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    Posts made by Thenomain

    • Thenocode and Muxify

      Because of the way Muxify searches out comment blocks, some of my code breaks it and people who are doing a simple cut-paste-muxify will occasionally run into broken code because Muxify removes a huge chunk of code.

      This is because I like switches, and because I like matching switches, and to match switches I use a lot of this: /*. And this: */. And this: */*.

      The first two are the "block comment begin/end" notifiers, which Muxify will happily strip from the compressed code. And so my goal of having code that is easily cut-n-pasted is, er, cut short.


      Here's the solution. Before copying over into Muxify, pull all the code you want to put into a text editor that is more advanced than "Text Edit". Textedit++ (windows), Sublime Text or Atom.io (any), or BBEdit (mac) are your go-to editors.

      1. Find
      2. Select the "Regular Expression" option for finding
      3. (?!^)(\/\*|\*\/)
      4. Hand-compress any matches.

      It will match any /* or */ not in at the start of the line, and you can decide what to do from there.

      WARNING: Not everyone puts the end-block-text at the start of a line, so for other people's code this may match false positives. Ignore them.


      I hope this helps.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Social Conflict via Stats

      @lordbelh said in Social Conflict via Stats:

      @Coin said in Social Conflict via Stats:

      But my point is: physical stats get less flak because there's this tacit and implicit agreement in the hobby that you don't need to get along OOC to get into a physical bloody brawl IC, and "oh well, I killed your character, SUCK IT". And it's a shitty position to take as a hobby.

      When do people ever do this, on which games?

      We've gotten much better at it on Mushes. Darkmetal is probably the last time I saw "you're dead because I rolled better" as a common event. I've seen this happen on Haunted Memories, and even as recently as on The Reach, but even in those instances they've become things that create reactionary drama.

      On a Mud, you're a slave to the system. If someone coded "you are dead" then you are dead. We don't have many Mudders here, but Evennia is expanding that.

      What @Coin's point is, to me, is that most social conflicts don't have even this much. There is no "we are fucking now sucks to be you". Of course that would be an entirely stupid way to do a social system, but the lack of having any system behind it (or to reiterate @Ganymede, a system that isn't enforced, which is as good as having no system at all) is the bulk of this discussion each and every time it comes up.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: +poseorder and +repose

      @bladesurfer

      What is #21? Thanks.

      Edit: I don't know the target codebase's processing when starting an attribute: *:

      On Mux, $*: would absorb every single thing typed. There are ways to let it also pass through the parsing order, but not sure what it does here.

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Social Conflict via Stats

      @Ganymede said in Social Conflict via Stats:

      @Arkandel said in Social Conflict via Stats:

      But how?

      Enforcing them?

      Ever feel like we've been on this ride before?

      Mind you, I agree with the OP that one way to "enforce them" is to make a system that is enforced by the enlightened self interest of the players. AKA, make game systems to do so.

      @Kanye-Qwest : Have you looked at Fate Core? There is a system where cooperation and failing are both incentivized. It's not a system that fits all game types, but it's probably the most well-known of the systems that do.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Coming Soon: Arx, After the Reckoning

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

      Is there any way at all that paging can be adjusted so that you don't have to type the person's entire name? It makes it especially difficult when you're maintaining multiple conversations and/or are on a phone or tablet. I'm not sure about the reason for it, but it's terribly inconvenient.

      Name completion. Even when people don't use it, it's such a polite thing to code. A++.

      I would at the very least do a first match on an alpha sort of connected character names.

      Cupcake: The reason it isn't default is because it's an extra layer of code.usually not hard, but sometimes it gets in the way in every way conceivable. I won't divert this thread with explanations; PM me if you want to know.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: +poseorder and +repose

      @skew said in +poseorder and +repose:

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

      Rhost is now more or less a superset of Mux, so with a few exceptions it should be backward compatible without much issue.

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

      @surreality

      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.

