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Messages - saquivor

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Dead Souls Support / Re: Sharing EXP with party members!?
« on: May 01, 2008, 02:09:14 am »
Did you mean an extension to the existing party system that only shares xp if players are in the same room ?

General / Re: Inputs
« on: April 20, 2008, 03:29:32 am »
Made some progress testing on Linux telnet client in that manually enabling mode char does
actually send data back to the ds2 mud server :) And in linemode I have confirmed that several key ctrl and key
combinations are also sending data back to the server ie ctrl z, ctrl j, ctrl 4 etc.

One issue I have with my idea is that I normally use kildclient to actually play test muds. And these style clients do
not have give direct access to command windows. So I am not thinking my good idea is such a good idea anymore ):
Ncurses would also not work well via such clients!

Thanks to everyone for the feedback etc, but looks like this idea is fizzling out. At least it seems to have got me interested in
lpc and muds again though LOL.

What I still need to do is find a better way of channeling my interest in lpc and muds!


General / Re: Inputs
« on: April 17, 2008, 06:07:30 am »
Thanks for the input so far, I am starting to read up on telnet protocol.

I will also start to play with comm related files in driver and mudlib to see what I can break and fix again whilst logging output of connections via tcpdump.

If I can get it working with any telnet client, I will worry about other versions after that :)

If anyone knows of any gotchas with telnet support with flufoss/mudos/ds2 then please let me know.


General / Inputs
« on: April 15, 2008, 10:24:11 am »
I have been musing over an idea of improving command line input to LPC based muds. Which varies from implementing ncurses to support, to implementing getch() style inputs that do not require newline.

I am sure we can all think of lots of situations where having this type of facility would be provide a more immersive style of interaction with a player. Or maybe it doesn't ?

If it is possible to add this type of functionality could anyone point me in the right direction in relation to how this might be achieved under fluffos/mudos? It could be that this is possible at the mudlib level ?

I would like this to be implemented without the need for an mxp style custom client.

Anyone have any links to related technical articles, etc.

Also interested to see how much support there would be for supporting this request.

I am not even saying I have skills to implement such a change, but I do have sufficient interest to at least try! So who knows :)

All the best,

Code Vault / Re: Interacting with SetItems
« on: April 10, 2008, 03:09:30 pm »
Thanks for the feedback :)

I am not that active right now, I got side tracked using C# to create lpc objects and will hopefully get back on track one day :)

Saquivor  .

Design Lab / Re: Generics in LPC
« on: February 25, 2008, 02:39:22 am »
By implementing generics would that lead to a performance gain via the stack? Or more that keeping things type safe produces better quality code, allowing for easier debugging etc.

I would be in favour of either reason, but both would be cool :)

Generics in c# has also paved the way for other anonymous methods and Iterators. For all I know LPC may already implement this though?

I would be in favour of making LPC more like java/c# where possible, but that is just my personal preference :)


Dead Souls Support / Re: Running DS on fluffos
« on: October 03, 2007, 02:24:12 am »
Thanks for the update. RL has had a nasty habit of getting in way of my mudding time right now.

So will give that a try at the weekend.


Design Lab / Re: new server design- call for features
« on: September 21, 2007, 10:04:03 am »
I would like to see a Virtual File System using a DB/FakeDb aka coffee mud style.

It would then be possible to do lots of things with web/gui front ends for building etc.

It would also allow for easier data import/exports.

I know that there are possible performance issues with this approach, but I think the flexibility
it offers is worth it.

Dead Souls Support / Re: DS combat
« on: September 21, 2007, 04:56:48 am »
In my efforts to help with combat and learn LPC. I have been going cross eyed trying to find THE line that actually enables a combat round to start. But I have also been learning a lot. I especially like heart beats.

This is my educated guess line 261 in combat.c  while(i--) if( AddEnemy(target) ) AddHostile(target); Which sets up targets to be picked up by eventExecuteAttack in combat/

The line is part of the SetAttack function which is called via the attack verb, and there appears to be corresponding SetAttack in npc and living etc.

I am open to suggestions for a better guess than mine :)


General / vim and ftp
« on: September 20, 2007, 05:49:34 am »
I came across a cool thing at work today.

It would appear that more recents versions of vim and gvim(windows) support ftp.( I am probably last person in world to know this :P)

so vim ftp://somehost#someport/workroom.c

Connected me to ds2 and write files with :w! :)


ps for Ubuntu/Debian users
On ubuntu I had to apt-get install vim-full before it worked.

Dead Souls Support / Re: DS combat
« on: September 20, 2007, 04:13:32 am »
I turned PK on and it seemed to change message to player killing is not permitted in this area :)

On progress note. After leading myself down many blocked paths, I have tracked down the source of the Combat Dragon's heart beat :)

Drivers / Re: FluffOS-2.7
« on: September 17, 2007, 03:21:18 am »
your call_outs should be fine, heart_beats however... :)

seems I forgot to mention anywhere that the heart_beat interval is now in seconds, forgot all about it when I tested with DS too, guess I never had a heart_beat going off there yet, oops!


Thanks I have started a thread under ds2 lib discussion to discuss lib specific issues with running ds2 on fluffos ie I found a parsing issue as well.

Dead Souls Support / Running DS on fluffos
« on: September 17, 2007, 03:19:46 am »
I have started this thread relating to issue I am finding running ds2 on fluffos, that are not driver issues.

1) Heartbeats is in seconds, so check hb interval in local_options

#define HEARTBEAT_INTERVAL 1000000

2) There appears to be some parsing differences

So if there are 2 orcs and you type kill orc it generates a parsing error.

kill all, kill first orc work as normal.


Dead Souls Support / Re: DS combat
« on: September 17, 2007, 02:50:01 am »
General feedback on what I have sound so far.

kill me - does not give a sensible message. ie "player killing is not permitted in this area" (which links to kill all). Perhaps need a check for yourself as target in kill me and kills all.
kill all - attempts to also kill you so get message as above.


Drivers / Re: FluffOS-2.7
« on: September 16, 2007, 02:19:53 pm »
In ds2 the hb in local_options set to

#define HEARTBEAT_INTERVAL 1000000

So any call_outs are taking a rather long time to complete :)

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