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    2. Chime
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    Posts made by Chime

    • RE: Greetings and Salutations

      @Whirlwind said:

      The biggest problem with WORA going down (PS: it might not be fully lost; we're still sending field agents to check, since the server host whoosit wasn't/isn't actually with anyone we know) is that it's so tough to let folks know about updates.

      True-that. I started spreading the word, but made the mistake of going to the Reach first. They shat porcupines. Backwards. And that kinda put me off from mentioning it further, so someone should probably talk about it on the G+ mushing circles if they haven't already.

      posted in Announcements
      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: Old game WHO lists

      Okay, here's another one that someone might find entertaining. It's not that old, but... definitely shows how things grow.

      From log/tr-coventry/2010-06-23.log:

      Welcome to the Reach
      ------------------------------------------------------------------------------
        "connect <name> <password>" connects you to an existing character.
        Non-staff logins are currently disabled. We are in development.
      
        "WHO" tells you who is logged in to the game (case sensitive).
        "QUIT" exits the game and saves your character.
      
        Once logged on, "help" gives help on specific commands, functions, and
        special topics.  Other 'help' commands include "+help" and "news".
      ------------------------------------------------------------------------------
      Either that player does not exist, or has a different password.
      **** 1 failed connect since your last successful connect. ****
      Most recent attempt was from 66.220.1.33 on Wed Jun 23 15:19:59.004934 2010.
      
      MAIL: You have no mail.
      
      The Reach - OOC Nexus
      
          The Reach is a New World of Darkness (nWoD) game set in the fictional
      county of Dunlin's Reach. It takes place between two towns that are
      separated by a swath of ocean; the mainland town, Aleswich, is the
      economical and industry-driven capital of Dunlin's Reach, with the town of
      Dunlin's Port being a rich, indulgent tourist town with a dark past.
          We offer PCs in Vampire: the Requiem, Changeling: the Lost, Werewolf:
      the Forsaken, Hunter: The Vigil, Mage: the Awakening, Geist: the
      Sin-Eaters and a variety of Mortal+ 'Sighted' characters from Second
      Sight, World of Darkness: Immortals, World of Darkness: Inferno and the
      Book of Spirits to just name a few. This is the OOC room where players can
      kick back, relax and rest up to talk about dodging those crazy Great Old
      Ones.
          Because if there's anything we hate about Dunlin's Reach, it's all the
      goddamn Elder Gods.
      
      Contents:
      Gomorrah
      Obvious exits:
      IC <IC>  Building Nexus <BN>  Staff Nexus <SN>
      

      Yes indeed, The Reach. Check out how clean (okay, unused) the job board was:

      =====================================================| Anomaly Jobs v6.0 |=====================================================
      *  Job# Type  Title                                                                          Due On   Assigned To      Status
      -------------------------------------------------------------------------------------------------------------------------------
      *    48 EVENT Test                                                                           -------- Roanoke            NEW
      *    49 EVENT Second Test                                                                    -------- -                  NEW
      *    50 EVENT Test2                                                                          -------- Roanoke            NEW
      ==================================================| * Denotes New Activity |===================================================
      

      And how completely different the set of staffers were 😞

      Password changed.
      <StaffOOC> Coventry has joined this channel.
      Channel StaffOOC added with alias so.
      <StaffOOC> Sverdlovsk says, "Welcome Coventry"
      Santiago pages: There you go. ;)
      <StaffOOC> Gomorrah says, "We need some damn help files. HEY Coventry!"
      <StaffOOC> Coventry says, "Hiii!"
      <StaffOOC> Gomorrah says, "FIX EVERYTHING"
      <StaffOOC> Coventry sets up a veterinary office.
      -- Players --
      Coventry(#974PXckg)
      Sverdlovsk
      Gomorrah
      Santiago
      Chernobyl
      -- Objects --
      -- StaffOOC --
      

      And here we are, the WHO and +who.

