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Author Topic: DF MUD Development Thread  (Read 32766 times)

eerr

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Re: DF MUD Development Thread
« Reply #105 on: April 04, 2009, 03:19:57 pm »

for sunday through this saturday I haven't made any progress on the MUD.
That said, I was playing Humans vs Zombies all week, everyday all day(when not inside buildings or class).
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Tahin

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Re: DF MUD Development Thread
« Reply #106 on: April 04, 2009, 03:27:00 pm »

The server will be down until midnight, west coast time, in observation of the most holy of days, 4-04.
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Bluerobin

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Re: DF MUD Development Thread
« Reply #107 on: April 04, 2009, 03:28:14 pm »

hahahahaha nice Tahin.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Tahin

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Re: DF MUD Development Thread
« Reply #108 on: April 05, 2009, 02:59:23 am »

AND... It's back up.

It's been a wonderful Day of Missing Files. Hope you all had a suitably nonexistent celebration.

Hopefully I won't be able to do such frivolously silly things as this by next year, as we might actually have a game to deal with. Hopefully.

On the dev side, I'm currently in the process of putting off completely restructuring my room describing code, as I need it to update every time someone looks and it's currently very closely tied to the exit generation. It will be quick enough to do, though, once I actually get around to, you know, doing it.

Also, I have two essays in English, an oral presentation in Spanish, and a robot I have to get started building this week. Expect further complaints.
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Tahin

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Re: DF MUD Development Thread
« Reply #109 on: April 05, 2009, 06:33:40 pm »

Sorry for the double post, but this is important.

My computer has been rebooting randomly, not because of any fault with my hardware, but because something is very wrong with the power at my house. Lights have been flickering and whatnot for a while, but it wasn't until a few days ago that this started happening, and now sections of the house are going randomly without electricity. The breakers aren't popping, or anything. I'm typing this on my laptop, hoping that the router won't go down again for another few minutes.

Given the circumnstances, I'm not sure I can continue hosting the game. I will double my efforts to find a decent free host, but if one of you guys might be interested in temporarily hosting the MUD on your computer at home, I can walk you through getting everything set up. Development will continue.
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Tahin

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Re: DF MUD Development Thread
« Reply #110 on: April 06, 2009, 11:11:17 pm »

Triple post... Can I hear a CCCCOMBO BREAKER?

Power's working again, but I just got a reply from my potential host and he does in fact have space available. I'll have to work out the details and scrounge up 20 dollars, but I think this is going to work out.
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Bluerobin

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Re: DF MUD Development Thread
« Reply #111 on: April 06, 2009, 11:40:44 pm »

Awesome!  Glad to hear it!  I hope the issue with your power's worked out too... I imagine that's not fun, especially if something like the fridge goes out for a bit too long.

(also, C-C-C-COMBO BREAKER!)
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Poltifar

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Re: DF MUD Development Thread
« Reply #112 on: April 09, 2009, 02:53:51 am »

If the power problems continue, consider getting a UPS. I've got one hooked to my desktop, and it gives me 5 minutes to save and exit from whatever I'm doing if the power goes out for a long time, and keeps the computer from rebooting if the power is just flickering on and off.
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Tahin

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Re: DF MUD Development Thread
« Reply #113 on: April 09, 2009, 01:39:01 pm »

Power's fixed, now. The main breaker had literally exploded and was sending sparks everywhere. I'm amazed it actually managed to get any power to the house at all, actually.

Right now I'm just waiting for my paypal donation to clear so I can get this thing hosted up on a decent server.

Also, if I could get someone to help me debug my digging code, for some reason it's refusing to call anything related to the diggers mapping in heart_beat(). I really have no idea why, and it's not actually erroring, or anything, it's just skipping over any line related to it. This is perplexing. I have a feeling it's related to my door code, but I can't figure out how.
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Tahin

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Re: DF MUD Development Thread
« Reply #114 on: April 10, 2009, 11:57:44 pm »

Well, no luck thus far on the heartbeat issue, and I won't likely have time to figure it out this weekend as I have some stuff I'm supposed to be doing, but I just figured out this shell business. I'm pretty good with the commandline, but killing processes and whatnot seems downright foreign to me.

