I got it. For some reason apache was blocking the port. I opened it and it seems to be working fine now. Thanks for the help!
Posts made by ZombieGenesis
-
RE: Unable to get TinyMUX to run on Ubuntu 16.04
-
RE: Unable to get TinyMUX to run on Ubuntu 16.04
Yup, I can connect locally. And the only error in the log has to do with not being able to find the comsys db. Right now I'm just using the stock blank DB that came with TinyMUX. Hmmm.
-
RE: Unable to get TinyMUX to run on Ubuntu 16.04
As far as I know I am, yup. I even changed the port just in case. I've never had a problem like this with digital ocean before. Very weird.
-
RE: Unable to get TinyMUX to run on Ubuntu 16.04
It seems to be running but when I try to connect to the game itself the connection times out.
-
RE: Unable to get TinyMUX to run on Ubuntu 16.04
( if [ -f libmux.so ]; then mv -f libmux.so libmux.so~ ; fi )
g++ -g -O -shared -fPIC -o libmux.so libmux.cpp -lm -lcrypt -ldl
g++ -g -O -c _build.cpp
g++ -g -O -c alarm.cpp
g++ -g -O -c alloc.cpp
g++ -g -O -c attrcache.cpp
g++ -g -O -c boolexp.cpp
g++ -g -O -c bsd.cpp
g++ -g -O -c command.cpp
g++ -g -O -c comsys.cpp
g++ -g -O -c conf.cpp
g++ -g -O -c cque.cpp
g++ -g -O -c create.cpp
g++ -g -O -c db.cpp
db.cpp: In function âvoid load_restart_db()â:
db.cpp:3686:21: warning: ignoring return value of âchar* fgets(char*, int, FILE*)â, declared with attribute warn_unused_result [-Wunused-result]
fgets(buf, 3, f);
^
g++ -g -O -c db_rw.cpp
g++ -g -O -c eval.cpp
g++ -g -O -c file_c.cpp
g++ -g -O -c flags.cpp
g++ -g -O -c funceval.cpp
g++ -g -O -c funceval2.cpp
g++ -g -O -c functions.cpp
g++ -g -O -c funmath.cpp
g++ -g -O -c game.cpp
game.cpp: In function âvoid do_shutdown(dbref, dbref, dbref, int, int, UTF8*, const UTF8**, int)â:
game.cpp:1273:83: warning: ignoring return value of âssize_t write(int, const void*, size_t)â, declared with attribute warn_unused_result [-Wunused-result]
mux_write(fd, message, static_cast<unsigned int>(strlen((char )message)));
^
game.cpp:1274:50: warning: ignoring return value of âssize_t write(int, const void, size_t)â, declared with attribute warn_unused_result [-Wunused-result]
mux_write(fd, ENDLINE, sizeof(ENDLINE)-1);
^
g++ -g -O -c help.cpp
g++ -g -O -c htab.cpp
g++ -g -O -c local.cpp
g++ -g -O -c log.cpp
g++ -g -O -c look.cpp
g++ -g -O -c mail.cpp
g++ -g -O -c match.cpp
g++ -g -O -c mathutil.cpp
g++ -g -O -c mguests.cpp
g++ -g -O -c modules.cpp
g++ -g -O -c move.cpp
g++ -g -O -c muxcli.cpp
g++ -g -O -c netcommon.cpp
g++ -g -O -c object.cpp
g++ -g -O -c predicates.cpp
predicates.cpp: In function âvoid do_backup(dbref, dbref, dbref, int, int)â:
predicates.cpp:1692:56: warning: ignoring return value of âint system(const char*)â, declared with attribute warn_unused_result [-Wunused-result]
system((char )tprintf(T("./_backupflat.sh 1>&2")));
^
g++ -g -O -c player.cpp
g++ -g -O -c player_c.cpp
g++ -g -O -c plusemail.cpp
g++ -g -O -c powers.cpp
g++ -g -O -c quota.cpp
g++ -g -O -c rob.cpp
g++ -g -O -c pcre.cpp
g++ -g -O -c set.cpp
g++ -g -O -c sha1.cpp
g++ -g -O -c speech.cpp
g++ -g -O -c stringutil.cpp
g++ -g -O -c strtod.cpp
g++ -g -O -c svdrand.cpp
g++ -g -O -c svdhash.cpp
svdhash.cpp: In member function âvoid CHashFile::WriteDirectory()â:
