Sun Aug 2 17:09:33 2009
[dead_souls]
Ideysus@ShadowMUDii: The queue is a lot better than commands being dropped after exceeding a limit.
Sun Aug 2 17:10:06 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the limit is quite large, and meant only as a protection against people who do 50 things per sec with a script.
Sun Aug 2 17:10:22 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: now if you're used to yping 20 commands ahead, and then wathcing how they execute...
Sun Aug 2 17:10:52 2009
[dead_souls]
Cratylus@Dead Souls Dev: if you really feel a need to drop a load of commands into a queue in ds
Sun Aug 2 17:11:02 2009
[dead_souls]
Cratylus@Dead Souls Dev: you can just modify there sourcing system
Sun Aug 2 17:11:31 2009
[dead_souls]
Ideysus@ShadowMUDii: Also having aliases expand into queues is nice. How would that work if you didn't queue?
Sun Aug 2 17:13:30 2009
[dead_souls]
Cratylus@Dead Souls Dev: but honestly i'm not sure i buy the common and wide need for being able to dump a hundred commands into the command line
Sun Aug 2 17:13:43 2009
[dead_souls]
Cratylus@Dead Souls Dev: sure i bet a few people would love to just copy and paste their speedwalk
Sun Aug 2 17:14:58 2009
[dead_souls]
Cratylus@Dead Souls Dev: mud i used to play had a "micro", let you stack commands
Sun Aug 2 17:15:57 2009
[dead_souls]
Cratylus@Dead Souls Dev: dw queue system isn't really a *necessary* solution to the problems described
Sun Aug 2 17:16:13 2009
[dead_souls]
Cratylus@Dead Souls Dev: and i am not feeling the need for sitting there waiting every time i hit enter
Sun Aug 2 17:16:21 2009
[dead_souls]
Russu@Valar Morghulis: you have a turns based system for fighting
Sun Aug 2 17:17:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: at that moment either spell fires, or its own clock starts
Sun Aug 2 17:17:33 2009
[dead_souls]
Cratylus@Dead Souls Dev: you should try to play the mud, you'll see
Sun Aug 2 17:19:59 2009
[dead_souls]
Russu@Valar Morghulis: but i have suffer hundred of headeacs cause of the delays on actions
Sun Aug 2 17:20:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: or do you mean "separate delays in specific commands" vs "centralized timer driven"?
Sun Aug 2 17:22:15 2009
[dead_souls]
Russu@Valar Morghulis: you drop people away so easy , i am so happy with the ds
Sun Aug 2 17:22:44 2009
[dead_souls]
Russu@Valar Morghulis: it's good to investigate every single feature
Sun Aug 2 17:22:53 2009
[dead_souls]
Eddard@Valar Morghulis: russu is at my orders... my slave... I wont let him change mudlib that easy
Sun Aug 2 17:23:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: YOU wanted to drop DS last night. Just because it wasn't centrally controlled.
Sun Aug 2 17:24:01 2009
[dead_souls]
Cratylus@Dead Souls Dev: i do think that translating dw might be easier
Sun Aug 2 17:24:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: FREEDOM TO THE COMMANDS! CENTRAL CONTROL IS COMMUNISM!
Sun Aug 2 17:24:12 2009
[dead_souls]
Cratylus@Dead Souls Dev: since it doesnt use the driver based parser
Sun Aug 2 17:24:22 2009
[dead_souls]
Eddard@Valar Morghulis: Yes, But I wont get the mudlib I want, Adding a queue to ds would be nice aproach
Sun Aug 2 17:25:10 2009
[dead_souls]
Russu@Valar Morghulis: crat does not use the same driver the dw?
Sun Aug 2 17:26:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: we do. but fluffos has many different customization options.
Sun Aug 2 17:26:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and DS uses a different set than DW.
Sun Aug 2 17:26:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: For example we're using the so-called parser package for verbs.
Sun Aug 2 17:27:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: compare local_options.ds and local_options.dw in the fluffos directory.
Sun Aug 2 17:28:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: At least one of them should have descriptions of all the available switches, if not there's options.h
Sun Aug 2 17:28:46 2009
[dead_souls]
Russu@Valar Morghulis: yes knew that file, what i didn't know is the parser
Sun Aug 2 17:29:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: let's say that parser is the black sheep of the family.
Sun Aug 2 17:30:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Give me one person who knows how that nightmare works.
Sun Aug 2 17:30:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: there are almost none, except for one small manpage.
