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    Posts made by Thenomain

    • RE: Codebase Pot Pie - Or what I like or wish I could have

      @Ashen-Shugar

      I don't use attribute trees.

      What I mean to say is that I use them extensively, but I don't see much of a point of 'ex tree/*' not showing them. Attribute trees may keep my screen from scrolling, but I've also gotten used to using 'think lattr( tree )' first, because I am not insane.

      No matter how many times fans of attribute trees explain it to me, I don't see anything I can't and don't already do on my own.

      ... with one exception.

      I wish I could 'lattr( %0/str* )' and not grab 'str*.*' matches. That's it. I end up doing an ugly double-search, but it works: setdiff( lattr( %0/str* ), lattr( %0/str*.* ))

      edit: Maybe I want more regex options in my searches. rlattr( %0/str[^\.]* )


      I do miss the ability to setq( long name, foo ), but I also think that we should just drop the 'q' part of the substitution in recalling it. %<long name>.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Codebase Pot Pie - Or what I like or wish I could have

      I wish TinyMUX had regedit, like Penn and Rhost have.

      This is pretty much the only thing that is solidly on my wish-list.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Brilliant Breakthroughs and Impossible Projects

      @Ashen-Shugar said in Brilliant Breakthroughs and Impossible Projects:

      Should we cover in here what all the major differences in the major codebases (mush-ish) are and the pros and cons of them?

      I wouldn't mind, but I think we should do that in a different thread.

      Also, it was I who ran into the 4k Buffer Issue in Haunted Memories, or at least Loki coding around it for a softcoded logging system around the time that I was writing a softcoded logging system, etc.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @Ganymede said in Sensitive cultural/political/religious aspects of game themes.:

      @Thenomain said in Sensitive cultural/political/religious aspects of game themes.:

      I feel that This is a bad comparison. It's like starting a club and not allowing your members to criticize the decor.

      A club depends on its members for its continued existence. This is not necessarily the case for a game, which can continue to operate even with a small, select population of folks who enjoy the theme, the setting, and the rules.

      So what you're saying is that a club depends upon its members for its continued existence. What neither of us are saying is that a game or a club needs to bend over backwards to accommodate people who are unwanted.

      What I am saying, and what you and @Roz are arguing with me about, is that there is a limit after which the "problem player" is staff for being negative toward any criticism. This has never been black and white and you know that as well as I do.

      Just as you know that some people take constructive criticism as problem behavior, poisoning their own well. While we're all patting ourselves on the back for standing up to mean people, while we've all seen innocent people be labeled "mean people" and treated like shit because staff don't have a good judgement when to stop.

      It's usually a good idea to be warm and inviting, and not flip the fuck out on people that criticize your drapery; however, when people are screaming at the top of their lungs after you've asked them to keep the noise to a dull roar, I wouldn't begrudge the game owner to forcibly remove the rabble.

      If that is the situation, absolutely. People who are disrupting the game need dealt with, on a sliding scale. "Criticizing the drapes" as a comparison doesn't work. You may have poured blood, sweat, and tears into building a game, but the minute you advertise the opening it's no longer your home.

      --

      @Kanye-Qwest

      You know you can push my buttons to the point where you and I derail this thread right into spamsville. Either live and let live like you're proud of saying, or continue to show that you pull out the double-standards and smugness only when it fits your troll nature. Neither you nor I think we're wrong, so we can very easily do this. I'm asking you not to, and trying not to myself because these people don't deserve it, but it's now your move.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @Roz

      Did I? Or did I offer a situation where telling off someone seen as a "problem player" was not a good idea, because it was a jerk thing to do?

      Which is what I did.

      You clarified what you meant.

      I don't see the problem.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @Ganymede said in Sensitive cultural/political/religious aspects of game themes.:

      @Thenomain said in Sensitive cultural/political/religious aspects of game themes.:

      Throwing someone's dissatisfaction in their face is not good behavior.

      It's also not good behavior to step into someone's house and begin to criticize their décor.

      Double post! (Because tablet.)

      I feel that This is a bad comparison. It's like starting a club and not allowing your members to criticize the decor.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @Roz

      Yes, but your super glib remark was offered very straightforwardly. I'm not angry or upset, but I felt it could use clarification. That's all it was.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @Roz said in Sensitive cultural/political/religious aspects of game themes.:

      "Well, this is what it is, but good luck finding the game you want!"

      This is exactly why a problem player will stick around. To many, it's better to suffer through the things you disagree with and actually get to play, than to sit on the sidelines. The idea that you must agree 100% with a game to play there is dangerous, that you can't be critical is poisonous. You can demand respect, but you get the respect that you give. All game culture is shaped by how staff acts, no matter what they say they want, no matter what's written down in a news file or on a wiki.

