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Messages - tigwyk

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1
Drivers / Re: FluffOS-2.23
« on: September 23, 2011, 10:16:00 PM »
I had the same compile error, undeffed DSLIB and all is well!

2
Drivers / Re: FuzzOS
« on: February 04, 2011, 12:57:40 PM »
Wow dude, great work!

3
General / Re: Resurrecting Imaginary Realities
« on: November 01, 2010, 09:32:09 PM »
Yeah I think that's a very good distinction to make early on.

4
General / Re: Resurrecting Imaginary Realities
« on: October 31, 2010, 12:15:49 PM »
I'd happily read and contribute. As you can see from this finely crafted forum post, my English writing skills are unequaled. ;)

5
Dead Souls Support / Re: timer daemon?
« on: September 27, 2010, 11:51:11 AM »
I went further with the paralyze code and created skill delays, or "cooldowns" if you will.

Took a bit of effort, but I was happy with my result.

I also took a lesson from another mud and made sure to allow for multiple types of cooldowns that can co-exist and countdown separately. That means you could have skills that operate on a global or default cooldown, and skills that have their own unique cooldowns.

6
Dead Souls Support / Re: Lenarics help thread
« on: September 15, 2010, 02:10:52 PM »
From a general standpoint, you could use a few different methods to implement a rarity system and rework your random loot stuff.

You could use a daemon to keep track of all important random-loot-calculating-functions and just call the daemon whenever something dies. This is probably not the best idea (though it sounds great) because things die a lot and that means a lot of daemon calls. Also, if errors aren't handle properly, you're left with a mob that won't die because it ... can't finish dying.

You could create a new inherit and have mobs inherit that along with all the other stuff they inherit. This could include all the important random-loot-calculating-functions and then the mob would be able to calculate its own loot table upon death. This method probably makes more sense.

You could use a flat file for your loot table and just put a filename on each line referencing some piece of loot. This doesn't cover rarity, only randomness. For rarity you might want to maintain some sort of simple loot daemon that uses an array or mapping to assign rarity to the loot. Then it could save that file to binary and load it each time the mud comes up.

These are just generic ways of doing such a thing, as I've been entertaining this idea too.

7
Drivers / Re: Hydra 1.2
« on: September 14, 2010, 02:30:46 PM »
Wow, this is really neat. I'd love to see somebody pick this up as their next engine of choice.

Go LPC go!

8
General / Re: Help on choosing a mudlib
« on: June 03, 2010, 04:26:07 PM »
I've never asked this before but I'm really curious now that I have a rapt blind audience.

How would you describe rooms, objects, mobs, etc?

As someone who isn't blind, I sort of take it for granted that my descriptions of things make sense to people, but you've just thrown me a massive curveball in the sense that who knows if the blind players on our mud even care about half of the descriptions we write.

If I say the ball is red with polka-dots, that doesn't really matter to you, does it? (No offense, I'm just REALLY curious now.)

This is actually kind of an exciting topic for me since I'm very much into the philosophy of what we perceive around us using the senses we have available to us.

9
General / Re: heart_beat v. call_out
« on: April 23, 2010, 12:07:02 PM »
And remember that interrupts are better than polling.


One thing I've always wished I was able to use in my Mud programming is interrupts. I got to play with them in other languages, but have yet to discover a way to really implement them efficiently in any of the muds I've worked on.

Perhaps I'm thinking of a more specific example of interrupts versus what I have to work with on these muds, so if someone wants to clarify how they might already exist, that'd be awesome.

Stavros' question has been raised because on the driver/mudlib we're working with, call_outs are costly, and unfortunately pretty unreliable. In fact, due to call_outs randomly disappearing, we've had to create really lame hacks to compensate for that. We're still unable to upgrade the driver to Fluff due to a lack of access and consent from the owner of the box.

Driver is MudOS v21.7, Lib is a heavily, HEAVILY modified NM3.

10
Dead Souls Support / Re: Lenarics help thread
« on: March 29, 2010, 12:56:37 PM »
I hope my code gives you a good place to start, and I'm honoured someone thought it was worth mentioning. ;)

11
Dead Souls Support / Re: Mud crashes just after preloading daemons
« on: February 02, 2010, 11:02:46 AM »
And, somehow, LPHeroes is back up and running.

I did a bunch of prep-work to migrate everything over to FluffOS, but then all I tried was running the batch file again to boot the mud. Lo and behold, this time it worked! For no good reason!

