So far, gameplay seems to consist of a lot of:
Posts made by RnMissionRun
-
RE: Chime's MOO thread
@Chime said in Chime's MOO thread:
... I will stick with emacs, for now.
Are you familiar with RMOO?
Check out https://github.com/toddsundsted/rmoo -
RE: Chime's MOO thread
If you're serious about working with MOO, I strongly urge you to go to http://www.vmoo.com/en/download/ and download the VMOO client. Once you've installed it, log on to the MOO and type:
@edit-options +local
This will enable local editor support on the MOO. What that means is, anything you attempt to edit on the game, including programs, mails and descriptions, will be shipped to your client for editing in the builtin text editor with syntax highlighting and other handy features. Once you've finished editing you just click a button to ship the text back to the MOO. The text in the editor windows remains until you close the window, so you can keep editing even after sending the text back to the MOO (You most definitely won't want to do this with mails though because each time you send the text back to the MOO, it will mail another copy). You can have multiple editor sessions open simultaneously, and you can continue to use the MOO normally because you no longer get teleported to the editor room. Once you get used to using it, you'll wonder how you ever lived without it!
If you need to disable it for some reason, just type:
@edit-o -local
This app works fine on MacOS and LInux under WINE, but you do have to install mfc42 using winetricks or whatever.
-
RE: Chime's MOO thread
@Chime said in Chime's MOO thread:
I'll have to take a look. I think the WAIF type is similar in utility, but if hellmoo's dictionaries are more robust then by all means.
WAIFs and dictionaries are different things. A dictionary is a hash map:
this.cg_stats = ["int" -> 10, "dex" -> 12]; this.cg_stats["dex"] = 8;
A WAIF is a type of "lightweight object". It's essentially a list of data that is able to masquerade as a "real" MOO object in some situations. They can even contain verbs and properties, just like a real object. WAIFs are useful because they help keep object numbers down, they make for a much less spammy @audit, and they save a bit of RAM. They're also much more trivial to create/destroy than "real" MOO objects. They're quite useful for virtual inventory systems, weapons, clothing, even use them for exits to replace the default MOO $exit object parent.
Cold has dictionaries also but the syntax is different:
my_dict = #[['one, 1], ['two, 2], ["seventy", 70]];
Cold also has something similar to WAIFs called a "frob".
-
RE: Chime's MOO thread
I would suggest going with MOO because it's still somewhat popular and lots of people know how to code, build, etc for it. It's also the only one of Cold, Cool and MOO that is still fairly up to date. I would not use the stock server code but rather the HellMOO server, which adds some nice features as well as a dictionary datatype. Stunt might also be a valid choice but I have never been able to get it to work. GammaMOO might work, also. For my own projects I use the HellMOO fork of the server, along with stock LambdaCore. The only real drawback to using MOO is that large games can easily use hundreds of megabytes of RAM and a lot of CPU, making it a poor choice for use on shared servers.
Cool is nice but utterly obsolete (it lacks support for for floating point numbers, for example) and lacks a decent starter core. I would not consider it for serious use unless you really, really like the idea of being able to interconnect a bunch of CoolMUDs seamlessly together.
Cold is awesome but the server hasn't been updated in more than a decade and can have issues running on 64 bit hardware. Documentation is lacking, you're have to sift though the default core to figure out how everything works. I've used Cold as the basis for several games over the years (none of which ever really took off, sadly). I still have a test server running with a core I've been tinkering with for many years. I can supply you with the address if you're interested in checking it out. The downsides to using Cold include nonexistent documentation and zero support (meaning, you'd better be able to fix any bugs or other issues with the driver yourself).
Evennia is probably much too bare bones at the moment to consider using it for a game unless you're really keen to do a Python MUD and won't mind investing a lot of time building the tools and infrastructure that would eventually allow you to build a game. At least it's well documented and you can get support from the author/community if you need it.
