I love virtuals, too. Old as they are, they
somehow still have a Next Generation feel to
them, don't they?
Question #1
...
In short, my question is to what extent is this supported?
Not at all, I think. As I recall, a DS user did
eventually get it to work after a lot of work,
but it's not something I've worked on getting
online out-of-the-box.
I'm not against it. I like the idea and probably
will get around to supporting it (especially
since it would make my own project easier). I
just haven't got around to it yet.
Question #2: I was wondering what the implications would be in creating moderate to large sized virtual areas, and then using the "unvirt" command extensively to convert most or all of the virtual grid into tangible files.
Beats me. Depends on what you're trying to accomplish.
1. No extra functionality would be required with the peer command, as they would be regular rooms, hence peer would function normally.
Sure but probably I should just fix "peer" if it doesn't
work for virtuals

2. A creator could create a single virtual file, IE: forest.c, which had detailed semi-random descriptions, camps, encounters, terrains, etc... and then go through and "unvirt" the entire area, which would keep those randomly generated descriptions in that state forever.
Though it depends on the nature of the random feature, I
can see that this would often be of value. I agree with quixadhal,
though, that if load-time consistency is the point, then there are more elegant
ways of accomplishing it.
3. Might make wilderness, in general, easier to edit and modify file by file, or in some ways, perhaps more difficult.
This is probably a matter of preference. I'm pretty sure there
are a couple of folks out there who find the idea of "unvirt"
to be offensive (you know who you are)...and believe that
everything should be in the virt definition. Different strokes, etc.
Further more, I can't seem to find much documentation on the subject in general.
Yeah, virtual rooms are an unfortunate doc lacuna. I've
often found my lib resurrection project to be a kind of
archaeology, and sometimes I feel like a researcher
who finds a fabulous manuscript with huge stains, holes,
and missing pages.
There is pretty much no "virtuals" documentation in DS,
and I have not added any. Why it is missing in the first
place is hard to know. I suspect that it is something
Descartes did not find especially interesting, or just
didn't get to. You can find some documentation in the
Lima lib (
http://dead-souls.net/code/libs/lima-1.0b5/lib/help/wizard/coding/virtual )
but it is obviously not guaranteed to be 100% applicable to DS.
The reason I have not added virtuals docs is that I
like them a lot, and have been actively extending
their functionality (see my excited posts about falling
from one medium to another, etc) and want to write
the docs once I'm sure the thing is static and I
won't have to re-write them. I want to be sure
about the design decisions I finally come to, before
I set them in stone.
I'm talking about lib docs of course. There's nothing
stopping anyone from describing the general mechanics
of how virtuals work, and indeed, I think the lima docs
do just that. Regarding explicit details of virtuals
in DS, I'm afraid the only answer I have for you is
"sorry, not documented yet."
-Crat