      Player Name        On For Idle  Doing
      Coventry             0:03   0s
      Sverdlovsk           0:52   1m
      Gomorrah             1:04  15s
      Santiago             1:08   1m
      Chernobyl       32d 02:16  45m
      5 Players logged in, 15 record, no maximum.
      -----------------------------------| +who |------------------------------------
      * #-1 NOT FOUND  #-1 NO Neuter  0s  0s * Unfindable *
      * #-1 NOT FOUND  #-1 NO Neuter  0s  0s * Unfindable *
      * #-1 NOT FOUND  #-1 NO Neuter  0s  0s * Unfindable *
      ---------------------------------------------------------------------| 3 / 15 |
      Alias           Channel            Status   Title
      pub             Public             on  con
      so              StaffOOC           on  con
      -- End of comlist --
      =====================================================| Anomaly Jobs v6.0 |=====================================================
      *  Job# Title                                                                                Due On   Assigned To      Status
      -------------------------------------------------------------------------------------------------------------------------------
      ==================================================| * Denotes New Activity |===================================================
      ==============================================================================
         Group Name                    Last Post      # of messages
      ------------------------------------------------------------------------------
       1  -  Job Tracker                   Mon May 10            5 U
       3     Changeling                    Mon Feb 22            0
       4     Hunter                        Mon Feb 22            0
       5     Geist                         Mon Feb 22            0
       6     Mage                          Mon Feb 22            0
       7     Were                          Mon Feb 22            0
       8     Sighted                       Mon Feb 22            0
       9     Mortal                        Mon Feb 22            0
      10     Vampire                       Mon Feb 22            0
      11     OOC: Discussion               Sat May 22            1 U
      12     ElseMU* Advertisements        Mon Feb 22            0
      13     Wanted Concepts               Mon Feb 22            0
      14     Announcements                 Mon Feb 22            0
      15     PrP Requests                  Mon Feb 22            1 U
      16     Events                        Sat Apr 10            0
      ------------------------------------------------------------------------------
      '*' = restricted     '-' = read only     '(-)' = read only, but you can write
      ==============================================================================
      Set.
      That name is already in use.
      Alias set.
      <StaffOOC> Gomorrah says, "The #s on the map (job 55) are the room's dbf#"
      

      ...I really do miss Gomorrah. I think she tried to poke me about a game on WORA before it flopped, but I couldn't get in to reply and... yeah. I don't do that anymore anyway. But where-ever you are, hope things are well.

      posted in A Shout in the Dark
      Chime
      Chime
    • RE: Coder for Fantasy Mu*

      @Cobaltasaurus said:

      You could in theory do things without this being coded. You could make the characters and then list them in +news files, or on a wiki, or whatever and then have people +Request for their password. Sure a coded system would probably be nice but likely isn't needed.

      If a wiki is involved, that's especially a good idea so that you don't end up with multiple (stale) copies of the data.

      Make one place authoritative, and use that.

      Combat System - Should tie into the sheet code and what not.

      This is personally a big "nope" for me as a coder. It isn't something I can really help with or have suggestions. It falls under "good luck".

      It can make some sense to have initiative coded for some systems, as well as symbolic rolls if the stats are in on-game sheets. The shortcuts (or whatever they were called) that Darkwater had were a good example of this.

      I can give you a +who, and +where. OR you can grab those from the SGP globals. OR whatever that code is.

      Reach's +who is available. Ish. It's uuuugly though and requires a large-lbuf mux to run. And a gaggle of softfuncs.

      We realllllly need to replace SGP globals.

      Places code that is WAAAY less complicated. Like what was on Vor.

      I'm not sure what this means. @Thenomain's update to places that he did for TR is amazing, tho.

      Indeed. The room format integration is reasonably straightforward also.

      This is done via a room parent and @conformat. Set up a main room, and then set up an @conformat using lcon().

      It strikes me that every new game seems to need the *format attrs set and a reasonable config and parentage hierarchy and so on... Given a better SGP and base config this is really trivial stuff for even non-coders to do-- or could become so.

