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 Entire forum ➜ MUSHclient ➜ Suggestions ➜ Line capture

Line capture

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Posted by Nick Gammon   Australia  (23,173 posts)  Bio   Forum Administrator
Date Reply #15 on Tue 15 Jan 2002 12:41 AM (UTC)
Message
Quote:

I also hate their mini map thing (makes me feel clostraphobic after the full outside maps on AoD)


You can turn the mini-map off. :)

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Shadowfyr   USA  (1,792 posts)  Bio
Date Reply #16 on Tue 15 Jan 2002 08:00 AM (UTC)
Message
Which then brings up the problem of having everything including exits in one color and crammed into a single status line. Lets just say that I was not won over and leave it at that. ;)
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Posted by Kalahn   United Kingdom  (138 posts)  Bio
Date Reply #17 on Tue 15 Jan 2002 08:13 AM (UTC)
Message
Quote:

btw Checked out the lark.crod.com mud... Why is it again that they have to make objects in a room bright blue and underlined, but can't use the mxp color to show the lilacs in one room as 'lilac'?? Not sure that site is a good example of 'using' mxp, unless I completely missed something I needed to turn on to make it work right. Not that I want to go back anyway, I also hate their mini map thing (makes me feel clostraphobic after the full outside maps on AoD) and I don't like the idea of 'you must do this this way to advance past level 25'. :p I would hate to see what people would do with an idea I had.


Bloodmoon at lark.crodo.com 1313 runs the Dawn of Time codebase. As the implementor of this codebase my comments might shed some light on things.

Regarding the colour of links, I expect you will find that you have 'Use custom link colour' turned on in
(Alt+Enter)Configuration->Appearance->MXP/Pueblo. The check box options that Dawn works best with are off,on,on, off,on,on, off (from top to bottom in the MXP/Pueblo config page)

Dawn uses ansi colour by default (even with MXP connections) unless you have HTML colour coding turned on (type 'col mode html' to change modes).

The automapper is different from most mappers I have seen, many of them generate the map once off and make it part of the room description. Dawn was originally written from a roleplaying perspective and therefore tried to give a real line of sight to players. Dawn's automap is generated dynamically and reflects doors closing etc, also supporting a map scale. Immortals have access to other versions of the map which can scan out a radius of up to 100 rooms away and have clickable room links with mxp options.

Then again you can't please everyone with something like mapping, I think everyone will generally like what they are used to.

Quote:

I don't like the idea of 'you must do this this way to advance past level 25'.

I assume you are talking about letgaining?
The level of 25 is configurable and can be easily disabled. The letgaining system is used to give mud implementors the opportunity to maintain some form of quality control with players advancing to the higher levels. The code automatically letgains you if you request a letgain (using requestletgain) and an imm hasn't processed the request within a few days. While the system isn't liked by all it does help increase the quality of players on the mud.

Dawn is a very flexible mud server, pretty much everything you said you didn't like can be tweaked to your liking or disabled.

Regards,

- Kalahn
Implementor of the Dawn of Time Codebase
http://www.dawnoftime.org/

Kalahn
Developer of the Dawn of Time codebase
http://www.dawnoftime.org/
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Posted by Shadowfyr   USA  (1,792 posts)  Bio
Date Reply #18 on Tue 15 Jan 2002 09:03 PM (UTC)
Message
Hmm. Thanks for the comments. I had kind of wondered.

I still don't like the fact that exists are part of the status line (excpecially since some people like to turn those off). But the rest is helpful. I couldn't find a help file for MXP or anything else that I coudl think of (didn't think to consider html). :p Oh, well. I went there as a matter of curiousity. At the moment I am still playing Ages of Despair and am working on some ideas I may submit there for an area, so I really don't even have any time to play on another mud. But I do think MXP has potential, as long as some limits are placed on its use, but unfortunately that is a bit like trying to get the admin on the one I play at to admit that they messed up by not requiring unique item IDs. Real fun when you have 3 different amulets and the mud can't tell which one you are trying to use. :p

The ansi version at Bloodmoon though is more conducive to eye strain. I certainly hope that turning on the html type is a little better. ;)

As to the mapper... Yeah, that is pretty much the way AoD does it, but it also only uses the map outdoors. The problems I see with the one used on Bloodmoon is A) very limited 'field of veiw', even when you should be able to see farther and B) it intrudes in places like inside cities where you don't even need it. But that is mearly my opinion.

As to the letgain.... I guess my biggest problem is not this, but the 'requirement' of RP. On the mud I am currently one it is far more relaxed, so you can talk to people about non-game stuff as you play, but you can also act the part too. While there are no clans implimented in AoD, more than a few people have found themselves in serious trouble because they bragged about killing foxes on channels and someone who was friends with a healer name Fyxen told her about it. (She keeps a list. lol) Of course being Kitsune myself, I have passed the word along a few times as well... ;) imho Mudding is about fun, anything that restricts that by forcing RP or some other demanding requirement tends, at least for me, to make it a bit less fun.

Of course had I the time to play it for a while or any real interest in the rather limited number of races on Bloodmoon, I might not find it to be that big of a deal.
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Posted by Magnum   Canada  (580 posts)  Bio
Date Reply #19 on Sat 23 Feb 2002 11:46 AM (UTC)
Message
Earlier in this thread, EQ scripting was discussed. I am beginning work on this project, so I am posting to bring this thread to the top of the recent posts list.

I am attempting to design the EQ script as standalone, that can be "plugged-in" to any Ages Of Despair player's script using methods recommended elsewhere on these forums.

To save memory, I plan to store each Eq_Set to a file. The file would only be saved or loaded when the EQType was changed (or on world load).

I'll post more details as I move along on this project. File access in VBS is quite foreign to me, so I may ask for help. :)

Get my plugins here: http://www.magnumsworld.com/muds/

Constantly proving I don't know what I am doing...
Magnum.
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Posted by Nick Gammon   Australia  (23,173 posts)  Bio   Forum Administrator
Date Reply #20 on Sat 23 Feb 2002 09:34 PM (UTC)
Message
Krenath has posted some examples of reading/writing to files from VB. Meanwhile, you might want to start a new thread if you go on with this one.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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