Bizarre. I didn't even copy any files from the backup. Perhaps it was the batch file itself that had become corrupt, since I did replace that with the FluffOS version, except I pointed it to the MudOS driver.

Oh well, thanks for all your help guys! I'm still going to port my mud over to FluffOS, though. This has given me the motivation.

12
Dead Souls Support / Re: Mud crashes just after preloading daemons
« on: January 27, 2010, 10:39:39 AM »
Wow, thanks for all the replies guys.

I have backups, but my last one is from last year. No big deal because I haven't actively changed anything in probably about two years. I was hoping to find the problem file and replace it with the backed up one, instead of a complete restore.

I'm also tempted to use this opportunity to switch to FluffOS since I'm down anyway.

Thank you for all the angles of insight, I'm going to dig in deep and see what I can find.

I really do appreciate all your help, it's nice to know I can count on the LPMuds forum. :)

13
Dead Souls Support / Mud crashes just after preloading daemons
« on: January 26, 2010, 02:22:40 PM »
My mud had been running fine for a few years, and suddenly I had a disk space issue that I wasn't made aware of until (I assume) some damage had already been done.

Now, my mud refuses to boot fully.
Code: [Select]
C:\ds>c:\ds\win32\mud.bat

C:\ds># This improved batch file courtesy of Brodbane @ Eve
'#' is not recognized as an internal or external command,
operable program or batch file.

C:\ds>goto start

C:\ds>c:\ds\win32\driver.exe c:\ds\lib\secure\cfg\mudos.cfg
using config file: c:\ds\lib\secure\cfg\mudos.cfg
Initializing internal tables....
----------------------------------------------------------------------------
LP Heroes (MudOS v22.2b14) starting up on Microsoft Windows NT - Tue Jan 26 14:1
5:15 2010


Hostname = localhost Connected to address server on localhost port 9999

Loading preloaded files ...
]Preloading: /lib/sentient...](0.0)
]Preloading: /lib/std/table...](0.0)
]Preloading: /lib/std/room...](0.0)
]Preloading: /daemon/soul...](0.0)
]Preloading: /lib/player...](0.0)
]Preloading: /secure/daemon/localpost...](0.0)
]Preloading: /secure/daemon/letters...](0.0)
]Preloading: /secure/daemon/folders...](0.0)
]Preloading: /secure/daemon/events...](0.0)
]Preloading: /daemon/seasons...](0.0)
]Preloading: /daemon/intermud...](0.0)
]Preloading: /secure/daemon/economy...](0.0)
]Preloading: /secure/daemon/chat...](0.0)
]Preloading: /daemon/verbs...](0.0)
]Preloading: /daemon/command...](0.0)
]Preloading: /daemon/preload_check...](0.0)
]Preloading: /daemon/decay...](0.0)
]Preloading: /daemon/reaper...](0.0)
]Preloading: /secure/daemon/ping...](0.0)
]Preloading: /secure/daemon/update...](0.0)
]Preloading: /secure/room/arch...](0.0)
]Preloading: /secure/daemon/snoop...](0.0)
]Preloading: /secure/daemon/log...](0.0)
]Preloading: /secure/daemon/inet...](0.0)
Initializations complete.

Accepting connections on port 6666.
System Error: init_user_conn: socket:No such file or directory

Immediately after that it re-runs the batch file.

Runtime log is as follows, but won't be much help.

Code: [Select]
----------------------------------------------------------------------------
LP Heroes (MudOS v22.2b14) starting up on Microsoft Windows NT - Tue Jan 26 14:17:44 2010


Connected to address server on localhost port 9999

Loading preloaded files ...

I've heavily modified my lib, but up until this incident where the mud ran out of disk space, it was booting and running fine.

Catch log only contains old errors in reference to things I'd done before this happened.

Any ideas?

14
I'm playing with StellarMap and I like it, so far. I think it's already a good tool, and I'm sure it has the potential to become even better. Great app!

15
Licensing / LPMud Commercial Licensing (Basically, "no")
« on: January 14, 2010, 06:56:01 PM »
Just in case anyone was wondering, here's a link to a mailing list discussion between previous LPMud coders (for some of the original drivers).

Recently I was googling around to see if any of the LPmuds out there could be used for profit, or torn apart and then used. Unfortunately, it looks like it's a "no" across the board.


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