svdhash.cpp:1394:64: warning: ignoring return value of âssize_t pwrite(int, const void, size_t, __off_t)â, declared with attribute warn_unused_result [-Wunused-result]
pwrite(m_hDirFile, m_pDir, sizeof(HF_FILEOFFSET)m_nDir, 0);
^
svdhash.cpp: In member function âbool CHashFile::ReadDirectory()â:
svdhash.cpp:1640:63: warning: ignoring return value of âssize_t pread(int, void, size_t, __off_t)â, declared with attribute warn_unused_result [-Wunused-result]
pread(m_hDirFile, m_pDir, sizeof(HF_FILEOFFSET)m_nDir, 0);
^
svdhash.cpp: In member function âbool CHashFile::Insert(HP_HEAPLENGTH, UINT32, void)â:
svdhash.cpp:2070:68: warning: ignoring return value of âssize_t pwrite(int, const void*, size_t, __off_t)â, declared with attribute warn_unused_result [-Wunused-result]
pwrite(m_hDirFile, m_pDir, sizeof(HF_FILEOFFSET)*m_nDir, 0);
^
g++ -g -O -c timer.cpp
g++ -g -O -c timeabsolute.cpp
g++ -g -O -c timedelta.cpp
g++ -g -O -c timeparser.cpp
g++ -g -O -c timeutil.cpp
g++ -g -O -c timezone.cpp
g++ -g -O -c unparse.cpp
g++ -g -O -c utf8tables.cpp
g++ -g -O -c vattr.cpp
g++ -g -O -c walkdb.cpp
g++ -g -O -c wild.cpp
g++ -g -O -c wiz.cpp
g++ -g -O -DMUX_BUILD_DATE=""date
"" -DMUX_BUILD_NUM=""sh ./buildnum.sh
"" -c version.cpp
( if [ -f netmux ]; then mv -f netmux netmux~ ; fi )
g++ -g -O -o netmux _build.o alarm.o alloc.o attrcache.o boolexp.o bsd.o command.o comsys.o conf.o cque.o create.o db.o db_rw.o eval.o file_c.o flags.o funceval.o funceval2.o functions.o funmath.o game.o help.o htab.o local.o log.o look.o mail.o match.o mathutil.o mguests.o modules.o move.o muxcli.o netcommon.o object.o predicates.o player.o player_c.o plusemail.o powers.o quota.o rob.o pcre.o set.o sha1.o speech.o stringutil.o strtod.o svdrand.o svdhash.o timer.o timeabsolute.o timedelta.o timeparser.o timeutil.o timezone.o unparse.o utf8tables.o vattr.o walkdb.o wild.o wiz.o version.o -L. -lm -lcrypt -lmux
g++ -g -O -c slave.cpp
g++ -g -O -o slave slave.o -lm -lcrypt
cd ../game/bin ; rm -f dbconvert ; ln -s ../../src/netmux dbconvert
cd ../game/bin ; rm -f netmux ; ln -s ../../src/netmux netmux
cd ../game/bin ; rm -f slave ; ln -s ../../src/slave slave
( if [ ! -z "" -a -f "" ]; then cd ../game/bin ; rm -f ; ln -s ../../src/ ; fi )
( if [ ! -z "libmux.so" -a -f "libmux.so" ]; then cd ../game/bin ; rm -f libmux.so; ln -s ../../src/libmux.so libmux.so ; fi )Here it is. Thanks.
-
Unable to get TinyMUX to run on Ubuntu 16.04
I'm hosting at Digital Ocean using Ubuntu LAMP on 16.04. Got the mediawiki up and running but now I can't get TinyMUX to run. When I run make depend I get a number of errors similar to this:
game.cpp: In function âvoid do_shutdown(dbref, dbref, dbref, int, int, UTF8*, const UTF8**, int)â:
game.cpp:1273:83: warning: ignoring return value of âssize_t write(int, const void*, size_t)â, declared with attribute warn_unused_result [-Wunused-result]
mux_write(fd, message, static_cast<unsigned int>(strlen((char )message)));
^
game.cpp:1274:50: warning: ignoring return value of âssize_t write(int, const void, size_t)â, declared with attribute warn_unused_result [-Wunused-result]
mux_write(fd, ENDLINE, sizeof(ENDLINE)-1);I've spent all morning trying to figure it out. I'm sure it's something simple but I'm not getting it. Any help would be great. Thanks.