Anyhow, there's a barebones install up at divineright.org, port 1050. Tell me if it's sufficiently fast. I have yet to copy over any of my code or the user accounts or anything, and I plan to leave my copy at dfmud.no-ip.org 1050 up for a while longer until I'm sure this is going to work out. This guy who's hosting it is pretty cool. $20 for a life-time shell account. We'll see what the catch is...

EDIT: All right, everything is updated. It seems to kick me off after a short period of inactivity, but this might be due to a peculiarity with my connection. If someone else could tell me if the same is true of them, that would be helpful. I'm going to update the main post to reflect the new location. Now for the homeworkz...

EDIT2: Still not sure what happened, but I got the basics of digging working again. It doesn't currently have the "finish" event, so you have to manually "stop digging," but it works otherwise. Also, it fires every heart_beat. It would be nice to figure out what made that stop working, but it's fine for now, so all is well in code-land.
« Last Edit: April 13, 2009, 03:16:26 pm by Tahin »
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eerr

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Re: DF MUD Development Thread
« Reply #115 on: April 15, 2009, 01:44:17 pm »

Ah, i've been working, at the speed of molasses
though during Human's vs zombies I did absolutely no work at all. It was the bomb.
Right now i've basically filled out material.h, as well as mostly finished wood and just started metal.(Tracking alot of information)

my big problem right now is uploading a significant amount of code.

I'm afraid pasting it into the little box in mush client will break it.

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Tahin

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Re: DF MUD Development Thread
« Reply #116 on: April 15, 2009, 01:51:16 pm »

I can see if I can get you a FTPS account, though you can just send the code to me and I'll upload it. That would be simpler.

Zyll is out for now. He may or may not be back at a later date.
Try logging on to the new server. Tell me if it's decently fast for you.

divineright.org 1050
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eerr

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Re: DF MUD Development Thread
« Reply #117 on: April 17, 2009, 08:13:56 pm »

I can see if I can get you a FTPS account, though you can just send the code to me and I'll upload it. That would be simpler.

Zyll is out for now. He may or may not be back at a later date.
Try logging on to the new server. Tell me if it's decently fast for you.

divineright.org 1050
Is instantaneous to the human eye decently fast?
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magikarcher

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Re: DF MUD Development Thread
« Reply #118 on: May 01, 2009, 04:44:10 am »

It says the webpage doesn't exist when I try the link. I am really curious to see how this is done. I didn't read the full thread, but has Toady posted/seen this?
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Bluerobin

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Re: DF MUD Development Thread
« Reply #119 on: May 01, 2009, 11:05:31 am »

I just tried it (I finally got free time and an internet connection... I wonder how long this'll last) and I'm going to agree with Eerr.  Is instantaneous fast enough?  Now with things actively running and people actually playing it's bound to slow down a little bit, but starting this fast is a definite positive. 

Also, to magikarcher, have you logged into a MUD before?  You need a client of some sort (telnet works, but others have recommended better alternatives throughout the thread and some are in the first post I think) and then point it at the site and port.  If you just go to divineright.org it comes up for me with the hosting (the first step on http://divineright.org/shell.php is actually a nice walkthrough with how to log in, just choose "telnet" instead of "ssh" and use port 1050 instead of 22 as in their picture).

Now then... hopefully I didn't thoroughly confuse anyone.  I have exams next week and then family vacation time, but I might be back in after that (or possibly during the vacation).  I poked around a bit and I LIKE the doors now! Also, I stopped digging automatically when I tried it just now, so that looks good (you probably just fixed it since that last post).  -1,0,0 looks like it's broken, but I'm guessing something's just in mid-coding right now.  Looks awesome!
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.
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