      Then I realize that I'm advocating the return of a "timestop" style object and all the negativity about them comes flooding back. I realize that the only way I'm going to get this and improve this is to do it myself, and I'm demotivated most days.

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

      I have a poselog command, not posted anywhere because I don't feel that it's finished. It's the poselogger that's running on The Reach/Fallcoast in the OOC room. The parent room was tweaked to be very obvious about its presence, but without a guarantee that a game sets up the main room this way I never felt it was ready for release.

      There's a secondary problem in that "players can turn it off", if it's turned off by random player #12 then it becomes a tool used for fighting and not the purpose of keeping "pose order" in order.

      To me, the only uses of code like this is to be able to check what was just said and to log it for easy posting.

      @skew said in +poseorder and +repose:

      +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).

      Most clients ignore the ASCII Bell in the same way they ignore the ANSI flash code, because it's easy to abuse and cause so many headaches. I'd like the option to have it hilite my name or alias in the rollback.


      I am @surreality levels of paranoid about this kind of code. For instance, mine lives on an object. If the object is moved from its settled location, then it self-destructs. Even though any player in the room with you can log everything, and many players log literally everything that crosses their screen, there somehow is a difference between a player doing it and the entire game doing it.

      I don't understand this difference, but I acknowledge it. That said, everyone needs to know that there is no implied privacy on a Mu*. It's downright trivial to turn on a "log everything" switch and boom, everything that everyone types is recorded to a file. Host sites can do it without having any access to the Mu*. This is plain text sailing back and forth between two computers.


      All that said, has anyone considered asking SW DOD for their code?

      posted in MU Code
      Thenomain
      Thenomain
    • RE: Social Conflict via Stats

      I'd like to reiterate how there is a large difference between "conflict" and "combat".

      @Pyrephox said in Social Conflict via Stats:

      Short-term interactions are those off-the-cuff attempts to talk your way past a guard, or get someone to follow you into that dark alley, or get someone to rethink drawing that knife on you.

      Combat.

      Long-term interactions are things that involve lasting or major shifts for a person

      Conflict.

      I'd add medium-term maneuverings to Pyre's long-term for "conflict". Spending an evening pretending to be a Marquess at a party could fall into a series of short-term goals or one more long-term, depending on how you approach it by the system, but in my mind it falls into the latter.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social Conflict via Stats

      @Bobotron said in Social Conflict via Stats:

      Yeah. I want to give people tools to support their roleplay, and to create fairness in situations, but also to prevent the whole veering left/veering right that comes from raw dice rolls.

      There is no such thing as "fair" when suspended in a jar, sitting alone, cut off from the rest of the system. "Fair" is how one thing works with all the stuff around it, and as @Ganymede says, fair is also being clear and open about what's expected.

      That is: "Fair" is systems- and expectations-dependent.

      since it can't dictate the specific outcome as that requires player collaboration and the loser being a good sport, unlike a raw combat system that dictates you have been wounded/knocked out/whatever.

      Sure it can, because the entirety of physical interaction is far, far more than combat. The entirety of social interaction is far, far more than a clash of wills. Look at the core nWoD (pre-Doors-version) rulebook and read the system descriptions for Seduction then read it for Intimidation. They are presented as entirely different systems. There is no reason to try to shoe-horn the two together under one catch-all system any more than there is putting "athletics" under combat, unless that's your goal.

      What I'm slowly getting around to is that you seemed to have asked a question with your mind made up about the answer.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social Conflict via Stats

      @Bobotron

      Mind you, there are two systems I like more: FATE's (keep it general) and AW's (push your agenda until one of you surrenders to the wants of the other). You chose #2: Come up with a combat system similar to a location hit system, but social. Or more to it, my complaint about people treating social systems like combat systems but for feelings, and not for different kinds of challenges.