Sun Aug 2 17:31:13 2009
[dead_souls]
Silenus@Dead Souls Dev: http://islandsofmyth.org/wiz/parser_guide.html
Sun Aug 2 17:31:28 2009
[dead_souls]
Russu@Valar Morghulis: but you have been ever dealing with the mudOs original package?
Sun Aug 2 17:31:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you know how much time it took me to find about existance and meaning on the :x suffixes in tules?
Sun Aug 2 17:32:10 2009
[dead_souls]
Cratylus@Dead Souls Dev: one of these days i'll look at the driver parser
Sun Aug 2 17:32:12 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: FluffOS is maintained by DW team, DW doesn't use the package, so it's generally not fixed by them.
Sun Aug 2 17:32:20 2009
[dead_souls]
Silenus@Dead Souls Dev: i figure i would write my own if I were to do a lib.
Sun Aug 2 17:32:22 2009
[dead_souls]
Cratylus@Dead Souls Dev: i want to make the "defaultness" rules happne there, not in the lib
Sun Aug 2 17:32:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: And under your death stare it'll rewrite itself, Crat?
Sun Aug 2 17:33:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Anyway, Russu, it's derived and very similar to the MudOS one. And it's still hell.
Sun Aug 2 17:34:01 2009
[dead_souls]
Russu@Valar Morghulis: If they are maintaining Fluffos and they dont use the parser...
Sun Aug 2 17:34:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: they should remove it, yeah. But that would be even worse.
Sun Aug 2 17:34:47 2009
[dead_souls]
Cratylus@Dead Souls Dev: i dont like it when they pull stuff they dont use
Sun Aug 2 17:35:02 2009
[dead_souls]
Cratylus@Dead Souls Dev: im still grumpy they pulled the binaries stuff
Sun Aug 2 17:35:21 2009
[dead_souls]
Silenus@Dead Souls Dev: alot of contrib stuff is a bit borked sometimes since i doubt anyone tests it even.
Sun Aug 2 17:37:51 2009
[dead_souls]
Cratylus@Dead Souls Dev: it was one of those hard to understand guys
Sun Aug 2 17:38:29 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Not really. It speeds up compile time.
Sun Aug 2 17:39:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: ofc, platter HD's have latency measured in tens if not hundreds of ms
Sun Aug 2 17:39:23 2009
[dead_souls]
Cratylus@Dead Souls Dev: yeah diskload is so slow that its hard to imagine binaries help much
Sun Aug 2 17:39:43 2009
[dead_souls]
Cratylus@Dead Souls Dev: only thing i can think of theyre good for is obfuscating code
Sun Aug 2 17:40:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you want to have as many different options a possible.
Sun Aug 2 17:40:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you prolly hate rooms with only one way out too.
Sun Aug 2 17:41:50 2009
[dead_souls]
Silenus@Dead Souls Dev: havent heard from zod in a while either
Sun Aug 2 17:43:07 2009
[dead_souls]
Silenus@Dead Souls Dev: how hard would it be to implement an emu for the parser?
Sun Aug 2 17:43:32 2009
[dead_souls]
Silenus@Dead Souls Dev: since it originally was LPC too bad no one has a copy of Rust's code.
Sun Aug 2 17:43:46 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: A few days of work and a crapton of dedication.
Sun Aug 2 17:44:23 2009
[dead_souls]
Silenus@Dead Souls Dev: if i actually understood the dispatch mechanism maybe i could give it a go.
Sun Aug 2 17:44:33 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: I'm willing to try to do it... if anybody could ship a portable AC my way.
Sun Aug 2 17:57:51 2009
[dead_souls]
Russu@Valar Morghulis: Somewhere (I forget where I saw it) I remember reading a report that using parse_refresh() didn't always have any effect unless it was called twice in succession
Sun Aug 2 17:58:24 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: It's totally possible... that code is WEIRD.
Sun Aug 2 18:01:12 2009
[dead_souls]
Mazu@Left To Die: Say I wanted to only allow 1 character to a player, is this possible?
Sun Aug 2 18:01:41 2009
[dead_souls]
Mazu@Left To Die: Correct. I'm thinking along the lines of IP restrictions.
Sun Aug 2 18:01:52 2009
[dead_souls]
Mazu@Left To Die: Uh, that's not exactly what I mean, but that's another question I had.
Sun Aug 2 18:02:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: You know that in many places 1 ip == whole buildiong or even a streetblock?
