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    Best posts made by skew

    • RE: Coming Soon: Arx, After the Reckoning

      @rucket said in Coming Soon: Arx, After the Reckoning:

      Sigh. Atlantis remains the only thing I would want to get a Mac for/use OSX for. Looking at pictures of it in action makes me pine for it, especially the spawn windows. I'm totes fucking jelly of it.

      I just got a Mac last month. As @Auspice said, I prefer Potato. Why? Two input windows. I'd trade it all for two inputs windows. My Macbook is light and small and has a great battery so I use it for my normal "after kids go to bed sit in comfy chair watch TV and play MU*" type stuff, but if I had an alternative with two input windows I'd take it.

      I like two input windows. I really like two input windows. (Which Atlantis 2 will have omfg.)

      posted in Mildly Constructive
      skew
      skew
    • RE: Pokemon Go

      @Cobaltasaurus It's open the whole time, strapped to my warm.

      In other news...

      alt text

      via http://gamerant.com/pokemon-go-florida-clown/?utm_source=Facebook&utm_medium=Partner&utm_campaign=EVER_DYK

      posted in Tastes Less Game'y
      skew
      skew
    • RE: Coming Soon: Chontio, a Star Wars Stand Alone MUSH

      @cupcake said in Coming Soon: Chontio, a Star Wars Stand Alone MUSH:

      Are the natives of Chontio sentient beings and will they be playable?

      They are much to the tune of Tusken Raiders. Sentient and mostly hostile. They are not playable.

      posted in Adver-tis-ments
      skew
      skew
    • RE: A Tool For Grid Building/Digging

      I've moved the copy of @Diggy Diggy Hole. It can now be found here:

      https://docs.google.com/spreadsheets/d/1pM4OfHWk7RtakmtvbMJVUB5uakZ5ptABhDMYw4ORAXY/edit?usp=sharing

      (I've also updated the link above. Cheers.)

      posted in How-Tos
      skew
      skew
    • RE: Spirit Lake - Discussion

      @cobaltasaurus said in Spirit Lake: An Original Modern Fantasy Game:

      Show Notifications
      ....why?

      @faraday @Tat Would be great if we could find some way to explain why it wants to send notifications.

      @everyone else... I'm fixing to play a cafe/community art store owner. Be more than happy for any connections people want. See you all on Wednesday!

      posted in Mildly Constructive
      skew
      skew
    • RE: Turn Off Gifs?

      @Nightshade Or just link to their garbage! Then you can click, if you want garbage.

      posted in Suggestions & Questions
      skew
      skew
    • RE: Coming in 2016 - Bump in the Night

      @Pyrephox said:

      @tragedyjones said:

      @Pyrephox Unlike a standard CofD game like Vampire or Mage, it shouldn't really matter if a group is entirely absent. The PC cooperatives are at best mildly antagonistic

      Good to know!

      I'm actually imagining some of the pre-made groups might not get any love at all. If that's the case, I think the best course will be to have NPCs in the organization, and have it "ran" by staff. In the case that they become relevant to IC events, there's a place for people to go to ask questions. Likewise, if a player (or play group) comes along and wants to pick something up, there will be some continuity and flow. And, why bother having groups that might not see any action? I believe some of these groups will help create a more fleshed out, realistic game setting. "This type of hunter would exist, logically, even if no one wants to play them." Something like that.

      I'm also expecting a lot of players to go it alone, or make their own groups, which we'll certainly allow.

      posted in Adver-tis-ments
      skew
      skew
    • RE: Zero to Mux (with wiki)

      @ziggurat @Thenomain updated instructions, and my notes above (maybe back a page?) built on that.

      Check it out here: https://musoapbox.net/topic/138/zero-to-mux-with-wiki/41

      posted in How-Tos
      skew
      skew
    • RE: Setting up a builder Bit

      I'm not sure what it is you figured out, but... You can control what flag/type has what access to what commands in the netmux.conf file (or whatever it's called). For example, here's what we had at Fallen World (copied from elsewhere, we didn't actually use Builders there):

      ## (access: builder)
      access @dig builder
      access @dig/teleport builder
      access @open builder
      access @create builder
      access @destroy builder
      access @quota builder
      function_access create builder
      function_access destroy builder
      function_access link builder
      

      Alternately, as I think they did on Reno (and elsewhere?), you can create commands and place them on the staff global. The command basically just runs @dig, but does so with inherit access from your wiz. You could also, also just create a new object that's locked, or a new command that checks, for a certain attribute or flag or even just a list of dbrefs. The command would be something like +dig that just runs like @dig, but, again, with wiz-inherit access.

      Hope that helps!

      Edit #3: On all the games I have helped run (BITN, Fate's Harvest, Fallen World), we just chose a builder and gave them Wiz access and told them not to break anything. They didn't break anything. 🙂

      posted in MU Questions & Requests
      skew
      skew
    • RE: Spirit Lake - Discussion

      @sab said in Spirit Lake: An Original Modern Fantasy Game:

      @meg I can't wait to get #funnygang trending in game.

      Do hashtags trend on Instagram? God, I'm old.