      A tutorial directed at mush basics and common semi-standard softfuncs like header()/divider()/footer() might be worthwhile.

      In my ideal world a coder would be able to just be on call or can come in and code in something we need/want that I can't do alone.

      I think that you think this sounds nice / appealing to us coders, but it comes across a little bit like: "Come here and make things for me, but go away when you're not doing work."

      I'm most often likely to actively code, and be productive when I have some vestment in the game I'm working on. Being made to feel like an "on call" person is not likely going to appeal to me. I'm not sure how other coders feel. They might prefer that. But not for me.

      On-call like that or better stated perhaps: per-incident or per-project-- is doable, but generally becomes a commercial gig for the reasons @Cobaltasaurus stated. Can you afford us? Possibly, but that can dramatically affect how much fun you're having, as well. (I'm not available, but my going rate would be on the order of $250/hour, in 8 hour increments. This makes things no-longer happy-fun-times for most people.)

      The real gotcha there is that coders LIKE solving some problems and HATE solving others. Everyone wants to help you with the fun stuff, but we alllll disappear when you want something tedious.

      I wish we weren't all such a group of capricious little shits, but what is, is.

      posted in Adver-tis-ments
      Chime
      Chime
    • RE: Artistic Aesthetics of Fora

      @Cobaltasaurus said:

      But on the positive, thank god there are no emoticons! 😄

      THIS.

      But sometimes... sometimes, inline images might be nice. Probably not worth what other people would use them for, though.

      posted in Suggestions & Questions
      Chime
      Chime
    • RE: Artistic Aesthetics of Fora

      Well, I do agree that the dark-text-on-white style should probably be a default and always available as an option.

      Making things blend in-- either for prying eyes, or to match the rest of an existing GUI environment is what most of us are trying to do. My "work" environment is generally either emacs in dark-mode or a bunch of terminal windows, which default to dark background. Bizarre example of my primary workstation. (XMonad wm, invisible; Emacs 24 with Haskell mode; XMobar status)

      I suspect we all have very different aesthetic goals.

      posted in Suggestions & Questions
      Chime
      Chime
    • RE: Greetings and Salutations

      @Glitch said:

      @Arkandel

      Simple answer: I'm attracted to shiny things.

      More informative answer: I very much like the use of websockets for realtime notifications, chats, etc. The plugin system is also pretty robust with simple events for some of the easier stuff and then straight exposure to core through a module.parent without modifying existing core. Lastly, I'm tired of php.

      Thank you thank you thank you.

      PHP is the DEVIL.

      posted in Announcements
      Chime
      Chime
    • RE: Luna's Playlist

      @October said:

      Crystal Bridges - Lirilith (wtf was I on?)

      Hm, in Sindarin that'd be something like Sings-of-Ashes or the like.

      Tolkein is a hell of a drug.

      posted in A Shout in the Dark
      Chime
      Chime
    • RE: Artistic Aesthetics of Fora

      Too bright! It burnsss uss, precioussss. (But not enough that I've overcome laziness to greasemonkey it into submission)

      Other than that, several people have asked me wtf is up with the front / main index sort of page and its weird boxy things. I mostly ignore those and jump right to unread/alerts.

      Overall: it seems sufficient so far?

      posted in Suggestions & Questions
      Chime
      Chime
    • RE: Old game WHO lists

      The oldest I have available is from my early experiences as Romy@HM, 6 April 2009. I'd tried a different character previously, but with no success and this was about the point where Loki introduced me to TinyFugue's autologging possibilities. This was basically when I started mushing. Nostalgia blast, go:

      ====== < Haunted Memories - OOC Nexus > ======================================
      
          Welcome to Vienna by Night's OOC Nexus - medieval imagery adorns all
      of the visual elements of the setting. Buildings soar heavenward,
      supported by flying buttresses, gilded when architects can afford it and
      studded by gargoyles that scare away evil spirits that are all too real.
      