Sun Aug 2 18:02:38 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: That kind of thing can be only enforced by monitoring players and connections
Sun Aug 2 18:02:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and looking for pair-playng and stuff
Sun Aug 2 18:03:01 2009
[dead_souls]
Mazu@Left To Die: Hmm, but in hindsight, I can see more issues. I think we should of discussed it further before I asked haha
Sun Aug 2 18:03:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: again. In some muds you log in to kinda "account menu" and have many world characters inside.
Sun Aug 2 18:03:47 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: in DS, player is a character. That's it.
Sun Aug 2 18:04:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: now to prevent resurrection of dead characters, you just need to change a bit of the death/revive code.
Sun Aug 2 18:04:26 2009
[dead_souls]
Mazu@Left To Die: Well, we're going to need to do that anyways, so that's nice.
Sun Aug 2 18:05:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: eventDie(), eventRevive() in /lib/player
Sun Aug 2 18:06:30 2009
[dead_souls]
Mazu@Left To Die: I won't be editing it just yet, and if we do, bk lol
Mon Aug 3 20:47:02 2009
[dead_souls]
Mazu@Left To Die: I've been putting off the player tutorial for too long now because I admit I'm pretty confused about it. Once I start a character and go down, is there something painfully obvious I'm missing? Otherwise, I just wander around with it looking for whatever my destination is.
Mon Aug 3 20:48:05 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: depends. in standard ds that soulf be the campus' arrivals room, the one with jennybot.
Mon Aug 3 20:48:28 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and the cheatbook gives relative ways from there, i think.
Mon Aug 3 20:49:01 2009
[dead_souls]
Mazu@Left To Die: I want to run through the tutorial on a regular character so I can get a better feel for everything lol
Mon Aug 3 20:49:42 2009
[dead_souls]
Mazu@Left To Die: I was under the impression that there was only one tutorial.
Mon Aug 3 20:50:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: So, er, you mean the part of player's handbook?
Mon Aug 3 20:51:09 2009
[dead_souls]
Mazu@Left To Die: Heh, it would seem clarification is needed. My intention is to create a brand new character (non-admin) and play through "the tutorial", as I was suggested, in order to get more of a feeling for Dead Souls.
Mon Aug 3 20:51:39 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and i'm trying to find out what you mean by "tutorial".
Mon Aug 3 20:52:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: contents of player handbook? the cheatbook available on the webpage? some random html doc? the stuff that Jenny tells you to do?
Mon Aug 3 20:52:37 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: ancient scribblings on toilet stall's wall?
Mon Aug 3 20:53:00 2009
[dead_souls]
Mazu@Left To Die: I haven't read the player handbook yet ~.~ I guess I should start there...lol
Mon Aug 3 20:53:28 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: WHAT "TUTORIAL" ARE YOU TRYING TO FOLLOW?
Mon Aug 3 20:54:59 2009
[dead_souls]
Mazu@Left To Die: Chapter 3, Admin guide http://dead-souls.net/docs/guide/chapter03
Mon Aug 3 20:56:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that one assumes you know where to go by checking out the stock areas' code.
Mon Aug 3 20:56:16 2009
[dead_souls]
Mazu@Left To Die: Near the start it suggests I create a test character and read the player handbook, which was my problem. I didn't do that yet haha
Mon Aug 3 20:56:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: try http://dead-souls.net/docs/phints/ - that's a recently updated player's walkthrough.
Mon Aug 3 20:56:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: follow this one as a freshly created noob.
Mon Aug 3 20:57:39 2009
[dead_souls]
Mazu@Left To Die: Haaa? Where was this one linked at? x.x I've never seen it before.
Mon Aug 3 20:59:10 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it's available also as in-mud book, clone /domains/default/obj/phints and give ot you your player char ;)
Mon Aug 3 20:59:25 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but the web one will be more useful when playing, i guess.
Mon Aug 3 20:59:57 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: And don't break ypur fingers on my name, Raud is completely sufficient :)
Mon Aug 3 21:18:23 2009
[dead_souls]
Mazu@Left To Die: Quick silly question. I was skimming the index and came across chapter 18, climates, and was wondering how that works in the game?
Mon Aug 3 21:18:49 2009
[dead_souls]
Mazu@Left To Die: How or what do temperatures do in Dead Souls?
Mon Aug 3 21:26:40 2009
[dead_souls]
Ninja@Dead Souls Dev: Raudhrskal is easy to type when you use an alias for it.
Mon Aug 3 21:26:59 2009
[dead_souls]
Ninja@Dead Souls Dev: alias Raudhrskal raudhrskalinskynovingham.
Mon Aug 3 21:39:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Honestly? Only place i ever found a reference to climate is part of movement code, which checks climates of both the place you leave and place you enter, and prints things like "It's much colder in here".
