@ixokai I felt the same way a year ago. Which is why I got frustrated. Ultimately decided to hang up the hat for awhile.
Ours is alive now. If you know Python, I would love to chat and see if maybe we can get a hand.
@ixokai I felt the same way a year ago. Which is why I got frustrated. Ultimately decided to hang up the hat for awhile.
Ours is alive now. If you know Python, I would love to chat and see if maybe we can get a hand.
@DnvnQuinn It's been a struggle to get it up and running. Especially since I'm not a programmer.
I hear it all the time that people want a new SR MUSH.
I should have mentioned.
You can connect to the game currently, although not much is available to the public.
deepshadowsmush.com port 6250
or http://www.deepshadowsmush.com:8000/webclient/
Pages work like mail, so even if someone isn't online, you can page them for review later. I'm Bremen, and Tirit there.
@Jennkryst If you're interested, you can connect to deepshadowsmush.com port 6250. Chat up Bremen (that's me) there. If you're not familiar with Evennia, the pages work like traditional @mail server, and can be recalled later on. So even if I'm not on, I'll check regularly.
@golgoth You give me too much credit. I don't know if it's a close as ready as you're boosting, but thank you anyways This time I'll still try and be patient with building this thing out, even if I don't get a ton of programming assistance. I can't promise, but I'll try.
I'm looking to build a 5th Edition MUSH. Okay...better rephrase that. I've been trying to build a Shadowrun 5th Edition MUSH. Started about two years ago. About a year ago I took it down thinking it would never come alive. There has been some renewed interest, so I figured I would bringing it back up.
I'm running Evennia for a code base. Why? Because trying to learn the old MUSH code style was painful, and I find it a whole lot easier to learn Python than the old code.
The server is up. I'm hacking my way through Python to get a MUSH built. To be honest, we've made some great headway but I'm far from a programmer. What I really need is to find someone who is a python programmer and just as passionate to see a SR5th Ed MUSH come to life.
If this matches you, please chat me up. Let's see if our vision of a MUSH world can go from fiction to reality.
@tragedyjones said in ISO Collaborators for Shadowrun:
Presuming that I can get the code from a soirce, I am looking to leave the CofD behind me for a while and work on a Shadowrun 5 game. However, my usual suspects don't really know SR and so I am looking for some people interested in possibly helping out.
Instead of the old MUSH code type deal, would you be interested in looking to Evennia?
I tried a year or so to try and get something started, but finding a Python programmer to work on Evennia has been troublesome.
@golgoth said in ISO Collaborators for Shadowrun:
I'm willing to put in assistance where I can. I come from mostly a Python programming background, but can fumble around other codebases.
Failing that, I can fill in where needed for building/descing/pestering you all to get this up and going/providing pictures of pizza and beer.
I've tried to start a SR 5E MUSH. Written in the Evennia code. I've killed the project because I can't find an expert who knows Python to act as Head Code Wiz.
However, you can connect to it currently, but only a few things I've developed are actually view-able by login. And mostly I just use it as an experimental resource to play with Python and Evennia.
You can connect to Deep Shadows MUSH Here or by deepshadowsmush.com:6250
@TNP said:
With Evennia, it sound like you need to be a semi-professional programmer/game developer to make a game. And if that's the case, the hobby dies because it's built on amateur hobbyists enthusing about their favorite genre/game system/book.
So is this the case or can any GoT fanboy decide to take Evennia, install it, (and for the sake of argument borrow an existing cgen) and open a game within a a couple months?
So I disagree. I'm a project manager for a facility by trade, and didn't know a lick of Python before I switched to Evennia. I knew very little about Computer Science in general, besides how to maybe put components together, install software, etc. I would say there are some hurdles to over come that would be so much easier with as professional programmer. But I originally tried to start my game in TinyMUSH, TinyMUX, and PennMUSH. I couldn't figure out MU softcode at all. I had a professional programmer look over MU Softcode and he couldn't figure it out really either.
But when I switched to Evennia, I found Python much easier to learn. Not to mention that the resources to learn Python are significantly easier to find than the hack of language MU Softcode ran on. With Evennia, and Python in general, I've actually have a chance to open a game.
So. Being one of those, that is not a programmer or have any sort of programming background, I hope I'm not interjecting with the wrong view of the conversation.
