Author Topic: CratMud  (Read 13162 times)

Offline cratylus

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Re: CratMud
« Reply #15 on: March 28, 2009, 09:23:33 pm »
An update on this project...

The name of the mud will be Dead Souls Prime

What this does is retain the DS "brand" while at the same
time setting it apart from the Dev/Demo mud, which will be
named: Dead Souls Dev

How development will work:

Much of my recent work in the DS lib has been to enable
a system called "instances". What this does is allow you
to run multiple "copies" of your mud from the same code...
so that the exact same LPC code runs two separate muds.

One advantage is that you can isolate a development
instance from a production instance, such that a tragic
error on the part of a creator doesn't affect live players.

Another advantage in isolating prod and dev is that
there is no chance at all of a sneaky creator cheating
and giving a pal some gold or extra skills...they just
can't do so unless they are made creator on the production
instance as well.

A neat thing about the new instances system is that as of
a17 folks on different instances can communicate. So even
though you can't trans your buddy to a slime devil pit,
you can still tell to her and chat on the local channels,
see when they log on/off, see them on the who list, etc.

While these new instance features aren't released in the
distribution lib yet, you can test drive them on the
two instances for yourself:

Dead Souls Prime: telnet dead-souls.net 6666
Dead Souls Dev: telnet dead-souls.net 8000

Development for Dead Souls Prime will happen on Dead Souls Dev,
which will continue to be an AUTO_WIZ mud and will be open
for anyone to come and develop on. If a creator decides she
wants her work put into the production game world, then she'd
let me (or staff [hopefully]) know and then the QC process
would get rolling on her stuff.

This is perhaps an unusual arrangement, but I think it
is well suited to the kind of informal development style
and casual approach to hierarchical roles I prefer.

-Crat

Offline cratylus

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Re: CratMud
« Reply #16 on: June 23, 2009, 10:21:47 pm »
So I'm testing a web-based client for Dead Souls Prime, and
I found one that supposedly works even for people behind
really restrictive corporate firewalls and stuff.

Unfortunately my work does not restrict my internet :(

For some of you normals out there with office jobs, please check
for me if you can access this from your fascist office (assuming
it doesn't get you into trouble):

http://mudkipz.org/test

thanks!

-Crat

Offline saquivor

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Re: CratMud
« Reply #17 on: June 24, 2009, 01:43:27 am »
Works for me just fine.

Being a Ubuntu fan boy I am also aware of a project inspired by anyterm (ajaxterm)that has good documentation including how to use SSL.

So may be of help to anyterm too.

https://help.ubuntu.com/community/AjaxTerm
http://antony.lesuisse.org/software/ajaxterm/

Offline Raudhrskal

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Re: CratMud
« Reply #18 on: June 24, 2009, 01:59:45 am »
Last time i tried ajaxterm it required that evil python backend... and its VT100 compatibility wasn't very good neither.
Personally, i really like shellinabox - it too has SSL support and can work as a standalone server or a CGI... but I have absolutely no idea how much effort it would take to make it work on Solaris.
« Last Edit: June 24, 2009, 02:01:53 am by Raudhrskal »
I think, therefore i may be wrong.
Please note that if you met a Raudhrskal in a place that's not related to muds, it wasn't me. *sigh*... back when I started there was zero hits on google for that name...

Offline detah

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Re: CratMud
« Reply #19 on: June 24, 2009, 01:10:34 pm »
Test results

The Good.
Well, technically, it worked for me. Specs: PC, Win XP Pro, Firefox 3.0.11. I am also behind a network firewall. So double success.
The Bad.
During char creation I had 12-13 second delay/lag on every command. During play I had 3-5 second delay/lag when issuing basic commands like who, sc, and chatting on newbie chan.

-Detah

Offline cratylus

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Re: CratMud
« Reply #20 on: June 24, 2009, 01:21:18 pm »
For some people there's lag, for others, not. It's weird.

I just changed some options and recompiled the app.
Would you mind trying again and seeing if it's still uberlaggy for you?

-Crat

Offline detah

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Re: CratMud
« Reply #21 on: June 24, 2009, 01:33:52 pm »
Test #2

Same specs as last time.
Seems a little better now.
I created a new char. Char creation commands took between 0-5 seconds. Oddly, it seemed to alternate, instantaneous on one command followed by a 5 second delay on the next command. During gameplay 0-7 second delay. I issued the same command several times and got different lag results. Sometimes it would be instantaneous and sometimes it would be 5 seconds. the only command which took over 5 seconds (7 seconds) was 'help stat'. This was repeatable.
'who' took between 0-5 seconds and I tried it dozens of times. I also tried several long say commands and those were consistently 3-5 seconds. Sometimes the pause occurs and the typed text does not appear on screen as an echo and sometimes the echoed text occurs and then the delay occurs. It is my impression that the majority of the delay is caused by the app receiving my typed info.

-Detah

Offline Cole

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Re: CratMud
« Reply #22 on: June 24, 2009, 01:55:07 pm »
I was able to connect at work behind a fairly restrictive firewall, but I'm having the same issues as Detah. I'm on a laptop running XP Pro and IE7. Would be really sweet if it ran smoothly!

Offline saquivor

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Re: CratMud
« Reply #23 on: June 24, 2009, 03:42:19 pm »
It now no longer works from work?

Firewall/Proxy is blocking port.

block screen shows
    *  Click the Refresh button, or try again later.
    * Open the dead-souls.net:6655 home page, and then look for links to the information you want.
    * If you believe you should be able to view this directory or page, please contact the Web site administrator by using the e-mail       address or phone number listed on the dead-souls.net:6655 home page.


Offline cratylus

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Re: CratMud
« Reply #24 on: June 24, 2009, 03:50:41 pm »
Try now. if you are able to connect, it should dramatically fix the performance probs.

-Crat

Offline saquivor

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Re: CratMud
« Reply #25 on: June 24, 2009, 03:57:24 pm »
Ha stopped working behind proxy/firewall for me still?

Offline cratylus

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Re: CratMud
« Reply #26 on: June 24, 2009, 04:05:22 pm »
Ha stopped working behind proxy/firewall for me still?

fascinatin.

gimme a few minutes

Offline cratylus

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Re: CratMud
« Reply #27 on: June 24, 2009, 04:11:39 pm »
Ok, new request. Please try both of these.

http://dead-souls.net/dsp

http://mudkipz.org/test

Which work? Both? Neither? If both, which works best?

-Crat

Offline Cole

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Re: CratMud
« Reply #28 on: June 24, 2009, 04:22:29 pm »
The dead-souls.net one works, but is still very slow. The other does not work. It gives an "internet explorer cannot display the webpage" error as if the site was down.

Offline saquivor

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Re: CratMud
« Reply #29 on: June 25, 2009, 01:52:50 am »
Ok, new request. Please try both of these.

http://dead-souls.net/dsp

http://mudkipz.org/test

Which work? Both? Neither? If both, which works best?

-Crat

http://dead-souls.net/dsp works behind proxy server. Not as responsive as the other system, about 2-3 secs lags at time. But usable.

http://mudkipz.org/test not working behind the proxy. But using this last night from home had last lag.

Saq

PPS Never hosted an SSL version of anyterm. But some of the posts indicate that using SSL reduces the lag for proxies, as many proxy servers just pass SSL requests direct.
« Last Edit: June 25, 2009, 01:59:13 am by saquivor »