          Austria is uneasily located at the heart of Europe, flanked by Italy,
      Germany and Switzerland on the one side and by Slovakia, the Czech
      Republic, Hungary and Slovenia on the other. It is a natural bridge
      between prosperous Brussels and impoverished Tirana, between a towering
      Germany and a cowering Serbia, between the Balkans and the central
      Europe. In its former incarnation as the Habsburg Empire, Austria ruled
      all these regions.
      
          Vienna is a city forever moving, changing place, changing form; where
      everything is possible, where your strength will be tested, either in
      imposing your will, or in surviving that of others.
      
      ------ < Players > -----------------------------------------------------------
      Romy                 A tall, rugged staff leaning on a small woman.      0s
      Asija                Violet eyes, late teens, slender female, 5ft. 6in.  9m
      Rurik                Tall male with long black hair.                    58s
      Guest2                                                                   1m
      Adam                 Dark Hair, Dark-Eyes, Male, Athletic                1m
      Martin               A tall young man with a black fedora.               2h
      Jakob                5'8" male with simple clothes.                      2h
      Luftar               A scruffy tough in a camo jacket.                  24s
      Allison              A slim, expressive redhead.                        20m
      Sasha                Friendly blonde in her mid 20s, dressed casually    1h
      Sabine               A young, blonde, blue eyed woman.                   1s
      Maksim               A handsome, clean-cut Russian man in his 30s.       7m
      Wilhelm              Handsome, urbane redheaded man                     28m
      Angelika             Dark hair, pale blue eyes early twenties.          56s
      Florian              Lean, dark haired and pale eyed man                 2m
      ------ < Objects > -----------------------------------------------------------
      Magic 8-Ball
      README: Welcome to Rhost!
      ------ < Exits > -------------------------------------------------------------
      Build Nexus <BN>          CharGen <CG>              Quiet Room <QR>
      Staff Nexus <SN>          IC Roleplay Rooms <RR>    Rhost Setup Room <RSR>
      Vienna <IC>               Free Code Room <FCR>
      ------------------------------------------------------------------------------
      You say "Periscope up!"
      Sasha raises the periscope.
      Florian says "Crazy kids. ;)"
      You say "Hehehehe."
      =========================< Haunted Memories -- +WHO >=========================
      Name             Alias  Sex  Idle   Location          Status
      Charlotte        Fox    (F)  0s                       <IC>
      Maksim                  (M)  2m     Haunted Memories  <OOC>
      Daniela          Dani   (F)  14m    Apartment 302     <IC>
      Wilhelm          Wil    (M)  31m    Haunted Memories  <OOC>
      Alexander        alr    (M)  5m     St. Stephan Squar <IC>
      Juergen          JM     (M)  1h     Wiedner Guertel   <IC>
      Florian          fl     (M)  2m     Haunted Memories  <OOC>
      Lorelei          Lor    (F)  23s    Quiet Room        <OOC>
      Guest2           G2     (?)  1m     Haunted Memories  <OOC>
      Ernst            Er     (M)  18m    Rear Grounds      <IC>
      Isolde           is     (F)  10s                      <IC>
      Leka             Lek    (F)  1h     Rear Grounds      <IC>
      Angelika         Angie  (F)  6s     Haunted Memories  <OOC>
      King             AJ     (M)  9m                       <IC>
      Poke                    (F)  1h     Foyer             <IC>
      Thirteen         13     (M)  30s                      <IC>
      Iskander                (M)  2m     Roleplay Room One <IC>
      Arne                    (M)  5m     Arcade Crypts     <IC>
      Zoge             zo     (F)  2h     Tenement 505      <IC>
      Vigholf          Vig    (M)  36s                      <IC>
      Jeder            ne1    (M)  19s    The Sand          <IC>
      Sutter                  (M)  0s     Pool Hall         <IC>
      Mobius                  (M)  1h                       <IC>
