Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 14

Author Topic: DF MUD Development Thread  (Read 32775 times)

Poltifar

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #60 on: March 18, 2009, 08:46:40 am »

So, how's the mud going? When do you think it might become 'playable' enough? I can't wait to try it...
Logged
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

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #61 on: March 18, 2009, 10:46:56 am »

We've posted up a Current Goals page on the Wiki that we will update as we finish things, but that doesn't do a very good job of representing how long that is all going to take, so let me break it down.

The main issue of playability at the moment is the map system. As it stands, the current digging implementation does not distinguish between Underground, Land, and Sky. I aim to fix this by way of a heightmap, but that will most likely wait until this weekend.

Zyll and Eerr are both working on different aspects of the crafting system at the moment, so I have no worry that that should be finished eventually.

The other stuff is relatively minor and will probably take a few hours each, assuming nothing goes wrong.

I can't give you a clear release date at the moment. As it stands, it's looking like it will take another two to three months to get to an alpha level of completion, but that's assuming that I actually started what I need to start, and whatnot.

Pretty much, it'll be done when it's done.
Logged

Sowelu

  • Bay Watcher
  • I am offishially a penguin.
    • View Profile
Re: DF MUD Development Thread
« Reply #62 on: March 18, 2009, 07:03:14 pm »

You've inspired me to download Lima and try my hand at making a non-DF-based MUD that I wanted to make for the last ten+ years.  I don't think this is a good thing, but thanks...
Logged
Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #63 on: March 18, 2009, 07:13:49 pm »

Hehe. Good luck.

If you need help, I might be able to lend you a little code, or something.
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #64 on: March 19, 2009, 02:17:14 pm »

ah, Zyll is working on crafting too?
I think this calls for a meeting to be schedueled
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #65 on: March 19, 2009, 02:18:55 pm »

Today I learned that falling 10000+ Z-levels results in heavy lag/freezing of the MUD.

In other news, the above-ground section is more or less working.
Now to get it all working nicely, implement slope exits, and get a heightmap working.

ah, Zyll is working on crafting too?
I think this calls for a meeting to be schedueled

Yes, yes it does.

Also, can anyone connect to the MUD? I changed a few things, and I can connect internally via external IP, but I can't be sure.

EDIT: All right, change of plans. I've got flat terrain working and for now I'm happy with that. Next stop is doors. After a short discussion on intermud, it sounds like it should be simplest to just write a custom door system, so... this might take a while. I'm happy about the change of focus, though. Map stuff gets boring.
« Last Edit: March 19, 2009, 05:00:55 pm by Tahin »
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #66 on: March 19, 2009, 07:17:13 pm »

I just connected, 8:14 pm, so the changes don't seem to have broken anything.
note that I've had a huge amount of time to work on the MUD, but haven't because of bronchitis, I feel like crap.


Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #67 on: March 19, 2009, 07:19:27 pm »

Ooh. That sucks. Hope you feel better soon.

For the record, the changes that I made were simply setting my desktop to have a static internal IP. Shouldn't theoretically break anything, but my connection was acting a bit funny when I first did it, so I couldn't be sure.

Also, aren't dynamic IPs supposed to change every month or so? I've had the same IP for the last few months, which is as long as I've been paying attention to it. I wonder if my ISP screwed up.
« Last Edit: March 19, 2009, 07:23:31 pm by Tahin »
Logged

Bluerobin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #68 on: March 20, 2009, 08:55:04 am »

Haha here I was thinking "Hmm I wonder what Eerr's working on with crafting?"  I guess we'll figure out what's going on.  I figure Tahin knows, because I'm guessing he's the one the basically assigned our projects, but it'd be nice to know how they fit together, if they do.  I have to say it'd suck a lot if we ended up just repeating the same thing.

Also, with the dynamic IP thing, I think "dynamic" just means it CAN change, not really that it does.  If you turned off your connection for a few days there's a chance you might have a different IP address, but you'd need to be completely disconnected from your ISP and someone else would have to want your IP address.  It's always easier for the IP assigner to reassign the same IP address if no one else has it, so that's what tends to happen.
« Last Edit: March 20, 2009, 08:58:52 am by Bluerobin427 »
Logged
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

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #69 on: March 20, 2009, 10:51:59 am »

Eerr posted up a materials page on the wiki that might be worth looking at. By the way, when you create a new page, put it in the creatordocs category by either using the new-page bar on the creatordocs page, or just make your page name look like "creatordocs:articlename."

Anyway, Eerr, that looks like a good way to go.
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #70 on: March 20, 2009, 01:01:41 pm »

Eerr posted up a materials page on the wiki that might be worth looking at. By the way, when you create a new page, put it in the creatordocs category by either using the new-page bar on the creatordocs page, or just make your page name look like "creatordocs:articlename."

Anyway, Eerr, that looks like a good way to go.
Can .H files have = in them?
Logged

Katsuun

  • Bay Watcher
  • [Loli_Weaboo]
    • View Profile
Re: DF MUD Development Thread
« Reply #71 on: March 20, 2009, 06:24:23 pm »

Creweb appears to be down...
Logged
Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #72 on: March 20, 2009, 07:48:52 pm »

Right. Forgot to enable that. Thanks.

About .h files... Wait, what are you trying to do? Look at other .h files for the syntax.

Very minor update, but it now announces on the <connections> channel when someone logs on for the first time, rather than just generically stating that they simply logged on. Might help to keep newbies in order. Consider this a test of my ability to screw around with the player object without breaking anything. Also, only Zyll, Eerr, Katsuun, and myself should (hopefully) see these messages.
« Last Edit: March 20, 2009, 11:14:58 pm by Tahin »
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #73 on: March 24, 2009, 01:11:45 am »

New update, kind of. Doors are semi-working. It's currently possible, using functions, to create and destroy them, and they prevent movement between rooms when closed. However, they cannot currently be looked at, knocked on, opened, closed, or observed in any way other than their remarkable ability to prevent you from moving between rooms without giving you any say in the matter.

...I'll get right on this.

Anyhow, I hope that it will work in such a way that you will be able to craft a door using the normal crafting system, then using a command something like "install <door> <direction>" or perhaps "build <door> <direction>" which will then delete the door object in your inventory and create a new entry in the door "database" based upon the qualities of your door object. This will be undoable with a "unbuild" or "uninstall" command, which will remove the appropriate entry from the database and give you a door object based on the qualities of the object in the database. Also, doors will have two sides which will be engravable and whatnot independently of each other.

Expect new and interesting bugs in the next few weeks.
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #74 on: March 24, 2009, 01:57:16 am »

would an array listing doors save all the information necessary under the add/save function?
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 14