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    Posts made by skew

    • RE: +poseorder and +repose

      My +poseorder code is now deployed on Fallen World, Reno, and my sekrit server.

      Once I get some real stress testing and make sure it's not riddled with bugs, I'll make a new post to share.

      Wooo!

      posted in MU Code
      skew
      skew
    • RE: Shadows Over Reno

      @Bobotron said in Shadows Over Reno:

      If the people who are doing the wiki are on here, I might advise them to put some image auto-resize CSS on their wiki; their frontpage image is scrolling off on my screen.

      @Bobotron @surreality

      Got it fixed. I think. Thanks guys!

      posted in Mildly Constructive
      skew
      skew
    • RE: The Apology Thread

      Public apologies should go something like "I'm sorry I was wrong, and I want everyone on this forum to know I was wrong." It shouldn't include justification, excuses, additions. If you want to explain something to someone, send it directly to them.

      This thread is just hog bait.

      posted in A Shout in the Dark
      skew
      skew
    • RE: New Start Databases

      My next "big" project... when I finish all the other big projects... is to purchase a Digital Oceans droplet, install a clean version of TinyMUX, and then install Thenomain's base Chronicles of Darkness suite on it. Once that's all functional, we'll get WikiMedia installed as well, in the very base version, and ensure everything is operational in a basic format.

      Once that is all done, I'll go back in to clear passwords and ensure all my data is off it. At that point, Digital Ocean allows you to clone droplets and send them to other Digital Ocean users. I'll have a fully functional base-level CofD MUX server that I can essentially hand out to anyone who wants it. At that point, Thenomain has been diligent enough with his github code to make it basically copy+paste into Muxify, then copy+paste into game, and it all loads correctly.

      So, people will not only be able to get a basic package... but a nearly ready-to-play game.

      Edit: You'll still need to build a map, configure your boards, channels, blah blah blah. So, not ready-to-play. But close-ish!

      posted in MU Code
      skew
      skew
    • RE: Tracking Alts on Dynamic IPs

      @mushered Defining "cheating" as.... you're allowed X characters, and you have more than that, I only recall one clear time where it's happened. Granted, I've only been MUing for about 3.5 years, but I still think it's enough data for to say "it's rare".

      Generally speaking, the players who break this policy have been identified through other players, rather than any sort of code thing. You notice that these two people are extremely similar, you point it out to staff, they investigate, cheater is caught.

      That said, I've seen The Reach use what is basically a catalog of your IP addresses. It checks for various overlaps. It was riddled with false positives. If you ever were connected to the net via an airplane, hotel, etc, you'd likely end up getting flagged as a potential alt of many, many other people. All in all, it was messy, and I'm not sure there was a lot of value in it.

      I'm also on another game that is invite-only. To create a character, you need to submit a request to staff, basically saying who you are. That's checked against the invite list. If you're in, you're in! Once in, you can use a command to create new characters for yourself, that are tied to your first character. Super easy!

      posted in MU Questions & Requests
      skew
      skew
    • RE: +poseorder and +repose

      @Thenomain said in +poseorder and +repose:

      Really, this is what I want: A scene system. You start a scene. It sets information. You can hook combat or the hellish pre-combat notes (which I hate beyond all reason because it typically takes about half an hour), set the description, and move from turn to turn, scene to scene.

      SceneSys is a thing. Just not sure it's working for TinyMUX. @Volund supposedly worked on it, but I'm not sure where I'd find that.

      As for borrowing from SWDOD, it's Rhost. Not sure how compatible, but I guess I can ask?

      As for the actual use of the code: My idea would be to have the logger clear over time. When it's 30-60 minutes old, it's gone, that way you don't have to worry about catching someone else's scene from last night. As for +poseclear or something like that, shouldn't be an issue. Just make sure to log who cleared it, so if people are being jerks with it, you know who to smack.

      posted in MU Code
      skew
      skew
    • RE: +poseorder and +repose

      @bladesurfer Do you know where to find said code?

      posted in MU Code
      skew
      skew
    • +poseorder and +repose

      I'm looking for a bit of code similar to what's currently present on SW DOD. Something that keeps track of the previous poses in the room, that would allow a player to quickly see what's recently happened, and also something to track pose orders. Ideally, the later will automatically send something when it's your "turn".