      Marco            Sol    (M)  2m                       <IC>
      Amaranth         X      (F)  1m     The Sand          <IC>
      Ballard                 (M)  2h     Quiet Room        <OOC>
      Asija            Sin    (F)  2m     Haunted Memories  <OOC>
      Allison                 (F)  23m    Haunted Memories  <OOC>
      Sabine           Sab    (F)  23s    Haunted Memories  <OOC>
      Caleb-Torpor     cal    (M)  1m                       <OOC>
      Carli                   (F)  38s    Pool Hall         <IC>
      Elias                   (M)  2m     Roleplay Room One <IC>
      Aslan                   (M)  13s    Cafe Aida         <IC>
      Maclemus         mac    (M)  4m                       <IC>
      Elise            June   (F)  1h     Private Apartment <IC>
      Adam             God    (M)  40s    Haunted Memories  <OOC>
      Luftar                  (M)  0s     Haunted Memories  <OOC>
      Berchta          Berch  (F)  0s     Courtenay Room    <IC>
      Ludwig           Wig    (M)  0s     Southern Bedroom  <IC>
      Leonhard         Leo    (M)  19m                      <IC>
      Rurik                   (M)  36s    Haunted Memories  <OOC>
      Romy                    (F)  0s     Haunted Memories  <OOC>
      Beah             B      (F)  4h     CharGen           <OOC>
      Xhevahire        xh     (F)  5s     Master Bedroom    <IC>
      Sieghilde        sigi   (F)  5s     Western Bedroom   <IC>
      Seshet           Sesh   (F)  5s                       <IC>
      Malkleth                (M)  1h     Quiet Room        <OOC>
      Luftar                  (M)  9h     Haunted Memories  <OOC>
      Tea              T      (F)  2m     Westbahnhof Railw <IC>
      Ludwig           Wig    (M)  8h     Southern Bedroom  <IC>
      Martin           Marty  (M)  2h     Haunted Memories  <OOC>
      Natalya          Nat    (F)  2m     Cafe Aida         <IC>
      Natalia          Naty   (F)  53s    Quiet Room        <OOC>
      Bastien          Bas    (M)  18m    Flat Two          <IC>
      Jakob                   (M)  3m     Haunted Memories  <OOC>
      Leyna            Ley    (F)  26s                      <IC>
      Castor           C      (M)  13m                      <IC>
      Kai                     (M)  13m                      <IC>
      Sasha            Rose   (F)  2m     Haunted Memories  <OOC>
      DasPapier               (M)  1m     Apartment 307     <IC>
      Tia              taz    (F)  9m     Chargen           <OOC>
      Renata                  (F)  10m                      <IC>
      Oriana           ria    (F)  2m     Apartment 400     <IC>
      Ludwig           Wig    (M)  8h     Southern Bedroom  <IC>
      Jonathan         Sophi  (M)  1h                       <IC>
      Jacqueline       Jac    (F)  5m     Second Bedroom    <IC>
      Berchta          Berch  (F)  8h     Courtenay Room    <IC>
      Sonja            So     (F)  8m     Northern Bedroom  <IC>
      Lumi             Lu     (F)  3m     Quiet Room        <OOC>
      ------ < Staff > -------------------------------------------------------------
      AQ                      (M)  10s    The War Room      around
      Alberich                (M)  21m    Nibelungenhohle   ON-DUTY
      Paprika          Rika   (?)  1h     Spice Rack        ON-DUTY
      Maebh            Mae    (?)  11m                      oN-dUTY
      Ridcully         UU     (M)  21m    Supernal Realms   ON-DUTY
      Cetan            Ct     (?)  37s    The Hawk's Nest   ON-DUTY
      Mephistopheles   Mef    (M)  13m                      OFF-DUTY
      Koi              fishi  (F)  2h     Koi Pond          ON-DUTY
      Operetta         Op     (F)  4s                       ON-DUTY
      Circe            witch  (F)  3m     Aeaea             OFF-DUTY
      Loki             L      (M)  31m    Supernal Realms   AWAY
      Ousia            O      (F)  25m    Supernal Realms   ON-DUTY
      ==============================================================================
      69 players logged in. 12 staff logged in.
      0 dark staff logged in. 142 record.
      ==============================================================================
      
      posted in A Shout in the Dark
      Chime
      Chime
    • RE: Overriding Global Parent Room?

