUSH Community Revival

      I'm glad people are looking into this. I had a lot of plans along the same lines, but then I ran out of giveadamn for just about everything.

      I've added myself to that github index issue though; we'll see.

      I am interested in seeing and working on an automated mudstats-style list with detailed statistical monitoring of population trends over time, etc.

      posted in Mildly Constructive
      Chime
      Chime
    • RE: Logs, Templates, and DPL [HAAALP]

      Side note that is not directly a solution:

      Mediawiki has some severe problems. It'd be really nice if some mush found and started using something different-and-better. I'd recommend checking the local node.js experts to see if there are any wikis in that arena. This forum is using a node.js bb, iirc, and it seems like a great way to go.

      For those still trapped on mediawiki that "just want it to work like reach" -- I didn't write any of that but iirc Ebla did long, long ago. See:

      • http://thereachmux.org/w/index.php?title=Template:Log&action=edit
      • http://thereachmux.org/w/index.php?title=Template:Date&action=edit

      for the logs, and http://thereachmux.org/w/index.php?title=Template:RP_Logs&action=edit for on-character-page lists.

      As far as direct help with MediaWiki template scripting-- no. Just no. That shit is more foul than mushcode!

      posted in MU Code
      Chime
      Chime
    • RE: RL things I love

      @Ninjakitten Yes. So much that. Happens all the time, but usually wake up a little further and can't figure out why the vacuum tubes inside the cat were supposed to fix everything.

      posted in Tastes Less Game'y
      Chime
      Chime
    • RE: Online Cards Against Humanity w/ Skype

      @Silver said:

      [...] I recommend people drink. It helps.

      Words of wisdom.

      So. @Cobalt, I signed into skype, and it was a messy disaster of contacts 'pending approval' -- likely because they decided I'm dead or whatev -- or customers asking me to peek at some ticket or hop on webex/lync/etc for some meeting in india or china or wherever, like last year or something.

      Eff that nonsense.

      But. @Wretched retched was there with a glorious imgur link to someone who had constructed... a blunt... in the shape of a squid. I feel loved.

      posted in A Shout in the Dark
      Chime
      Chime
    • RE: MUSH Community Revival

      It sounds almost like you want a distributed forum, much like Usenet from the days of yore, or fidonet, or the like. The MUD community actually has some distributed bboard stuff along those lines, but I'm not certain whether it would be better to pursue that or a separate implementation.

      Given the limitations on MUSH data structures, the MUSH version of such a beast would likely have to be implemented as a separate process and connect as a mushbot.

      The key idea here separating this from a centrally located mush bboard is distribution; posting a message would echo it on all participating servers and losing any one server would be no loss.

      Then again, distributed hierarchical database application servers is a little too close to my dayjob >_>

      posted in Mildly Constructive
      Chime
      Chime
    • RE: Do you believe in paranormal things?

      @Thenomain said in Do you believe in paranormal things?:

      But we stopped torturing the mentally ill,

      Oh, we still do it; it's just been outsourced to even more brutal institutions called "insurance companies" which use tools like requiring referrals and in-plan pre-approved therapists.

      As far as unknowable things though... well.

      Currently, we can't know both the speed and position of an electron. We can know one or the the other, but measuring that collapses the wave function. Like many aspects of quantum mechanics, it isn't supernatural but it certainly seems pretty weird compared to our normal daily observations.

      I spend a lot of time reading about vampires and witches and demons and angels and gods, but I don't believe in any of these things. People are monsters enough without any help.

      posted in Tastes Less Game'y
      Chime
      Chime
    • RE: Shincashay's Playlist

      Well, and so.

      posted in A Shout in the Dark
      Chime
      Chime
    • RE: Do you believe in paranormal things?

      @Thenomain said in Do you believe in paranormal things?:

      So what you're saying is that our tools fail us and we're left with incomplete information and have to fill in the blanks with our chaotic, unknowable human minds.

      Not necessarily. I suspect that minds are knowable, but the hypothetical complexity needed to completely understand all physical and semantic features of an operating mind might require a more complex mind. I don't know-- but it is an interesting research problem that I look forward to being explored with SCIENCE.

      We just have an incomplete model for both the electron and the human condition.

      Well yes, obviously. Our models of everything are incomplete, but improving.

      I think where I was going with the electron thing (sorry, had to get up at 7am after about 2 hours of sleep because augh food poisoning and I hadn't had coffee yet and the cat was starving so bad she was howling and knocking things off the desk even as I typed) -- was that some questions cannot be usefully answered not because they are unknowable, but because they are the wrong question. The underlying nature of reality may be such that particles not in superposition may only have one feature or another, and the other case just isn't defined once that happens. Nothing supernatural about that but it is Really Cool.

      In computer science we have a number of similar cases. Consider the Halting Problem. Essentially: You can write a program that might not terminate. You cannot write a program that can test whether that is true of another program (and itself guarantee halting) in the general case. (You can always make a program more difficult to analyze, and thus cause the analyzer to fail to halt.) This isn't supernatural either, but it is very much a case of unknowable data that arises from the mathematical structures we create to understand things.

      These sorts of features of unknowability are not supernatural or occult or anything of the sort. Think of them more like shadows cast by a light. We can move the light and objects around, but there will always be shadows by virtue of the logical structures we create to understand things and the inherent limitations each has. We can always switch to different models, but this only moves the shadows around, making a different set of things knowable or unknowable.

      Ring the bells that still can ring.
      Forget the perfect offering.
      There is a crack in everything.
      That's how the light gets in.

      -Leonard Cohen

      posted in Tastes Less Game'y
      Chime
      Chime
    • RE: Chime @ TR

      @DarkDeleria said:

      Hey Chime, just an FYI -- I think thereachwiki is down again 😞

      Try now. Really hoping to deprecate all php services in the next year. Ugh.

      posted in A Shout in the Dark
      Chime
      Chime
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