Mon Aug 3 21:39:51 2009
[dead_souls]
Mazu@Left To Die: It means I'll be able to edit it later and that part of it already exists.
Mon Aug 3 21:40:17 2009
[dead_souls]
Mazu@Left To Die: Saves me some trouble. We were considering temperature being existant and effecting food/water requirement (barely) and psyche bar.
Mon Aug 3 21:40:24 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: there might be some extremely complex and featureful gameplay-affecting function of SetClimate() too, but i have to find it yet.
Mon Aug 3 21:40:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But you can write one yourself, in any case.
Mon Aug 3 21:41:14 2009
[dead_souls]
Mazu@Left To Die: Well, I'll cross that bridge when I get to it. It's possible we may not even want something that complicated and we might just making it for aesthetics.
Mon Aug 3 21:51:37 2009
[dead_souls]
Mazu@Left To Die: Do guns currently handle ammo, reloading and etc? I'm looking for that information now, but asking is usually more direct and informative.
Mon Aug 3 21:52:43 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: some types (revolvers) are loaded by loose bullets, for other types you need to fill clips wuth bullets and then load the clip,
Mon Aug 3 21:53:10 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: not sure if that code could be called production-quality.
Mon Aug 3 21:53:48 2009
[dead_souls]
Mazu@Left To Die: It's impossibly dire, so I'll probably need to change it if doesn't work then...what's the problem with it?
Mon Aug 3 21:55:03 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Well, afaik it was one of first things written by that particular author.
Mon Aug 3 21:55:25 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: in other words, it's not necessarily efficient, or "done as it should be done".
Mon Aug 3 21:55:57 2009
[dead_souls]
Mazu@Left To Die: Should it be too difficult if I wanted to fix it then?
Mon Aug 3 21:56:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and representing bullets as separate objects is somewhat resource-consuming.
Mon Aug 3 21:56:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Somebody has to fix it. Unless you're decide it's ggod enough as-is.
Mon Aug 3 21:56:52 2009
[dead_souls]
Mazu@Left To Die: Aah, yeah it would be. It'd be a lot easier if magazines were used with use counts. It's my understanding that there are 'magical' items with uses similar to these mechanics, right?
Mon Aug 3 21:57:33 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Yes, but that would limit your possibilities of mixing-and-matching ammo.
Mon Aug 3 21:57:36 2009
[dead_souls]
Mazu@Left To Die: If I skimp on it, I'll regret it later. I'll need to look at it myself and discuss it, but from what I'm hearing, it's likely we'll need to change it, as we're already looking at resource-consuming mechanics.
Mon Aug 3 21:58:05 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: cool thing with the current approach is the fact that you can out different bullets in one clip.
Mon Aug 3 21:58:28 2009
[dead_souls]
Mazu@Left To Die: It's possible I may just remove singular bullets and edit the clips to spawn fully loaded and have them discard empty clips.
Mon Aug 3 21:58:30 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Not that it's pulling them out of it in order...
Mon Aug 3 21:59:03 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Would require a bunch of changes tho.
Mon Aug 3 21:59:19 2009
[dead_souls]
Mazu@Left To Die: Not to ask a vague question in response, but namely?
Mon Aug 3 21:59:44 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Well, current code assumes existance of bullet objects, yes?
Mon Aug 3 22:00:01 2009
[dead_souls]
Mazu@Left To Die: Oh, it's actually counting the bullets IN the clip? o.o
Mon Aug 3 22:00:06 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you need to tell the gun to decrease the counter in magazine instead, and same stuff dor damage queries.
Mon Aug 3 22:00:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Yes. a /domains/town/223clip contains 30 copies of /domains/town/223round for example.
Mon Aug 3 22:01:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: A clip is a container with inverntory, like your backpack.
Mon Aug 3 22:01:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the gun looks INTO the clip, extracts a bullet, fires it...
Mon Aug 3 22:03:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But there are some strange quirks here and there.
Mon Aug 3 22:03:42 2009
[dead_souls]
Mazu@Left To Die: Well, I'm a bit more concerned about how much lag it's going to generate. Our game, from concept alone, is probably going to push a few things.
Mon Aug 3 22:03:47 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: (btw, not town/ town/obj/ in the paths above ;))
Mon Aug 3 22:04:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: mass-creating objects in inventory seems to trigger some inefficinency in the driver.
Mon Aug 3 22:05:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i have no idea what quirks, i'm just a janitor here.