      My plausible issue with ASOFAI's Influence system is the old adage that if you give people a hammer, they'll start treating situations like nails. Or something about hammers and nails. If this is the goal of your game, then spot on. Always use the tools best suited for your game's theme, setting, and mood.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social Conflict via Stats

      @Bobotron

      Oh, then yes, it's worth it. The Intrigue system is pretty decent, tho still not all-encompassing.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social Conflict via Stats

      Reaching into my brain for fragments of this conversation here and elsewhere in the past, I think we seem to like:

      1. Don't use social stats.
      2. Come up with a combat system similar to a location hit system, but social.
      3. Let the attacker set the goal, then let the defender negotiate and/or interpret the goal as much like an evil genie as they want to be.

      Let's take that one scene from The Crying Game as an example. Sexy woman [attacker] is hitting on a guy at the bar [defender]. Dice are rolled. Defender is successfully seduced. Sexy woman is really a guy. (Oh, spoiler alert: She's a guy.)

      If the attacker's goal was 'have sex with this guy at the bar', is the defender now obliged? Let's say the sexy woman is really a sexy woman. Is he still obliged?

      And that's not even my biggest concern every time this conversation comes up!

      What do we mean by "Social Conflict"? Physical conflict has so many systems in most games that while we think it's purely "punch, bleed, die", outrunning someone is a physical conflict, sport is a physical conflict, stealth is one part physical conflict. Treating interrogation the same as seduction the same as political maneuvering is just not going to cut it. Most of the few RPGs that try to address it at this more generic level don't seem to understand it.

      FATE and Fate Core take social conflict as a mental test of wills, which I think is one of the brilliant things about it. Sometimes it has non-personal fallout ("shunned by the secret society"), but as almost all Aspects in Fate Core are negotiated, you are encouraged to be reasonable and to choose what makes sense for the situation.

      I understand that Exalted takes a less generic, more detailed approach to social maneuvering.

      Apocalypse World goes even more specific with each character class being able to learn how to force results. They still have to succeed, and there's still a risk that can utterly fuck you up (there is always a risk that can utterly fuck you up in AW). It reminds me of the one class skill that characters get in CP and CP2020.

      It's all about the PvP, man. That's what I think when I see the "social skills" question related to the Muxen. We sure love to roll dice at each other. I've tried to think of games that have a bit of the PvP baked in; in the case of Fate it's because you can fall pretty dramatically and that's half the fun.


      Is that what you were asking about, @Bobotron?

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Dead Celebrity Thread

      He was absolutely brilliant on the British (original) version of Hustle. It seemed like a small, almost bit part, but he was understated and yet was never in the background in any scene he was in. His talent will be missed.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: Dead Celebrity Thread

      Leonard Cohen.

      ):<

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: FATE/FUDGE RPGs?

      @Bobotron said in FATE/FUDGE RPGs?:

      @Jennkryst
      Yeah, that's where I'm coming up flat. The concept of removing Aspects from it and using the raw mechanical bits.

      Aspects are the point of Fate. Without Aspects, Fate is a pretty standard and honestly bland kind of system. You might as well roll 1d6 - 1d6. Woo.

      Aspects themselves rely on the Fate Point Economy, which is a (mostly) closed ability to invent or invest in things on the fly, and to invent them on the fly you have to suffer hardships or put yourself in danger.

      You can engage an Aspect for free if you created it with an amazing success; Jenny's "bruised ribs" example, otherwise you need to spend one of those Fate Points. Usually.

      The details of these, as @WTFE mentioned, depends on which version of FATE. There are essentially three: Fate (Spirit of the Century), Fate 2 (Dresden Files), and Fate Core (everything after). All of them are high action. They can be dialed to bloody, but in a Conan the Barbarian kind of way; bloody and heavy metal.

      Evil Hat's stripped-down Fate Core is called "Fate Accelerated", and it's pretty much only Aspects.

      I, er, may be a fan.


      edit:

      FUDGE, from which FATE was first derived, was not a game system as much as a framework to create game systems, much like @faraday's FS3. You can do a lot with the framework, but much like Risus, you must put in what you want to get out.

