Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 10 11 [12] 13 14 ... 16

Author Topic: The WikiFirmament:PROTO UP  (Read 12433 times)

Tahin

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #165 on: January 30, 2010, 08:33:22 pm »

That works, too. Anyway, the point is just get me your character and password. That doesn't have to be your final password as you can change it again. I'd just like to get as many characters as possible with a unique password so we don't have any shenanigans. I can just go through and change everyone's password to 12345, but then someone's account could get hijacked and they'd lose their precious work, or something.

Also, PTTG, give me that file or I will have to come over there and take it. I know where you live.
Logged

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: The WikiFirmament:PROTO UP
« Reply #166 on: January 30, 2010, 09:05:10 pm »

What is the OS issue? Line endings? Or byte order? (One of them can be fixed, the other, not really, without a very good understanding of the format...)
Logged
Eh?
Eh!

Tahin

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #167 on: January 30, 2010, 09:09:31 pm »

There is a line ending issue I managed to fix, but the main issue is different crypts between oses, which can't really be helped. Which is why I have to reset passwords. It's not that big of a deal. There are like 7 characters or something.
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #168 on: January 31, 2010, 01:57:31 am »

And, holy shit it's up!

The two people who have requested passwords thus far have had their's reset. If you have difficulty logging in still, email me or something. If you haven't requested a password yet I'll eventually set your's to 12345, but for now I'll leave them scrambled. Email/pm me.


Address:  divineright.org
Port:     1050


This should be a semi permanent address, hopefully.

EDIT: Oh, PTTG, could you modify the first post to reflect the new address?
Logged

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #169 on: January 31, 2010, 02:17:32 pm »

Eh, there's a strange exit PTTG created from his office to me realm, its setting people's home to The Overspike. I created a 2nd statue of me to teleport people back to the first room. When tahin or sproingie gets on, you oughta have a look at it.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

Tahin

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #170 on: February 02, 2010, 07:20:42 am »

Just here to remind everyone that I am awesome.
Code: [Select]
                 
        ####     
        ######   
        ##    ## 
        ()  #### 
          ####   
          ##     
                 
                 
New Room
You see nothing special.
Exits: [north] [southeast]

dig w
[with the pickaxe]
You dig an exit to the west.
Exit from New Room (#627) to New Room (#634) via {"west", "w"} created with id #598.
Exit from New Room (#634) to New Room (#627) via {"east", "e"} created with id #600.
w
                 
          ####   
          ###### 
          ##    ##
        ()##  ####
            #### 
            ##   
                 
                 
New Room
You see nothing special.
Exits: [east]
e
                 
        ####     
        ######   
        ##    ## 
      ##()  #### 
          ####   
          ##     
                 
                 
New Room
You see nothing special.
Exits: [north] [southeast] [west]
w
                 
          ####   
          ###### 
          ##    ##
        ()##  ####
            #### 
            ##   
                 
                 
New Room
You see nothing special.
Exits: [east]
dig d
[with the pickaxe]
You dig an exit to the down.
Exit from New Room (#634) to New Room (#635) via {"down", "d"} created with id #601.
Exit from New Room (#635) to New Room (#634) via {"up", "u"} created with id #599.
l d
In New Room, you see nothing.
d
                 
          ##     
          ##     
                 
        ()       
                 
                 
                 
                 
New Room
You see nothing special.
Exits: [up]
dig ne
[with the pickaxe]
You dig an exit to the northeast.
Exit from New Room (#635) to New Room (#636) via {"northeast", "ne"} created with id #566.
Exit from New Room (#636) to New Room (#635) via {"southwest", "sw"} created with id #605.
l
                 
          ##     
          ##     
          ##     
        ()       
                 
                 
                 
                 
New Room
You see nothing special.
Exits: [up] [northeast]
ne
                 
                 
        ##       
        ##       
        ()       
      ##         
                 
                 
                 
New Room
You see nothing special.
Exits: [southwest]
dig ne
[with the pickaxe]
You dig an exit to the northeast.
Exit from New Room (#636) to New Room (#637) via {"northeast", "ne"} created with id #603.
Exit from New Room (#637) to New Room (#636) via {"southwest", "sw"} created with id #604.
ne
                 
                 
                 
      ##         
      ##()       
      ##         
    ##           
                 
                 
New Room
You see nothing special.
Exits: [southwest]
dig w
[with the pickaxe]
You dig an exit to the west.
Exit from New Room (#637) to New Room (#622) via {"west", "w"} created with id #616.
Exit from New Room (#622) to New Room (#637) via {"east", "e"} created with id #615.
w
                 
                 
                 
        ##       
        ()##     
        ##       
      ##         
                 
                 
New Room
You see nothing special.
Exits: [up] [down] [east]
e
                 
                 
                 
      ##         
      ##()       
      ##         
    ##           
                 
                 
New Room
You see nothing special.
Exits: [southwest] [west]
sw
                 
                 
        ##       
        ####     
        ()       
      ##         
                 
                 
                 
New Room
You see nothing special.
Exits: [southwest] [northeast]

This is, of course, a very basic start, but it's looking very promising.

Also it's incredibly late right now because I just spent the last four hours on this, so I think I'll be going to bed.

Oh, and in the event someone decides to play around with that on a wizard character (which I believe is the only way at the moment), several of those exits are from a previous version of the code and aren't exactly wizard friendly. I fixed it, though.

