Search found 48 matches

by Japheth
29 Aug 2016, 07:10
Forum: News and Announcements
Topic: LabMUD Website Outage
Replies: 0
Views: 658

LabMUD Website Outage

In case anyone comes here looking for news about the LabMUD site, it is down due to a migration to a new server. I didn't do the DNS migration the right way and dived in head first and now it may take several days for it to propagate through to everyone.

It will return shortly.
by Japheth
04 Jul 2015, 08:01
Forum: News and Announcements
Topic: LabMUD Website Outage
Replies: 0
Views: 884

LabMUD Website Outage

Hi all,

I'm having some technical troubles with the LabMUD server at the moment that are way above my paygrade in terms of linux abilities and the server is unreachable. I'm working on getting it back up as soon as possible. This is definitely not how I wanted to be spending my development time!
by Japheth
30 Apr 2015, 22:55
Forum: General Discussion
Topic: A question on updates
Replies: 1
Views: 767

Re: A question on updates

The intention of the engine has always been that and end user doesn't need to code anything to get it working. Updates would be shipped as a binary executable and dlls, that is to say, like most programs you use on your computer now. You won't need to compile anything, just overwrite the old program...
by Japheth
30 Apr 2015, 22:50
Forum: Engine
Topic: Item Grouping
Replies: 3
Views: 1846

Re: Item Grouping

Actually what you are describing with your impromptu item groups is what I intend to accomplish with a planned functionality I call bundling. A bundle is effectively an impromptu container where you can bundle any items together that dynamically describes its contents (I suppose I will now add "allo...
by Japheth
14 Apr 2015, 02:03
Forum: Engine
Topic: Health, Healing and Death
Replies: 0
Views: 968

Health, Healing and Death

As I have made some progress towards getting wounds completed I thought that I would give an update to everyone on how it all works, as I know this will be an area of major curiosity for users of the engine. I should also note that I have purposefully written the system to be a bit of a framework - ...
by Japheth
20 Mar 2015, 01:15
Forum: Progress Reports
Topic: February/March 2015
Replies: 0
Views: 1376

February/March 2015

Hi all, I thought that I would give an update on the work that has taken place during February and March so far. As you all know, I am working towards the release of LabMUD , which will be the first proper testing of the FutureMUD engine and the quality assurance milestone that will lead to open Alp...
by Japheth
26 Feb 2015, 23:43
Forum: General Discussion
Topic: Email Activation
Replies: 2
Views: 1066

Re: Email Activation

Actually on the FutureMUD board I have the registration settings configured so that an admin has to accept all new signs ups. This is because at some stage the board came under a massive coordinated spammer attack (this was shortly after the latest iteration of reCaptcha was cracked at the end of la...
by Japheth
24 Feb 2015, 00:02
Forum: Engine
Topic: Corpses
Replies: 0
Views: 846

Corpses

As I mentioned in my progress report, Corpses is something I've done lately. For a seemingly small part of the game world, it's actually a surprisingly challenging thing to implement design-wise. I wanted to talk here about some features of corpses in FutureMUD and how they differ from what you prob...
by Japheth
22 Feb 2015, 06:18
Forum: General Discussion
Topic: Old Videos
Replies: 0
Views: 801

Old Videos

Hi Everyone, I used to make preview videos every once in a while as I implemented major new systems. I'll probably be making some more of these soon as I begin to show off my health stuff, and I realised there was no link to them on the new forums. Consequently, I'm including some links to the more ...
by Japheth
21 Feb 2015, 05:34
Forum: Building Tool
Topic: On the Burdon
Replies: 1
Views: 1304

Re: On the Burdon

Sorry Shalimar, not sure how this question slipped through my radar. The basic shell of the building tool is there, but it has proven less useful than I would anticipate for the alpha. It really needs a lot of work to make it useful, and at the moment I've been focusing on the core engine rather tha...
by Japheth
16 Feb 2015, 05:47
Forum: Progress Reports
Topic: January 2015
Replies: 0
Views: 837

January 2015

January has been and gone but there are still numerous things to report. The theme of the last couple of months has been bugs and support - I haven't actually had a great deal of time for new content in between helping set up the demo MUD and bugfixing bugs that have been found. Since the start of 2...
by Japheth
19 Jan 2015, 21:04
Forum: Engine
Topic: Item Grouping
Replies: 3
Views: 1846

Item Grouping

One feature I have recently implemented in FutureMUD is item grouping. This relatively simple bit of code actually has some interesting implications for how MUDs are typically laid out and I thought that I would speak briefly on the topic. So what are item groups? Well, simply put, they allow admins...
by Japheth
15 Jan 2015, 01:35
Forum: Engine
Topic: Extending your Game with Progs - Example
Replies: 4
Views: 1398