      Much of AresMUSH uses markdown. Just like MSB does. Hashtags are used for making things

      really big.

      posted in Mildly Constructive
      skew
      skew
    • RE: Coming in 2016 - Bump in the Night

      @Arkandel You mean... My hunters would get the chance to stake some old, witchcraft-using priest that's pretending to be a servant of the Lord?!

      I like it.

      And, seriously, I do like it. Obviously players would be able to create their own monsters, but I'd be more than happy to collect some old PCs and run them as NPCs, or to help a player run their past PC as an NPC. It sounds like a very fun idea.

      posted in Adver-tis-ments
      skew
      skew
    • RE: TinyMUX: @descformat and @parent

      @derp To expand on that... you can use a @descformat in the parent room that the child rooms pulls. Which means, you set up "stuff" to appear in the parent room, it appears in all the child rooms.

      A quick example would be, say, you wanted to have "stats" for a grid square, which included... safety, resources, etc. You set it on the parent and it displays on each child. You don't need to add it to each child.

      Just the same, for a player parent, you could set the descformat to include something like what Fate's Harvest had in +glance, with your height, weight, etc, to be in the descformat. Then a player sets their desc (description in long form), and when you looked at them, you'd see the descformat automatically, then the long form desc.

      Only, as Theno explains, it was eating all the spaces and so instead of

      Eyes: Blue          Hair: Brown
      

      It would come out

      Eyes: Blue Hair: Brown
      

      Hope that helps.

      posted in How-Tos
      skew
      skew
    • RE: Quiet Room

      If you're using TinyMUX (which I know you are), there's no way to squelch the connect/disconnect (and the leave/arrive?) messages unless you have @Chime's fork. Which a certain cephalopod has just recently informed me has had a very minor update to handle some SSL something something something.

      posted in MU Questions & Requests
      skew
      skew
    • RE: Spirit Lake - Discussion

      @groth said in Spirit Lake: An Original Modern Fantasy Game:

      @gangofdolls said in Spirit Lake: An Original Modern Fantasy Game:

      and coders who can knit the backend systems together (this is often the hardest part to scale).Because there are so few coders in this community so they have the ability to be choosy about the projects they want to work on and the people they want to work with and the complicated history of a lot of these former partnerships on other past games means that some coders won't work with game owners and vice versa.

      Just easier said.
      Hard to do.

      I don't think we're that rare honestly (There's multiples of us, multiples!) but most coders aren't interested in running a game (if they were, they'd code their own game) and if you're going to spend hundreds of hours working for free on someone elses game you need to be really sold on the vision of the game-runner.

      I've helped a few people set up games. I've offered up my help to more. I've yet to see any of those games go live, and it's def not because the code isn't there. I've even recently given someone an entirely set up and functional game, but they want to go another direction. ¯\_(ツ)_/¯

      posted in Mildly Constructive
      skew
      skew
    • RE: Horror Stories - Rotating Horror Anthology

      Didn't you just launch your Promethean game on TR? All this creative energy and ambition is troubling.

      posted in Adver-tis-ments
      skew
      skew
    • RE: How to use Potato MU Client

      @ruggles said in How to use Potato MU Client:

      Can you do a /macro that accepts an argument? Like a target?

      I talked to Ruggles on my MU, pitched a solution. For anyone else interested in this question...

      Potato can set up events (as outlined here in numerous places). If you set up an event with:
      Pattern: macroname *

      then set up the send field like so...
      Send: +dothething [/get 0]

      You can then use think macroname <target> and your potato will grab watch for "macroname <something>" on screen. if it sees it, it'll then send the supplied text. You can then use ; in most MUs to send multiple commands in a row.

      Hope that makes sense to someone besides me...

      posted in How-Tos
      skew
      skew
    • RE: Is there a game about...

      @arkandel I actually was working on this, first converting ThenoCode to Rhost, then converting from CofD to Vampire V5. I got the first part done, and before the second came, I jumped on Chontio. Thusly, my game is no more!

      But I do have Thenocode converted to Rhost, if that is any more appealing to anyone than Thenocode on Mux.

      posted in MU Questions & Requests
      skew
      skew
    • RE: Echoes in the Mists - Discussion

      @goldfish Might I suggest including the wiki link in your initial post?

      posted in Mildly Constructive
      skew
      skew
    • RE: Bump In The Night: A Chronicles of Darkness MUX

      @tragedyjones was actually thinking April 1st. So, he did move the opening date... that fiend.

      posted in Adver-tis-ments
      skew
      skew
    • RE: How to BeipMU: The best MU Client for Windows

      More about Input Windows...

      So, I begged and bribed to get a second Input window. But Bennet had to go and outperform, and so he's made it so you can have UNLIMITED input windows.

      Use the /newinput to spawn more windows. Use /newinput 'text' to add a prefix to your input window. And by prefix I mean you can do /newinput 'chat ' and it will make a new input window wherein everything you enter into that window is automatically prefixed with chat . Please note that's chat SPACE. This will take whatever you input literally!

      Which means... If you spawn [Chat] into a window, you can drag your new input window beneath it, and have a dedicated window for that chat! For for your page conversation? Or for whatever else!

      Play around with it!

      posted in How-Tos
      skew
      skew
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