      Throwing someone's dissatisfaction in their face is not good behavior.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @surreality

      Hand-waving, not having them not exist. To take the modern WoD game example: Do not RP rape. NOT: Rape does not exist. A lot of this is because players have shown themselves time and again to be themselves incapable of treating the topic with the respect that playing the topic on a Mu* demands.

      I see you asking how to keep respect in the topics, while keeping the topics as-was. That's up to the leadership team working with the player-base. I've said what I think would keep this the way that you want it. I'm not sure what you're objecting to.

      (edit, because internet here is lagging me like whoa): Also what @Roz said.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: NOLA: The Game That Care Forgot

      @RDC said in NOLA: The Game That Care Forgot:

      it's more the "everything else we stole wholesale from Theno's github of wonder" that we need helpfiles for.

      c.f. the wiki for any game I've coded for in the past eight years. You have my permission to steal the text wholesale, since it was written by either me, @Glitch, @coin, @skew, @Chime, @Cobaltasaurus, or any half dozen other people who couldn't care less.

      But yeah, some of them have help files. The more modern ones don't. It's like I'm hitting burnout earlier these days.

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @surreality said in Sensitive cultural/political/religious aspects of game themes.:

      <facerubs> I may be reading too much into this in my painkiller haze (2016 just haaaad to get one more kick to my ass in there), but I've already stated I'm not going to make a full fantasy earth replacement. That is a non-option and it's remaining that way.

      My apologies for the tangent, tho I was thinking about talking to a wider audience.

      If you're not going to change history, then you are, as the back and forth between @Pyrephox and @Ominous concluded, allowing the hand-waving the RP of certain things. The only thing I can see that you can do is approach them with respect and I'd imagine that you'll say what is not okay for your game.

      Pretending the issues don't exist has another very important downside: some players wish to explore those challenges IC.

      I'm sticking to my guns on this one:

      @Thenomain said in Sensitive cultural/political/religious aspects of game themes.:

      @surreality

      I would know the kind of game that I want to make and make it.

      I would enforce that game.

      I would learn from my mistakes.

      I would ask the question: Is it a compromise to change theme or setting to make it more approachable by a wider audience?

      There's no wrong answer. Don't be ashamed of making a smaller game. Make the game you want to see played by the people you want to see playing it.

      Emphasis mine. You don't have to disallow certain things to allow people to not play them through—that's what Fade to Black is for. We're not disagreeing.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: NOLA: The Game That Care Forgot

      @RDC said in NOLA: The Game That Care Forgot:

      @Thenomain, if there's documentation on your github anywhere, we couldn't find it!

      Er, no player chargen documentation. Most of it has been written by other people for other games, like Eldritch. This may be somewhere in my "to do" notes. Somewhere. Maybe. Sigh.

      Creating and coding new stats is kind of mentioned in File 1a, the introduction to the Data Dictionary, which could also be called "abandon hope ye who are about to try to figure this out".

      I'm more than willing to explain concepts and come up with examples for people who have installed the system and are standing there with a kind of "now what?" glazed look on their face. PM me here or Friend me on Skype with an explanation of who you are/why you're friending me so I don't outright reject it.

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @Pyrephox said in Sensitive cultural/political/religious aspects of game themes.:

      It's important for a roleplaying setting (yes, even a fantasy setting set in a non-Earth world) to have some sense of cultural realism and weight to it

      This. A million times this. I've also seen it referred to in the writing circles as "internal consistency" as why you can't just say "because magic", for example. You can find a way around these things without addressing them, but as has been said a few times before then maybe you shouldn't be hanging them on the 17th Century or perhaps make an entirely new universe that's kind of 17th Century-ish.

      • Victoriana: The players are the exception and are constantly fighting not to be outcast from society.
      • Castle Falkenstein: The USA is complete jerkwad Illuminiati-ville, but the Empire of California was inspired by self-proclaimed Emperor Norton and is modernized in gender and race issues, making a place for several but not all modern ideologies.
      • 7th Sea: Entirely new universe that's kind of 17th Century-ish manages to open up quite a few ideals, but not all.
      • Ponyfinder: Our very own WORA escapee Nuku creates a fantasy landscape where you're all My Little Pony-like characters. What, were we removing Bronies and/or Otherkin from "sensitive aspects of game themes"?

      Because "sensitive" is personal. It's very, very personal. I personally don't think it's okay to tell someone that they're not allowed to be "sensitive" about something, which has made dealing with rust-belt unemployed voters both more stressful and more open.