-
RE: 7th Sea Second Edition
@faraday I didn't pose an answer to the question "what would 20 players do" I posed an answer to what would I do on such a game. I would find RP, I would keep myself amused. The problem with most people on MUs today is they want to be spoon fed RP and then, once they're in that RP, they tend not to do anything anyway. Active RPers will be active, especially if given a nice vibrant setting.
That's my answer as a player. As a staffer what would players do on a Pirate setting? I think Pirates of the Caribbean...3(?) posed a good answer to that by showing off Pirate Politics. You could encourage almost Lords and Ladies style politics. You can also have persistent threats of the British Navy hunting down pirates giving pirates a good reason to group together against a common foe. And that's just 2 things even if you don't include supernatural threats.
Now that's for a pirate specific setting. The problem I have with 7th Sea is that you'd have to pick something to focus on. 7th Sea, to me, is a toolbox RPG where you pick and choose what part of the setting you want to RP in. A general "7th Sea" MUX would be bad, IMO, because there's SO MUCH of the theme to explore. You'd have to whittle it down to something that interests you as a staffer.
Again, these are all just my opinions.
-
RE: 7th Sea Second Edition
@faraday said in 7th Sea Second Edition:
7th Sea has a really neat setting, but I've never understood what you would do on a 7th Sea MU. Like, sure, "live in the pirate era". But going back to what was discussed on How to Change MU*ing - what would the PCs do on a day to day basis? Without a coherent hook it seems like it would just end up being "Dating Game: Theah Edition".
I never understood the "what would a player do" problem people often talk about. I think if you can't figure out what to do on your own time on a game with a vibrant theme...you probably shouldn't be there to begin with. I've never had a problem finding things to do on any game I was on so long as I had RP partners willing to explore our own RP. Everyone seems to boil things down to "You'll just end up being <Theme> Sex MU" and I don't get it. What will players do on a day to day basis? RP.
In reference to this specific thing "live in the pirate era" opens up so many possibilities that I don't think I'd ever be bored even if staff never ran a single plot. Again, all a player needs is 1 or more other players willing to explore their own RP and that's what you do. Have fun.
That's my opinion anyway.
-
RE: 7th Sea Second Edition
I'm a Savage Worlds fan but I think Savage Worlds handles Pirate style RP fairly well. It has two Pirate centric settings (Pirates of the Spanish Main and 50 Fathoms) and I enjoyed playing in both. I was part of a group once that was going to open a game called "Pirates Haven" and it was going to be set in Port Royal which would have served as a central hub for RP. Players could then join existing ships or start ships of their own or whatever. Everyone eventually bailed on the game which made me sad because I was very excited for it.
-
RE: 7th Sea Second Edition
My group tried it as well because the system looked like it'e be fantastic. It's more about how something gets done rather than if something gets done though. Which may be perfect for an MU I guess but, as was mentioned above, it kind of took the edge out of the RP. There wasn't much drama and some people at the table really could not wrap their heads around just how the system worked.
In the end we ended up switching to Savage Worlds and playing in their 50 Fathoms setting.
-
RE: Star Trek Theme/Setting Discussion
As far as Star Trek Adventures go...I dunno. There are parts I like but overall I think the game is just 'meh'. They try to hard to meld old school crunchy with new school narrative and it doesn't quite work, IMO. The crunchy isn't really crunchy and the narrative control is not really narrative control. It just all falls flat for me. I like the idea of the 2d20 system but I did not care for how it was implemented in STA. Which is a damn shame.
And it wasn't Marvel Heroic RPG (Cortex) we were talking about it was the Marvel Universe RPG put out by Marvel a few years back. Diceless. The game has potential I think but it feels a bit rushed.
And I'd love to see a Cortex+ Hack of Star Trek. I think Cortex might work very well for it!
-
RE: Star Trek Theme/Setting Discussion
Well, I think you might be overthinking things a bit. Three players could make a "crew" and take on a ship if they wanted while just spoofing other characters. I don't see a reason to make things complicated. If a small handful of people, say, wanted to get a ship and explore things on the edge of the Romulan Neutral Zone I don't see why staff should stand in the way of that. Crew could even be rotated on that ship.