      I did see an older topic here for +repose, and it linked to some of Volund's old stuff, but I wanted to reach out to the community first to see if there was anything here. Preferably coded for TinyMUX.

      To state it clearer:
      +repose : displays the last x poses in the room, and who posed them. Usable at any point, including by someone who enters the room and wants to see what is happening as/before they enter.

      +poseorder : Shows the last few individuals to pose, and the order in which they posed it. When you reach the top of the order (ie, when it's your turn, and everyone else has posed), it sends you a message saying it's your turn (along with a bell, if possible).

      posted in MU Code
      skew
      skew
    • RE: Shadows over Reno

      FYI... Applications may now be submitted. Approvals going through. Game is now in "soft open".

      (something something @coin's mom)

      posted in Adver-tis-ments
      skew
      skew
    • RE: Welcome to Fallen World MUX!

      @Alzie Make sure to supernal veil before you throw yourself off high rises. Don't worry, no one will think it's suspicious at all!

      posted in Adver-tis-ments
      skew
      skew
    • RE: Welcome to Fallen World MUX!

      @NotSanni They changed spell casting from what it was in 1E, and I've written up some guides to try and help new players comprehend the system. If there's any chance that's what's giving you pause, you can find them here: http://fallenworldmux.com/wiki/User:Skew/Noob_Guide

      posted in Adver-tis-ments
      skew
      skew
    • RE: Tragedyjones' Harem-a-thon 2016: Reno Edition

      Uh, shouldn't this be under "A Shout in the Dark"? Isn't there where you go when you're desperate and the odds are slim? Could we move this post?

      posted in A Shout in the Dark
      skew
      skew
    • RE: Shadows over Reno

      I will be playing a LS philosopher/scientist type, that hates humanity and God in equal parts.

      This will be a recycle of a character I made for The Reach that got all of 5 scenes before stuff happened and then things and I dropped the character. I am excited.

      posted in Adver-tis-ments
      skew
      skew
    • RE: Welcome to Fallen World MUX!

      @Arkandel said in Welcome to Fallen World MUX!:

      @Calibraxa I noticed this was a thing well before I had even heard of a Reno revival. The game being on autopilot was a common enough sentiment for a few weeks now, unfortunately.

      I like Elphaba and I've no beef with anyone there, for the record. But from where I'm sitting at least FW's actual issues aren't really related to any external events.

      Ark has it right. There's no "siphoning off attention". Admittedly, there has been a lull in attention the last few weeks... Elphaba and I both have some pretty big real life going on. That said, slow jobs are not our goal. I have read these comments and definitely taken them to heart, and we will be working to get things moving faster, in one way or another! Thanks everyone.

      posted in Adver-tis-ments
      skew
      skew
    • RE: Welcome to Fallen World MUX!

      @Ganymede said in Welcome to Fallen World MUX!:

      @Arkandel said in Welcome to Fallen World MUX!:

      Yes, he was completely shameless in approaching female characters through pages to get them to play with him, and it was pretty damn obvious he was working hard to create a harem there.

      And he never once asked me to join his harem.

      I, sir, am offended.

      You can join my harem.

      Ahem.

      I have no reason to believe Incrociare is gone. Yes, it's been a bit of time since he last logged in, but staff hasn't received any information that he will or will not be returning. Could have quit, could be busy with RL, I have no idea, and I mention this only because I hate when weirdo rumors start on MSB.

      posted in Adver-tis-ments
      skew
      skew
    • RE: Welcome to Fallen World MUX!

      @Warma-Sheen I think you're under the assumption FW staff and Reno staff was ever different. Several of us are and have always been (since the inception of FW) working on both games. There's no issue with juggling duties.