      @Rainbow-Bright said:

      @Thenomain said:

      If it's not working correctly, then the best action is to check for an existing bug report here, and adding one if it's not there.

      I still can't find the room_attr_defaults help file.

      Tinymush 3.2.

      Definitely check the TinyMUSH docs. I'm sorry I'm too lazy to do so myself, but if I'm in a mush-oriented-codey-mood I'd better use it on Mux.

      However, the fact that it is 'attr_defaults' suggests to me that it's a specification of a template object rather than a parent object-- that is, the attributes you set on the room_attr_defaults object probably get copied to the new object as a one time thing during the @dig and never again. This is a guess, tho. Good luck.

      ...and write back with what you discover!

      posted in MU Code
      Chime
      Chime
    • RE: Book suggestions

      @ThatOneDude said:

      @Glitch I love the Black Company books by Glen Cook (though its not urban fantasy). The book Three Shades of Night (nWoD Fiction) is pretty good too. I'm a huge Dresden Files fan so I'd recommend those as well.

      I highly recommend is more recent series, The Instrumentalities of the Night. (Tyranny of the Night, Lord of the Silent Kingdom, Surrender to the Will of the Night, Working Gods' Mischief, so far) It's got most of the good features of the Black Company but in a very different (and astonishingly) more detailed world based around medieval Europe and the Palestine. Summary: Fantasy, Humans conquering Gods.

      posted in Readers
      Chime
      Chime
    • RE: Overriding Global Parent Room?

      @Thenomain said:

      I still can't find the room_attr_defaults help file.

      More specifically, it isn't in the source code... at least for mux. Maybe Rhost/Peen/etc?

      posted in MU Code
      Chime
      Chime
    • RE: Community Standards or Lackthereof

      I try to keep things constructive and helpful. I really missed the positive social aspects of WORA and had become moderately adept at ignoring the hateful nonsense. I was pointing out the existence of this place to various staff channels and... well, I got an earful. Or eyeful, or something.

      Suffice it to say some people are still traumatized by mean things that were said on WORA. I'm not really certain where the fault lies there, or if I care, or if anything can be done about it-- but certainly keeping things as friendly and constructive as possible is usually a good step no matter what's going on.

      That said, it's with some amusement that I note that the FINAL STRAW that made me forever abandon the old WORA was that argument about hosting problems. I remember stating very clearly that it was usually down and as a result, many people were leaving and WORA was effectively closed. Even Pedantic agreed with me, which is moderately unprecedented. HelloRaptor though-- he mocked the whole idea and stated something to the effect that people say that all the time.

      Well. I was right, you bastard. So there! But please do come back because you said otherwise interesting things, usually.

      posted in Suggestions & Questions
      Chime
      Chime
    • RE: Overriding Global Parent Room?

      That is how it's supposed to work;

      • Config file has room_parent etc set to some dbref
      • That dbref has the conformat/descformat/nameformat/exitformat stuff set
      • Newly created rooms default to the room_parent dbref for their @parent
      • To make different kinds of rooms, create new a new dbref, parent it to the main one, override attrs to taste, then set rooms to use that new object as their @parent.
      • To update existing rooms with no parent or something wrong, use @parent.

      Note that iirc nameformat won't be used unless you are inside the object, for peculiar and largely traditional reasons. Easy to change, but it's a hardcode thing, no one wanted it or cared, and I'm not sure what changing it might break.

      You can have as many layers of roomparents as you want. Usually, though-- a small set works best.

      • A default room parent specified in room_parent in the config file.
      • An OOC variant of that (e.g. for setting a flag to ooc, displaying people/things differently, not counting poses, formatting of posebreak/ooc chatter, etc)
      • A quietroom parent that sets attrs and things needed for making quiet rooms quiet.
      • A temp-rp-room parent for places that need such things.
      • A code-variant of that useful for the Master Room, Zones, various db/closet rooms, etc.