And I never said anything about "wormhole of the week". The wormholes are always there (or open frequently enough to be counted on) and could be used for regular RP. What we liked about it was that you could do an RP arc in a certain area doing a certain thing and then transition to another area doing an entirely different thing all the while maintaining a common hub for regular RP.
I also never mentioned anything about bureaucracy and filing reports.
-
Star Trek Theme/Setting Discussion
So it's Friday which means I'm sitting in the office with a limited internet connection and not a lot to do but discuss geeky things with my co-workers. The topics of the day today? The Marvel Universe Roleplaying Game and the new Star Trek Adventures RPG.
While I'm not sold on Star Trek Adventures as an RPG (might be the best of the Star Trek RPGs but that's not saying much, IMO) I think we did come up with an interesting concept for Star Trek on a MUX.
Timeline: TNG Era
Setting: An expanse of space that is largely empty except for all the damn wormholes. Wormholes form the crux of our game. This expanse of space is in Federation territory and they've recently built a star base in the expanse to study the wormholes. The star base serves as our center for RP but also as a hub for our secondary settings...starships.
The wormholes connect to...well where ever we want them to. As such the Federation has sanctioned a number of ships to go on exploration duty through said wormholes. This would allow for groups of PCs to band up, get a ship, and play out their own Star Trek adventures where ever they want all the while being able to come back to the central RP hub, the star base.
And that's essentially the game. The star base would be manned as normal with both Federation officers and possibly civilians. Players could be stationed on the base, on player controlled ships, or alternate as ships come and go from the game.
The area could also be a hub for commerce as species from all around the galaxy can find their way here through the wormholes. It also opens the area up to potential threats who also have access to the worm holes.
Theme: Exploration, defense, and community building. We kind of envisioned this as a mashing together of DS9, Voyager, and TNG. We think we could fit aspects from all of them onto the game while still keeping the game maintainable and easily accessible to new players.
They're just thoughts though. And, as normal, I figured I'd post them here to see what other people thought.
-
RE: DC Elseworlds MUX
Sadly I just never quite found my footing with this game. I'm honestly not entirely sure why, we had a good start but things just sort of fizzled and my attempts to rekindle it never quite worked out. In addition, my interests are beginning to shift from the superhero genre to things more horror and fantasy related. As such I have officially closed DC Rebirth. The site will remain up for another week if anyone wants to grab any decomps or anything.
Thanks to everyone who stopped by. I had a great time there with my PCs and I will certainly miss the RP. We had a small player base throughout but you were all fantastic. Thanks for the memories.
-
RE: POLL Gothic Fantasy System
Lots of good suggestions here. Someone also suggested Chronicles of Darkness hacked for the setting.
-
RE: POLL Gothic Fantasy System
@Ominous said in POLL Gothic Fantasy System:
Honestly, if you find Warhammer 2nd edition easy to grasp, Mythras/Runequest 6 is even easier. It's pure skill oriented so you avoid the issues with career classes and all but two of the attributes are derived the same way with the two exceptions being only slightly different unlike WFTR 2's attributes.
I just ordered a copy of Mythras from Amazon. Excited to check it out.
-
RE: POLL Gothic Fantasy System
Just thought of Warhammer 2nd Edition too.
-
RE: POLL Gothic Fantasy System
@Ominous said in POLL Gothic Fantasy System:
You need an Other option. Not sure either of those are conducive for the genre you are aiming for. I would use Runequest 6/Mythras for this over D&D.
Savage Worlds was actually built for the genre I'm aiming for. An offshoot of it anyway. Not that familiar with Runequest. I love checking out new systems though.
-
RE: POLL Gothic Fantasy System
@Misadventure said in POLL Gothic Fantasy System:
I'd choose neither.
What do you mean by Gothic Fantasy? Warhammer? Castelvenia? Shadows of Esteren? Leagues of Gothic Horror?
What we were discussing was something like Warhammer meets Ravenloft. Not sure what Leagues of Gothic Horror is but I'm gonna go check it out!
-
RE: Someone should do a Faerun game.
Now I'm gonna have to dig out my Birthright stuff. I'd forgotten about that game. That and Council of Wyrms.