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    2. Wodchelle
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    Posts made by Wodchelle

    • RE: How to use Potato MU Client

      @Cobaltasaurus I think the issue was you were missing the Continue? checkbox being selected.

      Also if you use:

      ^(To (|From afar, |Long distance to .+?: |\S.{1,20} pages:|You paged .+? with).*$

      it will cover all forms of pages..

      I have a weird issue though. For some reason when connecting to MU's hosted on digitalocean I get a delay before it connects on potatomu and only on potatomu. Once connected there is no command delay, so I am thinking something handshake related. Anyone know a fix for this?

      posted in How-Tos
      W
      Wodchelle
    • RE: Kinds of Mu*s Wanted

      Things I have considered:

      • 2e nwod Werewolf game with a heavy focus on plot and territory (currently working on this).
      • Monsterhearts game
      • Apocalypse/Fallout/Mad Max like game with a heavy focus on survival simulation and social RP.
      • Science-Fantasy game. Magic and Steamtech. Something that combines elements from both that I love.
      • I actually think a MU set in one of the Magic the Gathering settings could be great. Dominaria or Ravnica.

      I also love my games to be gritty/high lethality. Which is missing on almost every Mush I have tried.

      posted in Adver-tis-ments
      W
      Wodchelle
    • RE: Atom Editor Language Definition

      Or it's working now. Weird.

      posted in MU Code
      W
      Wodchelle
    • RE: Atom Editor Language Definition

      Really love this, but I notice that the bracket-matcher core package doesn't work when softcode is selected as the grammar. Any ideas? I really like to be able to see at a glance if my brackets are wrong, since a missing closing bracket tends to be my most common issue.

      posted in MU Code
      W
      Wodchelle
    • RE: Help Me Decide (Please!)

      @Arkandel said:

      Finally the process in which territory is taken has to be figured out. The Oath of the Moon may be flexible but it's pretty hard to just do away with - and it specifically states werewolves don't kill each other. So unless every other pack is a murderous bunch it's a bit complicated since the guy you just beat the crap out of will heal and if they refuse to back down... well, then what? You can't escalate, there's no 'Prince' to take it to.

      This is the biggest reason for me worrying it would turn into a PvP game, because players by and large don't like showing deference when beaten. They internalize the defeat and turn the competition into a direct attack. That is my main concern, because I don't know if the hobby is mature enough to handle losing with dignity.

      As for the value of turf. The game would have benefits similar to the territory merits from 1st ed, but already part of the grid. Loci would be established with their resonance based on the emotional factors of the grid around them. This would be a resource in creating fetishes, as well as what type of spirits could be found in the area. Which influences (spiritual) would be readily available to the pack, and the amount of essence they could have. In addition, there would be territory that is better for influencing the mortal society.

      The setting is planned to be relatively small. A mountain lake town. Inspired somewhat by the old TV show Wolf Lake.

      posted in Mildly Constructive
      W
      Wodchelle
    • Help Me Decide (Please!)

      Hello! I am currently working on a new game (all by my lonesome, and no idea how long this is going to take). I have two ideas, and I am wondering what the player-base thinks about them.

      The first idea I've had for a while. A Werewolf the Forsaken 2E game focused on packs and territory. Similar to how RFK operated with their vampire territory, I wanted to have a game that focused on controlling turf, encouraging non-lethal skirmishes over valuable locations, and dealing with problems that arise with holding valuable territory. I don't think a game like this has ever been done, but I have also worried about it becoming a PvP fest. There is also the added challenge that packs can be hard to maintain with people having online schedules. Is this something people would be interested in enough to be worth doing?

      The second idea I had, was a game based on the Monsterhearts system. Monsterhearts is a very easy to play game based on the Apocalypse World game, made by the same indie developer. It is about playing angsty, hormone-filled teenagers that happen to be monsters. It is your Buffy, Angel, Teen Wolf, Misfits, Secret Circle, and True Blood all rolled into one thing with simple mechanics that encourage in character drama. I haven't seen any MU*s based around this system yet, but it seems perfect for the sort of games you see develope on WoD. Do people have any thoughts?

      Anyway, I'd love some feedback on either of these ideas. Thank you.

      posted in Mildly Constructive
      W
      Wodchelle
    • RE: Zero to Mux (with wiki)

      @Glitch

      Thank you, that did it!

      Yes, I used digitaloceans mediawiki image. So I don't know why the mysql library wasn't already included, since I know it uses mysql. Strange.

      Thank you though, I am up and running now and ready to start breaking things. I chown -R www-data:www-data the www directory before but I guess new files are written with root as the owner still?

      Some other steps I had to change from the guide, for future reference:

      Since I did the step:

      adduser <username>
      

      I wasn't able to do:

      useradd -G www-data <username>
      

      It said the user already existed, so instead I did:

      usermod -a -G www-data <username>
      

      Then I set the ownership of the folders to www-data.

      posted in How-Tos
      W
      Wodchelle
    • RE: Zero to Mux (with wiki)

      Hiya, Necroing this from the graveyard.

      There seem to be a few changes from this guide now:

      git clone https://github.com/brazilofmux/tinymux.git
      

      This command grabs the entire directory including a bunch of folders like "client" "color" "convert" "Debian" "sgp" etc. It looks like this guide is using just the /mux directory. Are those other upper level directories needed for anything?

      If logged in with the owner account I created it looks like you need to sudo commands:

      sudo ./configure --enable-stubslave --with-mysql-include=/usr/include/mysql --with-mysql-libs=/usr/lib/mysql --enable-inlinesql
      

      However when I run the sudo make depend command I get the following:

      :/var/www/tinymux/mux/src$ sudo make depend                
      for i in _build.cpp alarm.cpp alloc.cpp attrcache.cpp boolexp.cpp bsd.cpp command.cpp comsys.cpp conf.cpp cque.cpp create.cpp db.cpp db_rw.cpp eval.cpp file_c.cpp flags.cpp funceval.cpp funceval2.cpp functions.cpp funmath.cpp game.cpp help.cpp htab.cpp local.cpp log.cpp look.cpp mail.cpp match.cpp mathutil.cpp mguests.cpp modules.cpp move.cpp muxcli.cpp netcommon.cpp object.cpp predicates.cpp player.cpp player_c.cpp plusemail.cpp powers.cpp quota.cpp rob.cpp pcre.cpp set.cpp sha1.cpp speech.cpp stringutil.cpp strtod.cpp svdrand.cpp svdhash.cpp timer.cpp timeabsolute.cpp timedelta.cpp timeparser.cpp timeutil.cpp timezone.cpp unparse.cpp utf8tables.cpp vattr.cpp walkdb.cpp wild.cpp wiz.cpp libmux.cpp  version.cpp unsplit.cpp slave.cpp stubslave.cpp ; do g++ -E  -g -O     -DSTUB_SLAVE    -DINLINESQL -I/usr/include/mysql  -M $i; done | ./unsplit > .depend~
      functions.cpp:26:19: fatal error: mysql.h: No such file or directory
       #include <mysql.h>
                         ^
      compilation terminated.
      game.cpp:30:19: fatal error: mysql.h: No such file or directory
       #include <mysql.h>
                         ^
      compilation terminated.
      mv .depend~ .depend
      
      

      Any idea what I can do to fix this? It looks like mysql is missing from /usr/include

      posted in How-Tos
      W
      Wodchelle
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