-
RE: RL Anger
So, there's this "slow" guy that's been coming into my job (a specialty retail store) for, oh, well over a decade now. Every time he comes in, he asks my name, which I give him, of course, and he promptly forgets it.
A couple of weeks ago he came in and I was in a pretty nasty mood so when he asked me my name-- for what had to have been the 1000th time-- I made up a name on the spot and gave him that name, rather than my real name.
Today, he comes in and promptly calls me by the fake name that I gave him the last time. To make matters worse, some other customers overheard and are now calling me by the fake name.
sigh
-
RE: Cybersphere Nostalgia Thread
@surreality MOO is still a viable option, but probably not for games with themes that have long histories on other codebases, such as WoD. I play on two active MOOs and am currently working on my own Star Wars MOO, which has generated sufficient interest to encourage me to keep working on it.
-
RE: What would a superhero game need to be/do to bring in a new player base?
@ThatOneDude said in What would a superhero game need to be/do to bring in a new player base?:
What about something like this?
I actually started work on a game based on the Venture City Worldbook but I ultimately decided that I really didn't want to get back into MU*ing after all, so abandoned the project.
-
RE: Rhost Setup
When you start the server for the first time, it'll ask you if you have a flatfile to load. Give it the name of the file and you should be good to go.
-
RE: How did you discover text-based gaming?
A RL friend discovered TNG TrekMUSE years ago ('95, maybe? I don't remember anymore) and talked about it so much that I started playing just to see what the fuss was about. 20 years later, I'm still at it.
-
RE: Any interest in a possible TOS-era Star Trek Fate Accelerated game?
I've been toying with the notion of doing something similar but in a post-voy setting off in some obscure corner of the alpha or beta quadrants. I've been dragging my feet due to the apparent lack of interest in Star Trek (only two active games left, neither of which is primarily about roleplaying).
I'm hoping that the popularity of The Expanse and the new Star Wars movie will rekindle interest in sci-fi MU*s.
-
RE: Are there any GURPS games out there?
I know of at least one person that got hit with a cease and desist letter from SJG because they were using GURPS on their MOO. This was years ago though, late 90's, at least.
-
RE: LARPing Horror Stories
Every experience I've had with LARP (which admittedly were all with this one group out of Baltimore) has been scary-bad. Every. Single One. To this day when people tell me they LARP, I quickly find an excuse to get away from them.
-
RE: Rhost MUSH Hosting?
GenesisMUDS was very approachable about installing stuff when I hosted with them. Have you asked them to install dialog? You might also be able to download the source and install it in your home directory (which won't need root access).
IIRC, the only problem with compiling stuff on their servers was the severe RAM constraints, which you can work around by adding an option to the Makefile to make GCC use less memory.
I'll add my voice to the others that have recommend Digital Ocean. For as little as $5/month you will get your own private Linux (or BSD, if that's how you roll) server with a static IP and root access so you can add any packages that you might need. It'll be just like your Digital Ocean shell, only you'll have control over the entire virtual server. It really is the best and cheapest option (at least, IMO) for hosting your own game.
-
RE: Which MU* telnet clients are still popular?
@Lilli said:
@Ninjakitten The deal breaker for me on Potato was it's grab command is only compatible with PennMUSH. Doesn't work with other servers.
You can always do something like this:
&CMD_EDIT me=$edit */*:@pemit %#=FugueEdit > &%1 %0=[get(%0/%1)]
(On Rhost, use @pemit/noansi instead to prevent parsing of %-ansi codes.)
This creates an 'edit <obj>/<attr>' command that works just like the /grab command, and will work on any MU* server.
-
RE: MSB alias/username
It was my AOL username years and years ago. It just popped into my head when I was trying to come up with a username for here.
-
RE: All Star Wars Scenes Must be in Cantinas (with Spoilers)
Rhost also has SUSPECT. I doubt it's used much though since it also has that lovely undocumented @snoop command.