      Games with coded day/night/weather tend to have indoor/outdoor roomparents and so on. The more MUDlike you get, the more useful refinement of these becomes.

      posted in MU Code
      Chime
      Chime
    • RE: MediamotherfuckingWiki

      I'm driving to LA and back today (probably about 7 hours total with traffic) and ostensibly seeing relatives, so I suspect that today is out. But soon....

      posted in MU Code
      Chime
      Chime
    • RE: Wiki to MU* interface

      http://upload.wikimedia.org/wikipedia/commons/thumb/4/42/MediaWiki_1.20_(44edaa2)_database_schema.svg/2500px-MediaWiki_1.20_(44edaa2)_database_schema.svg.png

      That's a the schema diagram for the tables that mediawiki sets up. You need to do a series of joins to "look up" a wiki page, then some text transformations for formatting.

      I'd say ask someone to grab a decompile of Wikinewshelp on the reach, but honestly that was some of my very first mushcode and it needs to be thrown out. The core thing you want is:

      &QUERY.NEWSHELP #1025=select page_touched,old_text from wiki_page inner join wiki_revision on page_latest=rev_id inner join wiki_text on rev_text_id=old_id where page_namespace=%0 and page_title='%1'
      

      But I suspect @Thenomain is the one to ask as it's been changed many many times since I've looked at it.

      posted in MU Code
      Chime
      Chime
    • RE: Werewolf 2e Games?

      @Catsmeow said:

      I'm not completely sure how this will transfer to a MU*. I mean it sounds cool for a TT of the game with these rules. However, when you have combat and blood; suddenly everyone is a wolfblood. That might actually make people less inclined to play with them, etc. Or it might not be an issue at all. It does seem very Anita Blake-ish.

      On Blood&Citrus (an Anitaverse game), this was sort-of a disaster. There's always a staffer with a Great Story that happens to turn someone fuzzy that didn't want to be fuzzy. Very much not worth the drama without some very clear OOC guidelines in place before hand.

      Banging other werewolves would only be hard because for years in a player's mind it has been a 'law' breech. So that could have some weird drama on the OOC of switch over. Not that it matters as games have all the sex in all the places and all the taboos.

      Mushers being mushers, I suspect that making it legal, accepted, and normal would probably decrease the amount of wolf-on-wolf TS.

      posted in Mildly Constructive
      Chime
      Chime
    • RE: MediamotherfuckingWiki

      Not directly relevant, but: I'd add in my Mechanipus skeleton configs used for basically all mechanipus-hosted games, but... it's a mess. Loki had some very nice ideas about the Right Way to host massive farms of mediawikis, but I never got around to implementing that.

      Still if there is interest about recommended best practice for database configs, mysql grant lines, how to add a logs namespace, etc... we're still alive and can potentially yammer on in a vaguely constructive fashion.

      posted in MU Code
      Chime
      Chime
    • RE: Mechanipus!

      @Thenomain said:

      I would like to make a "Darkwater nWoD" bare-bones game database, complete with your quiet room that's ready to run.

      Hell yes I'm interested.

      That sounds like a pretty reasonable goal. Problem I'm running into currently? The main mechanipus branch builds fine, but has a very different (and much more modern) autoconf tool suite. This means: installing into the ../game tree? No. It doesn't do that.

      I probably need to sit down and write up a more complete automake setup to install all the things in all the right places, so that a fairly modest example config line will work for most people.

      Right now, though, even building MUX has been too big a barrier for most people. I come from the OpenSource and C/C++ communities, so I like to say, "Go download ___ from git and build it," but most of the mushers aren't quite sure what a shell is. ...this creates large headaches, but I suppose we'll get there eventually.

      That said, oddly enough Brazil is still working on MUX.

      posted in MU Code
      Chime
      Chime
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