Mon Aug 3 22:05:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i can tell you what i heard, what i saw, and what i think.
Mon Aug 3 22:07:02 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: actually, you should see that code in the early 2.0.x... fortunately it got tweaked somewhat since then.
Mon Aug 3 22:07:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: clone a gun, some ammo, experiment with it.
Mon Aug 3 22:07:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: one bug i'm quite well aware of is the fact that guns unload when you logout.
Mon Aug 3 22:08:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the clip (or loose ammo) fall back to your main inventory.
Mon Aug 3 22:08:30 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and you need to re-load it next time.
Mon Aug 3 22:08:35 2009
[dead_souls]
Mazu@Left To Die: Well, what I think we're going to need to do is rework clips with counters and get rid of the reloading code and then change the damage queries appropriately.
Mon Aug 3 22:08:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: at least that's what happen with the m16rifle.c.
Mon Aug 3 22:09:44 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i was thinking about it long ago, and drawn an overlycomplex design to avoid spawning thousands of bullet objects.
Mon Aug 3 22:10:16 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but if you're willing to live with one clip == one type of ammo, it's relatively easy to make it simple and efficient.
Mon Aug 3 22:10:19 2009
[dead_souls]
Mazu@Left To Die: Uh, I don't know exactly how the gun code works, nor would I easily, but does, by chance, the firing script place a call to any specific script, like, say the clip code?
Mon Aug 3 22:10:30 2009
[dead_souls]
Mazu@Left To Die: Because it's going to suck to change every gun.
Mon Aug 3 22:11:07 2009
[dead_souls]
Mazu@Left To Die: Well, one clip may be one kind of ammo, but there's no reason guns can't use multiple clips.
Mon Aug 3 22:11:09 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Look in /lib, CLIP and FIREARM are two obvious suspects.
Mon Aug 3 22:11:51 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: there's also ROUND and FIREARM derivatives PISTOL and RIFLE
Mon Aug 3 22:13:07 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: also /lib/events/shoot, /lib/events/load, and the verbs
Mon Aug 3 22:13:14 2009
[dead_souls]
Mazu@Left To Die sighs, "Heh, this is all still very beyond me..."
Mon Aug 3 22:14:38 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Which led some people to assumption that construction was done by night.
Mon Aug 3 22:14:55 2009
[dead_souls]
Mazu@Left To Die: "private int caliber, millimeter, MaxAmmo, ammo;
Mon Aug 3 22:16:22 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that line tells the system that every CLIP contains some private (for internal use only) variables, of type int (number) with following names...
Mon Aug 3 22:16:49 2009
[dead_souls]
Mazu@Left To Die: Aaah, I see then. Are these variables for the ammo type?
Mon Aug 3 22:17:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Check what they're used for in code below.
Mon Aug 3 22:17:46 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the caliber/mm pair, i GUESS, is for denoting compatibility with a specific gun.
Mon Aug 3 22:18:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but let's make it straight: This... is... CODING!
Mon Aug 3 22:18:47 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: have you ever wrote a program before?
Mon Aug 3 22:19:00 2009
[dead_souls]
Mazu@Left To Die: I forgot to keep checking all the lines of code, heh.
Mon Aug 3 22:20:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Well then, the first creator manual contains all the basic information about the LPC syntax and environment.
Mon Aug 3 22:20:21 2009
[dead_souls]
Mazu@Left To Die: Haha, worry not, I'm very intelligent. I'm actually understanding most of this entire script with exception to smaller parts.
Mon Aug 3 22:21:36 2009
[dead_souls]
Mazu@Left To Die: Understanding doesn't translate to being able to create it. I can look at this line or that line and I can get the general gist of its purpose, but I couldn't begin to change it, let alone create something similar or different.
Mon Aug 3 22:22:49 2009
[dead_souls]
Mazu@Left To Die: I do apologize, but I giggled at "this... is... CODING!" both for the received 300 joke (that I might of fabricated), and because I understand I will be needing to do this kind of stuff. I wasn't going to create my game from just QCS :p
Mon Aug 3 22:23:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Practice. (and while i never watched 300, that joke is VERY adaptable to different situations.)
Mon Aug 3 22:23:41 2009
[dead_souls]
Mazu@Left To Die: I understand that you all probably deal with a large number of "I have a good idea, I want to be teh mad prograhmur and mak my own game!1!" types.
Mon Aug 3 22:24:00 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: More like "I want X, who will write it for me?"
Mon Aug 3 22:24:40 2009
[dead_souls]
Mazu@Left To Die: Even I have had friends like that and I have to glare/roll my eyes at them. I mean, the line "I'm making my own game" itself incites loathing.
