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Author Topic: DF MUD Development Thread  (Read 32764 times)

Tahin

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Re: DF MUD Development Thread
« Reply #120 on: May 01, 2009, 03:05:49 pm »

Digging's kind of broken again, but not nearly so much as last time.

It has something to do with the "Do the two sides of the door add up to one?" check, I think. I added that in without really testing it.

I'm worrying about exams and essays right now, so I haven't really touched the game in a couple of weeks if the uptime report is accurate. I, as well, will be back at it as soon as I'm done with school and my vacation.

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?

If you want to use the java client, go to http://www.divineright.org:1049 and click on "click here to connect to this MUD." It might hang a bit, and the java client is really terrible.

...And I probably won't be on for the next few days, so logging in is pretty futile, anyway.

However, if you want a decent experience, check out one of the clients I linked to in the first post.
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PTTG??

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Re: DF MUD Development Thread
« Reply #121 on: May 04, 2009, 12:33:43 pm »

Hey, just checking in on the project.
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eerr

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Re: DF MUD Development Thread
« Reply #122 on: May 11, 2009, 11:40:36 pm »

when will you be on?
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Tahin

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Re: DF MUD Development Thread
« Reply #123 on: May 12, 2009, 03:55:45 pm »

I just got back from the meetup. I really started feeling my illness about halfway through the festivities, and right now I'm a bit sleep-deprived and not feeling too great, so I won't be able to do much right now.

I have, however, fixed most of the digging issues and toyed around with different terrain systems. Nothing is coded, yet, though.

I need to upgrade/reinstall my os right now as something isn't happy, so I won't be around for another hour or so, but then I'll try to stay online for most of the day if you want to log in and figure things out.
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MrWiggles

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Re: DF MUD Development Thread
« Reply #124 on: May 12, 2009, 04:07:19 pm »

Ah, Coinage.  Want some advice?

Economy based wealth value of coinage is a complex matter.  It levels out to using a base item as a means of standard where as the weight of said item is drasticly larger than that of your coinage hense the original purpose of coinage.  So make an item, say a stone pillow, that weighs, say 5 weight units, and your base coinage, only <1 weight unit, and have both items values be ~ (or equivelent).

Or you can induce a free will value system and probably have highly unfavorable market conditions or free items. Either way this is all just probable answers to coinage.

Bye, Bye!

I wouldn't make an object in the game per coin. That would bloat the db crazy huge.
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Archbaron

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Re: DF MUD Development Thread
« Reply #125 on: May 13, 2009, 09:25:02 pm »

Greetings, my name is Archbaron and I'm joining the development team for Dwarf Fortress MUD. Currently, I'm focusing on documentation and public relations for the MUD, but I am also coding and will build when that time comes.

It is a pleasure to meet all of you and I look forward to discussing and advancing the development of the MUD.
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Vactor

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Re: DF MUD Development Thread
« Reply #126 on: May 13, 2009, 09:53:27 pm »

i took a brief look, however the java client got stuck when i tried to use the scroll bar. I'm using firefox on vista.
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Tahin

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Re: DF MUD Development Thread
« Reply #127 on: May 13, 2009, 10:27:08 pm »

Yeah... the Java client sucks.

You might be happier with telnet, honestly.
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Archbaron

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Re: DF MUD Development Thread
« Reply #128 on: May 13, 2009, 10:37:48 pm »

I recommend MUSHclient.
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Tahin

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Re: DF MUD Development Thread
« Reply #129 on: May 13, 2009, 10:48:29 pm »

Yeah, but he might not want to install something he's never going to use again.
I'd like to find a half-decent Java client.
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Tahin

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Re: DF MUD Development Thread
« Reply #130 on: May 13, 2009, 11:14:22 pm »

It's back up. Sorry about that little fiasco. I won't be touching system files again until I'm feeling a bit better. Hehe.
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Lear

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Re: DF MUD Development Thread
« Reply #131 on: May 14, 2009, 04:34:06 pm »

Can't wait for this to be finished.

I've dabbled in DeadSouls myself so if you ever need someone to write up items and whatnot (if you're not gonna add too much custom code) or just could use descriptions I'd like to help.
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Archbaron

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Re: DF MUD Development Thread
« Reply #132 on: May 14, 2009, 09:17:15 pm »

We now have an OOC Lobby set up, complete with a message board for communicating. Feel free to stop by and mess around in the the stock MUD area or just relax in our OOC lounge! Instructions for posting and communicating are available once in-game.

See you there!
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Tahin

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Re: DF MUD Development Thread
« Reply #133 on: May 15, 2009, 01:28:57 am »

Can't wait for this to be finished.

I've dabbled in DeadSouls myself so if you ever need someone to write up items and whatnot (if you're not gonna add too much custom code) or just could use descriptions I'd like to help.

Unfortunately, we're almost entirely using custom code for generating item descriptions and such. Also, we have a bit of a full boat at the moment, which is hardly a bad thing.

So as not to confuse anyone, you should now use pub when communicating, instead of gossip.
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Vessol

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Re: DF MUD Development Thread
« Reply #134 on: May 16, 2009, 02:38:52 pm »

I've talked with Archbaron a lot about this and am looking forward to it immensely. I've been playing RPIMUDs for years and never realized how good of a concept DF would work in a RPIMUD. Best of luck and I'll be checking up on the project constantly. :D
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