So, I'll use the multidescriptor as an example. I've actually have this set up on my game current. With an altered version of the out of the box @desc command, set up as my own command/command class. It allows a player to use switches (Which come programmed out of the box with Evennia), and arguments to set 3 different sub-descriptions to their character object, save them, list and recall them, and set saved ones to their character.
Now, I probably did this very sloppy and probably isn't the best methods for Python, but I have to agree with @Griatch, which he said (to paraphrase), that on a developers side there is nothing that Python can't do that that Softcode could do.
And I'll make this offer. If anyone wants to log in to DSMush and see how we've done things there as we are starting to build and develop, please do so, I'll answer what I can and show you what I can of how I've learned Evennia works.
@Griatch
Yes. But if you have a for example -- typeclasses/character.py in your development folder on a development box, and you go to pull from a repo that same folder, it won't it because it sees the issue as a version control issue, and wants to know if you need to stash, merge, etc. So they delete the folders, all of them, not realizing that they need to keep server/, because that's not on the repo, because that more game specific. Now they're confused on why the game does start.
For those not familiar with a git or version control set up, this can get confusing. For those who are familiar with it, they just know to delete the specific folders that are on the repo and nothing more. Then do the pull and it will give you the repo version.
Again, nothing wrong with the way Evennia has done it, just been a snag for developers who don't know git.
@Griatch
So the biggest thing is that when you --init the game, it puts the files in there, and git doesn't like the folder with files already in there that are named the same as files on the repo.
So you have to delete the similar files (characters.py is both on my repo and in the base game) and than do the whole git setup. Usually it's not a huge issue, but a few of my developers have failed on that point and get confused if they don't know what to delete and what to keep. So they end up deleting the server file, not on my repo, and then confused why they can't start their game.
It's really just an issue of making sure that I, as the owner, document on how a developer should set up.
@Griatch said:
This is an interesting anecdote! Was the issue related to devs not knowing how to install Evennia itself or was there some other problems? Did you try with a free private repo on something like bitbucket as a way to share code?
I've got a repo setup at gitlab.com (not github) and I add developers to the repo.
The problem is they're not as familiar with git, and frankly I'm not either, so while doing merges or setups, it gets screwed up. So no, the problem isn't with Evennia itself, it's the lack on knowledge.
Although I must say, that it would be interesting to an evennia --init option that allows for the folders to be setup with all the basics, but lack the typeclasses or commands. So it would be something that people can pull and git --init to directly without having to delete the files Evennia puts in.
I still do not understand Git. I can use it, in the way that I can "use" a stick-shift if someone doesn't particularly care about the transmission.
If I get involved, get ready for a lot of "... what?" style responses.
I have to say that setting up the git has, and continues to be, one of the more difficult issues when I've tried to recruit developers. So much so, that the way I've thought about doing the development has changed. Initially I was just depending on developers to set up their own test server, until Deep Shadows opened to the public, but now during even the initial development status, I'm starting to look at setting up a development server and giving developers direct access to it so they can do what they need. Creates a simple version control yes, but much more demanding on the owner side to set that up,
To quote my self from the Shadowrun! post that this one spawned.
I'm the owner of Deep Shadows. I'm absolutely loving the coding for it, and Python offers so much more of an option that any other code base I've messed with. As far as not having the softcode, that's trivial. There are ways to work around it. They do offer an in game @reload that allows for any new code to replace the old, minus a few things here and there. But if a coding mook like me can learn Python, anyone can."
I've played around with other Server types before settling on Evennia. I've played around with the softcode in the past too, of other server types, and it's such a pita to learn. Honestly, I can't believe how much easier it is to learn Python.
So I created an account just to reply to this topic, on a couple points.
Shadowrun on boats, yes Miami would be a perfect city for such things. It's got a lot of flooded zones, and with the Everglades I'm sure nasty things can come up with paracritters. Miami is also the 2nd largest smuggling city. It would be fun for anyone, as there is a variety for many things to be done so it would draw interest to all sort of runner types. Not many corp jobs from what I've read, mostly a lot of underground and criminal org stuff.
Los Angeles would be a fun city as well, since it has been flooded, and there are places to treasure hunt in the flood zones, if you can survive the toxins and nasty paracritters that stalk you.
I'm the owner of Deep Shadows. I'm absolutely loving the coding for it, and Python offers so much more of an option that any other code base I've messed with. As far as not having the softcode, that's trivial. There are ways to work around it. They do offer an in game @reload that allows for any new code to replace the old, minus a few things here and there. But if a coding mook like me can learn Python, anyone can.