Mon Aug 3 22:25:32 2009
[dead_souls]
Aidil@Way of the Force: to some level you can.. but thats not an overnight project :)
Mon Aug 3 22:25:35 2009
[dead_souls]
Mazu@Left To Die: Well, it's my every intention to learn and code this game by myself, if need be, but I have 2 others with me assisting. We're just all in the learning phase.
Mon Aug 3 22:26:28 2009
[dead_souls]
Mazu@Left To Die: I think the only thing I'm completely dejected about is the VR system ._.
Mon Aug 3 22:26:56 2009
[dead_souls]
Ideysus@ShadowMUDii: Fragmentation hurts muds such a lot. Everybody (or every small group) wants to work on their own little project and very few playable games emerge out of all the effort. I include myself in this
Mon Aug 3 22:27:41 2009
[dead_souls]
Ideysus@ShadowMUDii: Of course, if you view the process creation as the goal then I guess everybody wins.
Mon Aug 3 22:28:18 2009
[dead_souls]
Mazu@Left To Die: Process creation as the goal? As in simply being able to make the game would be someone's goal?
Mon Aug 3 22:28:53 2009
[dead_souls]
Mazu@Left To Die: Heh, I'm aiming high. It's my goal to have Left to Die in Alhpa before the end of October. This is likely unreasonable, but I'll still try.
Mon Aug 3 22:29:33 2009
[dead_souls]
Ideysus@ShadowMUDii: It depends how radically you want to depart from CratMUD.
Mon Aug 3 22:29:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Mazu, you should talk to Detah about that deadline.
Mon Aug 3 22:29:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: tho i have'nt seen him for about two weeks now...
Mon Aug 3 22:30:01 2009
[dead_souls]
Mazu@Left To Die: Haha, CratMUD? Is that the alternative name? And we'll be departing quite far from it.
Mon Aug 3 22:30:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: He's working on his thoroughly designed mud fir about three eyars now.
Mon Aug 3 22:30:40 2009
[dead_souls]
Ideysus@ShadowMUDii: If you depart far then you probably want to revise your deadline :-)
Mon Aug 3 22:31:15 2009
[dead_souls]
Ideysus@ShadowMUDii: I spent about two years on a from-scratch mudlib and never really got as far as the world...
Mon Aug 3 22:31:18 2009
[dead_souls]
Mazu@Left To Die: Ideysus, we're novice mud programmers (2 of us have no coding experience at all), and we have lofty plans for Left to Die. I imagine we may barely make all of our changes by the end of October with exception to the VR system change, but it's important to aim high regardless.
Mon Aug 3 22:33:07 2009
[dead_souls]
Mazu@Left To Die: Virtual Rooms system, and please forgive me for what might seem like stubbornness, but I'll be keeping that goal and we'll try and make it, as unlikely as it is.
Mon Aug 3 22:34:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: WIll lead to patching some stuff with duct tape and gum in order to make it "almost" running at the due date.
Mon Aug 3 22:34:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Of course, keep it as a goal. But not as a "IT MUST WORKS ON FRIDAY" hard limit.
Mon Aug 3 22:35:27 2009
[dead_souls]
Mazu@Left To Die: Hmm, I can't say we won't try that since we haven't even started, but we're aware of the issues that appear from doing that, and we obviously don't want that. A goal is a goal, not a deadline. We won't start breaking fingers or cutting code to make it.
Mon Aug 3 22:41:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the variable is prolly in /lib/props/ somewhere,
Mon Aug 3 22:42:11 2009
[dead_souls]
Vlad@Other_World_Dev: allows you to search through multiple files for words
Mon Aug 3 22:42:12 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but GetStamina and SetStamina might be called from thousand other places.
Mon Aug 3 22:43:25 2009
[dead_souls]
Mazu@Left To Die: Hrm, I am still having issues finding it though. It might not be called stamina.c?
Mon Aug 3 22:44:10 2009
[dead_souls]
Mazu@Left To Die: Actually, I tried GetStamina as well. Sorry, I should of clarified.
Mon Aug 3 22:44:11 2009
[dead_souls]
Ninja@Dead Souls Dev: grep stamina *.c ... look for files ending in .c that contain the word stamina
Mon Aug 3 22:44:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: then 'grep Stamina *' cause it's case-sensitive
Mon Aug 3 22:46:42 2009
[dead_souls]
Mazu@Left To Die: 'grep Stamina *' within the lib/props directory is producing no results, "No matches found."