Re: Extending your Game with Progs - Example

I should probably spend a bit of time first off explaining how the register variables work before I answer the individual questions that you asked - while I think I have briefly mentioned them in the past, I didn't really go that deeply into them (and I also let that old forum lapse, losing all the ...
by Japheth
09 Jan 2015, 04:05
Forum: Engine
Topic: Extending your Game with Progs - Example
Replies: 4
Views: 1398

Extending your Game with Progs - Example

Early this month I have been doing a little bit of expansion to the Prog system, for example creating building commands for admins in the game, as well as DateTime and TimeSpan types and many miscellaneous built-in functions. I have also been working on the event system (which is quite important to ...
by Japheth
25 Dec 2014, 06:31
Forum: Progress Reports
Topic: December 2014
Replies: 3
Views: 1484

Re: December 2014

It will be similar to what was outlined in the past. That is to say, one of the Health Models available to select is one where you don't die from HP loss, but rather from your brain organ dying. This can happen because the brain itself is damaged, or because your other organs fail (which may occur b...
by Japheth
23 Dec 2014, 03:02
Forum: Progress Reports
Topic: December 2014
Replies: 3
Views: 1484

December 2014

So far in December I have mostly been bugfixing. Wolfsong has been building on the dev server as a fresh pair of eyes so we can both document and test the process so you all can set up your own engines when we release. She has found a number of minor and major bugs which I've been fixing as we've go...
by Japheth
16 Dec 2014, 11:38
Forum: Engine
Topic: Performance Test/Comparison
Replies: 1
Views: 790

Re: Performance Test/Comparison

This is a very complex question really, and not one that I can give you a definitive answer for at this stage mostly because it wouldn't be very honest - to truly test the engine's performance in the wild, I'd need a large, mature world build because it's the interplay of those things that are what ...
by Japheth
16 Dec 2014, 10:39
Forum: General Discussion
Topic: Builder's Alpha
Replies: 6
Views: 2552

Re: Builder's Alpha

MXP (and by extension MSP) are both already supported. So far as I know, MXP allows you to use full 16 million bit colour and you can specify colours via hexadecimal.
by Japheth
16 Dec 2014, 04:39
Forum: Engine
Topic: Skills
Replies: 2
Views: 1402

Re: Skills

I have been working on the related areas of skills and knowledges lately so I figure this is a good time and place to bring everyone up to date with how it is all working in FutureMUD at the moment. Glossary Firstly there are a few terms that I should clarify as I will be using them in the discussio...
by Japheth
13 Dec 2014, 02:43
Forum: Engine
Topic: Question/suggestion for area spawning
Replies: 3
Views: 1179

Re: Question/suggestion for area spawning

While I haven't yet done the system for automatically loading NPCs, it will most likely be accomplished through a combination of progs and triggers, with a bit of a light coded "wrapper" to make it easier to set up. For example, the theoretical prog might control whether or not you load a deadly Sna...
by Japheth
11 Dec 2014, 07:50
Forum: Engine
Topic: FutureMUD Now Linux Compatible
Replies: 4
Views: 1405

Re: FutureMUD Now Linux Compatible

Oi... just wrote a fairly long post and it disappeared when I tried to submit. *Sigh* Did you get any kind of error when you tried to do it? I have been having some weird problems with the website lately. I actually think the MySQL server keeps putting itself into inactivity mode due to the long pe...
by Japheth
29 Nov 2014, 03:39
Forum: Engine
Topic: FutureMUD Now Linux Compatible
Replies: 4
Views: 1405

FutureMUD Now Linux Compatible

Hi everyone, I am very happy to announce that FutureMUD now officially supports Linux as well as Windows. There's no reason to believe it also wouldn't run on MacOS now that I have fixed the Linux issues but I have no MacOS machines to test it on. This has been a very long road getting here - firstl...
by Japheth
24 Nov 2014, 05:06
Forum: Engine
Topic: Liquids - Final Design
Replies: 3
Views: 1180

Liquids - Final Design

Now that Liquids have been implemented in FutureMUD I thought I'd take a moment to comment on the design. First of all, Liquids are also Materials - so like solids, they have a few common properties. Many of these properties don't yet do anything but may or may not factor into future systems. The co...
by Japheth
24 Nov 2014, 04:02
Forum: Progress Reports
Topic: November 2014
Replies: 1
Views: 1081

November 2014

So far this month I have been working on a few things: 1) Testing and Bugfixing. I'm trying to go back through and test virtually all of the common things again at least partially to pick up any of the lingering SQL Server -> MySQL bugs. I've found and fixed a few, and along the way I've also fixed ...
by Japheth
15 Nov 2014, 11:08
Forum: Progress Reports
Topic: October 2014
Replies: 1
Views: 821

Re: October 2014

I've officially finished up migrating everything to MySQL and setting up a "blank game". I have discovered that there are some random differences between how SQL Server and MySQL handle a lot of things, and I have found some things I had to change in code to make it work. I fixed as many as I found ...