      And, as @Ganymede says, many MUers I know are active on more than one game. We are mage-only, so if people want to get their vamp or wolf on, I don't think it's any sort of issue.

      That said, I know I personally have been falling short on my job and ST duties. It has nothing to do with other games, and everything to do with big changes to my real life situation. Should settle down soon, and I'll be back at it!

      posted in Adver-tis-ments
      skew
      skew
    • RE: Shadows over Reno

      @Ganymede broody LS please!

      posted in Adver-tis-ments
      skew
      skew
    • RE: Shadows over Reno

      @lordbelh As stated, I'm posting this on behalf of Wendigo, who doesn't MSB. Honestly, I don't know "Reno 1.0" very well at all. I played for a short time and it was a year or more ago. What I do know is that I trust Wendigo to do a good job.

      @Arkandel There's probably a lot I can say here but... why not?

      @tragedyjones I have no response to that.

      posted in Adver-tis-ments
      skew
      skew
    • Shadows over Reno

      Shadows Over Reno is a nWoD Second Edition/Chronicles of Darkness game featuring: Vampire: the Requiem 2E; Werewolf: the Forsaken 2E; Hunter: the Vigil using the latest official update material; as well as mortals from the core CofD book.

      Shadows Over Reno will be doing a soft opening on Monday November 7th starting at Noon EST. During the soft open we are allowing only one PC to be made for the moment (just so that staff isn't overwhelmed by people trying to make five or six alts at once).

      For all players that have played on or heard of Reno MUX, Shadows Over Reno is the same server, but features an updated/changed map, new story, rules changes, a new headstaff, and a complete wipe of all characters. To be clear: Same server, a lot of the same code, but a whole new game (and not a continuation of the previous story).

      Characters will start at 35 xp (+5 for a written background).

      The following are restricted at character creation:

      • Blood Potency 5+
      • Primal Urge 5+
      • Status 3+ - This is for Covenants, etc.
      • Dual Covenants - We aren't supporting Dual Covenants on the game.
      • Mystery Cult Initiation - We don't currently have any PC Mystery Cults.

      We will be implementing The Pack and Secrets of the Covenants as we go along. Secrets of the Covenants will be longer to implement due to it being in rewrites continually, so we are keeping track of the merits.

      address: reno.mechanipus.com
      port: 7639
      Wiki: http://reno.mechanipus.com/wiki/Main_Page

      (Please note, this is posted on behalf of Wendigo, the new (and only) head staffer. I (skew) am helping her with some code and mechanical deets.)

      posted in Adver-tis-ments
      skew
      skew
    • RE: Is there a basics of CG out there somewhere?

      My experience has been with @Thenomain CG code, and the code that was used by The Reach (no idea who the original author is). Both are WoD, but I feel like the cgen process and the whole idea is close enough across RPs to be relevant for comparison.

      From playing with these two, my lesson learned is that it's a serious PITA. Just when you think you've got it, there's another layer you didn't consider. Then another, and another, and another...

      However, I do have some lessons learned, so if you are going to try to make your own, I'd recommend:

      • Each stat (within reason) should be an individual attribute stored on the character (as opposed to one attribute that is parsed out)
      • Each stat (within reason) should contain it's own attribute (or multiple) on a different object (as opposed to one attribute that is parsed out)
      • When stats possibly have multitudes of options, I'd try and make them "instanced". Ex: I have "Skill Focus" wherein you choose a skill. No reason to add 32 skill_focus_<skill> attributes, but instead just allow skill_focus_*
      • Establish a "structure" to these stats right away. In WoD, you have "attributes" you have "skills". So, make it skill.skillname.

      And the more I think about this, the more I'm going to fall into those layers I talked about! So, I'll stop there!

      Good luck! And if you want to "look" at a system, Thenomain's is on github. I just don't imagine it'll make a lot of sense to you (or anyone else, without really, really digging into it).

      posted in MU Code
      skew
      skew
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