      Fate was built to be a more traditional RPG setup, where you have systems telling you what you get out of it, a systematic gaming engine. You can twist this knob left to make that NPC bleed, but it's mostly set up for you. FUDGE demands that you build this engine yourself.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: Skyrim Special Edition (also, Mods!)

      @dontpanda said in Skyrim Special Edition (also, Mods!):

      Maybe I'm legendarily thick, but I don't see anywhere to get new mods for this thing. Or, am I truly stupid and we just use the ones we had for the original?

      It sounds like you're on a console? Otherwise: http://www.nexusmods.com/skyrimspecialedition/

      Pretty much the place to get mods for a whole lot of Triple-A games out there, even if they're not technically moddable.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: LFS: Eclipse Phase MUX

      @Alzie said in LFS: Eclipse Phase MUX:

      Egos and Morphs are a pain. They can be swapped out at various points, so you have to keep them ready in some way.

      External sheet storing. Adds about 5 minutes to the overall coding as you'll be looking up the sheet as 'u( f.find-sheet, %# )' instead of '%#'. I have it stored as &_special.sheet_loc, and &f.find-sheet as 'default( %0/_special.sheet-loc, %0 )'

      Done!

      And start using a GUID for objects. Penn uses 'objid' which is: <dbref>.<creation timestamp in unix epoch secs>. This way, nobody can possibly use someone else's sheets.

      That's not to say that Egos and Morphs don't have other hellish issues, but that there can be multiples is not one of them. Chargen for them would make me sigh.

      --

      edit: derped on the 'default()' function. I have the wrong delimiter for 'objid()', but it gets the idea across.

      posted in A Shout in the Dark
      Thenomain
      Thenomain
    • RE: Skyrim Special Edition (also, Mods!)

      Okay, my current setup:

      1. Unofficial Skyrim Special Edition Patch
      2. Static Mesh Improvement Mod
        (leaves a strange untextured bit on weapon sharpening wheels, but otherwise nice)
      3. Verdant - A Skyrim Grass Mod
        (I'm probably going to remove this, as it now feels like I'm traipsing through a much more temperate climate)
      4. Skyrim Flora Overhaul
      5. Vivid Weathers
        (I don't know if this or True Storms would be better)
      6. Wet and Cold
      7. Reverb and Ambiance Overhaul
        (everything sounds more natural and less "recorded in a warehouse" now)
      8. Unread Books Glow
      9. Ethereal Elven Overhaul
        (I really, really, really hate Elder Scrolls elves with their low-polly hatchet-faces)
      10. Cutting Room Floor
      11. Open Cities Skyrim
      12. Immersive Citizens - AI Overhaul
      13. True Eyes

      Yeah, really I don't need to have a different game experience, since I've never finished it once anyway. "Darker Nights" is probably the only other game-changing mod I'd install.

      Well, until SkyUI is ported. SkyUI was downright fantastic.

      Oh yes, and the Achievements Mods Enabler, linked to by @Derp. Only for us PC users, but what in there is going to make it easier for me to earn mods? Really only the Elven Overhaul so I don't have to suppress a gag reflex when playing the game.

      A re-link: http://www.nexusmods.com/skyrimspecialedition/mods/245/

      --

      p.s., while the vampirism thing is really annoying, I appreciate a game having the chutzpah to force conditions on a character that you have to play around. now if it would only tell me what the hell a "black soulstone" is. Yes, I looked it up on my own, but it's certainly not explained in context.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
    • RE: Skyrim Special Edition (also, Mods!)

      @Monogram

      I am having zero problems with Open Cities, and it's saving me so much loading screen time, which is now short enough to be truly frustrating to sit through.

      It's compatible with the improved NPC AI mod and the Unofficial Patch, which are the only non-cosmetic mods I use, so it's a win.

      posted in Tastes Less Game'y
      Thenomain
      Thenomain
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