Oh, I'm obscenely sleep-deprived so forgive me for forgetting... here's what this actually is, at least the first part: http://www.2funnyguys.com/phpBB3/viewtopic.php?f=23&t=449
« Last Edit: February 02, 2010, 07:28:25 am by Tahin »
Logged

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #171 on: February 02, 2010, 09:51:09 am »

Thats... Beautiful, I didn't think I'd be seeing something like this anytime soon on Wikifirmament, thankfuly I was wrong.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

Poltifar

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #172 on: February 02, 2010, 02:08:34 pm »

So, in the final game, players will dig their realms with pickaxes? Or are we heading for a more DF-mud-esque project? Also, how did you implement this map thing, and how does it work, and does it work with all rooms?
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: The WikiFirmament:PROTO UP
« Reply #173 on: February 02, 2010, 04:15:43 pm »

Well, I've got a grid object that stores the coordinates of every room in the grid (in the final game each grid object would represent an area) and it simply queries that for the rooms around the player. I'm planning on adding the ability to look at more than just the x and y dimensions in the event that you want to take a more detailed look at your up/down exits. The command will be something like map xz to see a west-east slice and map yz to show a north-south slice, or something. The idea is to make it simple to create nice areas, though the maps will probably be available for exploration and such, too.

I'll get around to implementing those grid transitions and a method for create new grids in a bit. The most difficult part now will probably be the close_exit() function, as I'll have to not only recycle the exit, but find its opposite in the room it points to, recycle that, then check if that's the last exit to that room and, if so, ask the user if they want to get rid of the room as well.

As far as the pickaxe goes, it's just an object I was playing around with similar code with earlier that I decided to employ for calling the appropriate functions because otherwise I'd have to add the verbs to myself and I'm always afraid I'm going to break something when I do that. Also I do rather like the concept of having each player who wishes to build get an object with the building verbs on it, similar to the staff in dead souls, so they can set whatever messages they want on it and it will feel more 'real' or something.

Oh, and on the grid working for all rooms: Eventually all areas will probably use this system, so yes it will. It probably won't show multiple areas at a time because I can't think of a way to do that flexibly, though. Also I'd like to figure out a way to get it into the lower left corner of the room description, right above the exits line, as one of the little things that bug me about hellmoo is that the minimap moves around depending on the length of room description.
« Last Edit: February 02, 2010, 04:19:30 pm by Tahin »
Logged

sproingie

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #174 on: February 02, 2010, 06:55:14 pm »

I never have problems with adding verbs to myself, but it's always best to have other objects do your work, since it makes them a lot more reusable.

Have you gotten Legendary Miner yet?
Logged
Toady is the man who Peter Molyneux wishes he was

Quote from: ToadyOne
dragon pus was like creamy gold. Infect and collect!

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #175 on: February 02, 2010, 07:27:32 pm »

What are you developing this with?
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

Tahin

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #176 on: February 03, 2010, 04:22:45 am »

What are you developing this with?

MOO. Lambdamoo with JHCore for the db core, to be exact.
Logged

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #177 on: February 03, 2010, 05:53:47 am »

What are you developing this with?

MOO. Lambdamoo with JHCore for the db core, to be exact.

ah nice.
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

Poltifar

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #178 on: February 03, 2010, 08:46:16 am »

Well, now for my own status report: I havent had time to do much, but what i did manage to do:

I've taken Bluerobin's tick-object idea and improved it: Instead of having an object in a location, activating a tick() or whatever verb on certain items listed on a list property, instead, I've made an object that CONTAINS all the locations that need to be ticked, which could be considered an 'area', and it activates the tick verb on ALL objects it contains, and ALL the objects these objects contains, etc... (ofcourse, it checks if each object has a tick verb first, so that we dont have to give empty tick verbs to everything to prevent errors) The huge improvement this system has over Bluerobin's first prototype is that any object that has a tick verb could work in absolutely any functional 'area' or 'realm' or whatever in the final game, without needing to be added to a huge list containing all the objects to be ticked. Same thing for newly created objects, there would be no need to have them added to such a list before they started functioning, they would be functional as long as they are in a game area.

The next step for me will be to implement a basic randomly roaming NPC in my area. Once that is done, i think i'll open it to the public.


EDIT: SUCCESS! I now have a crazy NPC running around randomly in my small dungeon every 5 seconds (which is the current length of a tick). Now i'll have to add some more randomness to the NPC movement so that there is, like, 1/10 chance of the NPC moving every tick, and maybe have it do some random action/announcement every once in a while, just for flavor.

EDITEDIT: Done again. Though the random() function seems a bit messed up, it tends to repeat the same number many times in a row. Any ideas for a more actually random rng?

EDITIEDITEDITEDIT: Oh and i've added a 'scripted' npc  moving in and near the Rotunda on PTTG's demand. This one is independent from the scheduler described above. I will soon add another such npc, but a randomly roaming one.
« Last Edit: February 03, 2010, 01:08:49 pm by Poltifar »
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

Bluerobin

  • Bay Watcher
    • View Profile
Re: The WikiFirmament:PROTO UP
« Reply #179 on: February 03, 2010, 02:24:50 pm »

Since asking you in the game isn't getting a response Poltifar, I'm asking here. How does your ticking object work? Did you make an object then put all of your rooms inside of it? I can see how this could help make it a little less annoying to keep track of things, but you still have to put everything inside this object for them to tick, plus it could become a massive process since it tests every single object inside of it. At this point it sounds like we're ignoring the possible computational limitations though.

It's really annoying that you can't just do like you can in MUDs and add an additional parent to the objects you want to have tick.
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.
Pages: 1 ... 10 11 [12] 13 14 ... 16