      This is why I believe it's up to your audience to accept your world-building and maybe offer a little of their own. If people are not invested in the game, it doesn't matter how good or open or fair the theme is, they're not going to play it.

      The lucky haven't ever failed making a game, but only the intelligent will learn from their success, and "theme" is only one part of it.

      I have gone off on a tangent a little bit, so I'm stopping here.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Hook Help

      @skew

      I completely remembered it. While tired. And sick. And not anywhere near a login. And having played video games all day. I hope you're that capable when you're thirty, like me.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      Open Secret: I hate the game Shangri-La. I hate the concept, I hate the outcome, and while I absolutely do not hate people for playing there, I hate the things that go on there. It pushes back against what I think is "okay" and I find it crass to the point of disgust. The kinks people want to get into, and are encouraged to get into, curdle my stomach. While people can bring their own sensitivity there, this is in spite of, not because of, the game or its owners.

      I am 100% okay with Shangri-La existing, and people playing there, and even people enjoying playing there. Nobody has to flip out when theme gets under their skin or runs into their sensitivities. People don't have to mock the sensitive for flinching about things that get past their guard. "But I'm tired of..." yeah, we all are, sweetness. Sometimes we're sensitive about having to have our guard up all the time.

      This is called "life", and how you deal with what bugs you says everything about you.

      When a game tries to get as wide an audience as possible, it shares some ownership over what people have to deal with. It's still on their shoulders to deal with it, but how the game creators approach the topic and informs on the topic, treating their potential players with respect.

      And this is why I'm okay with Shang. I don't think I've heard anyone who runs Shang mock anyone for not liking Shang, or if I have it was such a silly or minor incident that I've put it out of my memory as a flash in the pan and, over time, forgivable. This is why games like Firan are treated like a stain on Mu*ing history, because at the end it treated its players' concerns with such damning disrespect and mocking hatred.

      Both of them games with themes that can hit quite sensitive areas. Both of them insanely popular games.

      Just a thought.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Sensitive cultural/political/religious aspects of game themes.

      @surreality

      I would know the kind of game that I want to make and make it.

      I would enforce that game.

      I would learn from my mistakes.

      I would ask the question: Is it a compromise to change theme or setting to make it more approachable by a wider audience?

      There's no wrong answer. Don't be ashamed of making a smaller game. Make the game you want to see played by the people you want to see playing it.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Hook Help

      @Ashen-Shugar said in Hook Help:

      use %m for the last command the person typed

      HAH! I was right! (Also, entirely guessed.)

      edit to note: I didn't have any problems finding 'b_', 'a_', etc., in the help files. I do note that sometimes coders will throw their hands up and look into source code to get the answer to what's in their heads, because damn, coders be coders.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: MUDRammer help?

      @skew said in MUDRammer help?:

      @Roz said in MUDRammer help?:

      If you have a bluetooth keyboard, why would you need to an on-screen keyboard?

      When you turn off the on-screen keyboard, the input window goes behind the undo/redo/copy/paste bar. That's my entire problem.

      If you leave it "on", it goes black, and I can see my input field (but it eats up space).

      This is a bug with MUDrammer that I didn't remember to file. @mudrammer sometimes reads here, but you'd probably be best contacting him more directly.

      posted in MU Questions & Requests
      Thenomain
      Thenomain
    • RE: Brilliant Breakthroughs and Impossible Projects

      @skew said in Brilliant Breakthroughs and Impossible Projects:

      @Thenomain said in Brilliant Breakthroughs and Impossible Projects:

      @skew said in Brilliant Breakthroughs and Impossible Projects:

      Has anyone hooked the basic pose/say commands?

      Yes. That's how "posebreak" works.

      Sorry, hooked the entire command, ignored it, and added those commands to the soft code.

      Posebreak is just using before/after, not replacing.

      I believe on Eldritch I wrote a function called 'say()' which would take the arguments 'say( <sayer>, <pose-structure> )' and do all the work of working out the spacing, which is half of what say/pose does. All tabletalk ('TT') code has to do this anyhow. The trick would then be assuring parsing is maintained which, now that I think about it, shouldn't be horrible. Input as 'noparse', just before outputting apply 'objeval( %#, <blah> )', and cross your fingers.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Brilliant Breakthroughs and Impossible Projects

      @skew said in Brilliant Breakthroughs and Impossible Projects:

      Has anyone hooked the basic pose/say commands?

      Yes. That's how "posebreak" works.

      posted in MU Code
      Thenomain
      Thenomain
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