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Messages - detah

Pages: [1] 2 3 ... 15
1
Drivers / Re: MudOS-0.9.18C3
« on: March 15, 2013, 11:06:37 AM »
I agree, this is most likely a mudlib issue. This sounds like your combat code is messed up. Could also be something in init(). Are there other circumstances where you see the heartbeat error? Is it only combat? If it is only in combat, then you can probably reduce your search to monster.c and combat. If it appears in other places, you can reduce your search to living.c, init() and the heartbeat code.

You really haven't provided enough information to properly diagnose this issue.

2
Drivers / Re: correct behavior of argument auto promotion
« on: February 20, 2013, 10:55:45 AM »
I think I have encountered this before. I agree. The error message should be more on point. The second error message is close to being helpful. If the object doesn't exist, how can it contain call_other code? Shouldn't the error message say

Code: [Select]
call_other is not found in "non-existing-object"

-Thomas

3
Design Lab / Re: Complex Limb Combat System in virtual gaming
« on: December 01, 2012, 08:18:18 PM »
I see where this is going.
> kill soul

4
Code Vault / Re: Areacheck tool
« on: July 24, 2012, 11:32:59 AM »
This is a great idea. Thanks for sharing. I think this will be particularly useful for checking lightlevels, terrain types and doors in areas.

5
Code Vault / Re: Improved inventory listing
« on: July 24, 2012, 10:42:53 AM »
I think it will serve you better if you put those error results in a error() function. Then when a player discovers an error it will get logged in the error log and should also broadcast on the error channel. 

6
Code Vault / Re: Landmarks daemon
« on: June 15, 2012, 08:39:41 AM »
BB code LOL. This is a test This is a second test.

Confirmed. Adding a single closing tag or adding a brand new set of italics tags does nothing to fix this problem. BB code LOL indeed.

Remove Formatting seems to do nothing.

Preview shows what you would expect the post to look like in the absence of this italics fiasco.  :-X

7
Code Vault / Re: Landmarks daemon
« on: June 12, 2012, 08:22:34 AM »
Something is wrong with this thread. It looks like ITALICS are on for every post. I did not use italics when I posted my previous comment. It looks like the problem started occurring 3 or 4 posts ago in the middle of the GetExtraLong fun.

8
Code Vault / Re: Landmarks daemon
« on: June 11, 2012, 09:00:40 AM »
Could you please repost /lib/std/room.c. Looks like your CODE tags didn't paste correctly.

9
Dead Souls Support / Re: The road to a crafting system
« on: May 31, 2012, 03:10:43 PM »
You just broke my brain.
/verbs/item/craft.c is pretty obvious and well commented. But /lib/living.c has seemingly no new content, no comments about crafting and no header update to reflect that any changes occurred since 1995. I would do some more commenting and header editing before zipping.

10
Code Vault / Re: dumb math stuff to find a heading to a point.
« on: March 29, 2012, 11:48:50 AM »
3D adventurers:
for any x, y, z elements of R,
the internal diagonal of a box is sqrt(x*x + y*y + z*z)

11
Code Vault / Re: Metaphone sefun
« on: February 17, 2012, 02:23:12 PM »
This doesn't pass the smell test with me. I think the default error message with no spellchecking is superior in every way to trying to guess what the player intended and actually implementing the command. I see this going badly for the player......

Code: [Select]
> l
An Open Clearing
Lots of grass and stuff. There's a big oak tree to the north.
Exits: east, west.
Rabbtei, the Supreme Overlord of Death
A tiny rabbit.

> kill rabbti

You miss.
Rabbtei smashes you with a devastating blow.
You die.
Death says: WELCOME, MORTAL ONE!

No. I don't see this working out well at all.

12
Code Vault / Re: Metaphone sefun
« on: February 17, 2012, 08:42:52 AM »
What is the value of this function to muds? I am familiar with soundex in the context of spellchecking massive databases. Are you trying to make a system which guesses what some poor hapless typo-prone mudder is typing? is the goal here to suggest the proper syntax?

Code: [Select]
> get tocrh from bag
Do you mean 'torch'?

Is this the goal?

13
Dead Souls Support / Re: Runtime error after character creation
« on: June 28, 2011, 12:51:41 PM »
Can you provide a diff of your connect.c? That would speed things up considerably.

14
Promotions / Re: Lima Coder LFW
« on: May 12, 2011, 09:40:56 AM »
I am not a computer science person. I cannot speak to much of this design theory stuff. I also cannot comment on Lima's intent.

But as I understand the issue, this is a Turnpike Theorem problem. Yes, it might be some extra work to write the verb. But in the longrun, you are making your life easier. You are adding to your library of available verbs and making your entire world a more seemless structure. Having coded on a mud which used add_actions almost exclusively, you should avoid add_actions, if for the one reason of simplicity. But if that is not sufficient, I also argue that it is also work-minimizing in the long run.

We had 'read' as an add_action. We had some books hardcoded in rooms, which used the read add_action. AND we had book objects which also had the read add_action in them. Believe me, this became a nightmare very quickly, trying to distinguish every single book object in the game. When 'read red book' in your inventory is conflicting with a different 'red book' in your current room, I think that alone is sufficient evidence against add_actions. But consider this: The solution to this common object conflict in the verb case is pretty simple: add a unique adjective or alias to one of the objects. The solution to this conflict in the add_action case is to add a whole new if(str=="big red shiny book") OR statement. It is obvious at this point, that the verb route is both the optimal way and the work-minimizing way to go.

-Detah@Arcania

15
Dead Souls Support / Re: skill increase formula
« on: May 05, 2011, 01:19:07 PM »
You guys seem to be on the same page, but I have no idea how "damage" fits in with a question about skill increases. I thought the question related to how skill points translate into skill ratings. eg
if Skill points=0, then Skill rating=0
if Skill points=201, then Skill rating=1
if Skill points=404, then Skill rating=2
if Skill points=609, then Skill rating=3
if Skill points=816, then Skill rating=4 and so on.

Are you asking a different question than this? If Nulvect gave a satisfactory answer, I would love to know what the question was.

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