Mon Aug 3 22:48:03 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: http://gnuwin32.sf.net/packages/grep.htm
Mon Aug 3 22:48:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: get the complete installer, put it anywhere.
Mon Aug 3 22:48:29 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the in-mud grep is rather limited, y'see.
Mon Aug 3 22:48:46 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: then open a cmd.exe window, navigate to the lib\ dir,
Mon Aug 3 22:48:48 2009
[dead_souls]
Ideysus@ShadowMUDii: To get the full advantage of grep I think you need to be running it with an environment that supports pipelines. Will windows do so?
Mon Aug 3 22:49:24 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you may want to add '| more' at end cause it'll be a lot of lines.
Mon Aug 3 22:50:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: in CMD they actually work some of the time.
Mon Aug 3 22:50:34 2009
[dead_souls]
Ninja@Dead Souls Dev: -R for grep means recursion...which REALLY annoys players in combat on a real mud.
Mon Aug 3 22:50:38 2009
[dead_souls]
Ideysus@ShadowMUDii: I thought there was some kind of catch? Like they just run command one putting stdout into a buffer and then run command two with the buffer as stdin?
Mon Aug 3 22:50:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and no, OSX is a CMU Mach derived kernel, FreeBSD 4.x usserland, and a lot of proprietary libs/apps.
Mon Aug 3 22:51:16 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: because freal, OSX _is_ NeXTStep. Down to the Obj-C programming layer.
Mon Aug 3 22:52:29 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Ninja, i told him to run recursive grep externally to the mud.. our internal one doesn't even support it.
Mon Aug 3 22:54:50 2009
[dead_souls]
Mazu@Left To Die: Alright, it's installed. Now I'll open cmd and navigate to the lib\ directory (if I can recall how to do that lol) and use the grep command there?
Mon Aug 3 22:55:01 2009
[dead_souls]
Mazu@Left To Die: And in the future I'll have to externally do this as well, I assume?
Mon Aug 3 22:55:29 2009
[dead_souls]
Ninja@Dead Souls Dev: oh, and if somebody tells ya to do "rm -rf / as root...
Mon Aug 3 22:55:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: same with windows version, 'rd /q /s c:\'
Mon Aug 3 22:56:23 2009
[dead_souls]
Ninja@Dead Souls Dev: i swear, i never knew my right arm could move so fast when I did that long ago
Mon Aug 3 22:56:39 2009
[dead_souls]
Ninja@Dead Souls Dev: flipped the off switch just as the red hd light came on.
Mon Aug 3 22:56:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: on NT it's rd /s , on win9x and dos it was deltree... the latter was a bit more suspicious.
Mon Aug 3 22:56:53 2009
[dead_souls]
Ninja@Dead Souls Dev: don't think format c: works now...but it once did.
Mon Aug 3 22:57:06 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: all those percents on win-dos format are the surface scan.
Mon Aug 3 22:57:23 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you could kill it at 90% and nothing would be damaged yet.
Mon Aug 3 22:57:24 2009
[dead_souls]
Mazu@Left To Die: I've navigating to lib, and I'll be using 'grep -Rni stamina *' now?
Mon Aug 3 22:58:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Unless it didn't added to your path... the you'll need to use "c:\program files\gnuwin32\bin\grep" -Rni stamina *
Mon Aug 3 22:58:48 2009
[dead_souls]
Mazu@Left To Die: 'grep' is not recognized as an internal or external command,
Mon Aug 3 22:58:55 2009
[dead_souls]
Mazu@Left To Die: 'grep' is not recognized as an internal or external command, operable program or batch file.
Mon Aug 3 22:58:57 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: anyway, only after it reaches 100% it erases the data structures.
Mon Aug 3 22:59:22 2009
[dead_souls]
Mazu@Left To Die: Aah, I was struggling with cmd's copy system, didn't see your message. Thank you lol
Mon Aug 3 22:59:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: or even better, check where it installed at all.
Mon Aug 3 23:00:07 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that path was a guess, it might not need 'bin' or need 'grep' somewhere aftewr gnuwin32
Mon Aug 3 23:00:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: yeah, but you nned to go all the way down to grep.exe
Mon Aug 3 23:02:17 2009
[dead_souls]
Mazu@Left To Die: So I'm using the same file path as grep.exe and putting it into cmd?
Mon Aug 3 23:02:26 2009
[dead_souls]
Mazu@Left To Die: (I'm repeating so I understand I have the right understanding.)
Mon Aug 3 23:03:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: "c:\program files\gnuwin32\whatever\you\need\here\grep" -Rni stamina *
Mon Aug 3 23:03:29 2009
[dead_souls]
Mazu@Left To Die: I'm too logical and misunderstand things sometimes by taking it too literally >.>
Mon Aug 3 23:04:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: http://85.89.177.37/~wrkq/stamina.txt
Mon Aug 3 23:05:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Variation of LMGTFY - "lemme grep that for ya" :)
Mon Aug 3 23:05:10 2009
[dead_souls]
Mazu@Left To Die: Honestly, I'm starting to wonder how the hell this installed. I see no grep.exe, simply help files and PDFs, then an uninstall program.
Mon Aug 3 23:06:25 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i used normal "find" millenia ago, but it worked weirdly.
Mon Aug 3 23:07:08 2009
[dead_souls]
Mazu@Left To Die: There is a doc folder, a man folder, 2 PDFs (grep.pdf and grep-man.pdf), 1 grep.hlp, and the uninstall. Man folder has 1 more PDF called grep-man.pdf, and doc has grep.hlp and grep.pdf in it.
Mon Aug 3 23:07:23 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: not the unix file file find (eq to dir /s/b) but win/dos find.exe (poor mans gerp minus the RE part)
Mon Aug 3 23:07:37 2009
[dead_souls]
Ninja@Dead Souls Dev: find / boogers | grep boogers > boogers.txt
Mon Aug 3 23:07:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: then it prolly installed istelf into windows dir to get into path.
Mon Aug 3 23:08:06 2009
[dead_souls]
Ideysus@ShadowMUDii: Much as I think unix is the best way of doing this kind of task. Perhaps, and I hate myself for saying this, you could download wingrep.
Mon Aug 3 23:08:07 2009
[dead_souls]
Kalinash@Fire and Ice: hmm... boogers.txt only contains "Ninja"
Mon Aug 3 23:08:42 2009
[dead_souls]
Kalinash@Fire and Ice: and unless we're talking about WinME, it should be there already
Mon Aug 3 23:08:52 2009
[dead_souls]
Mazu@Left To Die: To be honest, it's not all that important I have the tool at this exact moment, and it would appear I'm causing a large number of issues, asking you all for help haha. So with that, I don't mind waiting until I actually need it.
Mon Aug 3 23:08:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: also, have you checked that link, Mazu?
Mon Aug 3 23:09:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: or it was somebody else using Opera under vista?
Mon Aug 3 23:09:28 2009
[dead_souls]
Kalinash@Fire and Ice: never ask CS guys the best way to find a string in a set of files
Mon Aug 3 23:10:29 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: linenos are for 2.11a10, but ot should be nearby in any case.
Mon Aug 3 23:12:45 2009
[dead_souls]
Mazu@Left To Die: Aah, so I can mess with the stamina recovery rate.
Mon Aug 3 23:13:33 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: It just needs different amounts of effort.
Mon Aug 3 23:13:42 2009
[dead_souls]
Mazu@Left To Die: Of course, but what differs is the whether or not I need to add something in order to change it first>.>
Mon Aug 3 23:13:55 2009
[dead_souls]
Mazu@Left To Die: Right, I was just checking how much effort I'd need for this haha
Mon Aug 3 23:19:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Mkay, time for me. Good night, and good luck.
Mon Aug 3 23:20:10 2009
[dead_souls]
Mazu@Left To Die: Good night, and thanks for all the fis--help*
Tue Aug 4 03:31:03 2009
[dead_souls]
Mazu@Left To Die: Quick question. I'd like to know if 'instances' are possible. A term like this is used somewhere else in the guides/FAQs, refering to something different. I'm speaking of instances, areas disconnected from the rest of the game world, allowing only certain characters to enter.
Tue Aug 4 03:31:34 2009
[dead_souls]
Mazu@Left To Die: An example of what I want would be an instance starting location for the tutorial that doesn't allow for multiple starting players to join the same location.
Tue Aug 4 03:38:51 2009
[dead_souls]
Mazu@Left To Die: I need to stop using that method of questioning >.>
Sun Aug 9 18:09:07 2009
[dead_souls]
Mazu@Left To Die: *sighs* I'm a bit of an idiot >.> Where's the workshop and how do I get there? I'm usually inside of the Creator's Hall annex, and I thought that was the workshop.
Sun Aug 9 18:13:10 2009
[dead_souls]
Mazu@Left To Die: I think it's possible that it was just an hold part of the guide that is still there after the change and the workshop was replaced with something else.
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