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Throes of Creation

UserPost

3:48 am
September 12, 2008


ToC Gemma

New Member

posts 2

1

Hello, everyone! My name is Gemma and I am a builder at Throes of Creation (ToC). I have a few characters there as well, but that’s a different story.

I just wanted to say “hey” to the MudGamers community and tell everyone you are more than welcome to stop on by and experience all our MUD has to offer! We’re CoffeeMUD-based with aspirations to be completely original from the stock code in the future.

To Visit:

Main Page: http://throes.slayn.net/

Forums (very active!): http://throes.slayn.net/yabb/YaBB.pl

 

To Play:

Host: throes.slayn.net

IP: 72.52.136.221

Port: 1200

While still in the early stages of development and building, it would be wonderful to have some new players. Our administrator and coder, Mabus, loves to hear feedback from people, and new players always bring new things to our attention that we might not have noticed before.

The community at ToC is fairly small but very friendly! We’re like an easy-going MUD family. New comers, first time MUDders, and anyone curious… feel free to come join in the fun!

You can start clans, guilds, fellowships, unions, theocracies (wow, I know. Each one operates differently). You can build up your clan halls or keep them simple. You can purchase private plots to make your home. Pick your race and then decide whether or not to be a fearless barbarian, a holy warrior (or even unholy warrior), priest-type, or even become an artisan to make everything from weapons and armor to scrolls and tables.

There’s a little bit of something for everyone at ToC, and I hope to be seeing you soon!

1:34 am
September 13, 2008


Fire

Austin, Texas

Member

posts 53

2

HI Gemma! Welcome to Mudgamers!

I'm glad you decided to post here, because I have some questions about one of your statements that probably would look funny in the "comment" section of the listing itself.

You said "We’re CoffeeMUD-based with aspirations to be completely original from the stock code in the future."

Why is that?

Is there a problem with the CoffeeMUD codebase that you aren't happy with?

Is it just that everyone want's a custom code base for their own game?

Do you feel that gamers are looking for original codebases?

Myself, I prefer DIKU-based games, preferably from the CircleMUD branch. I really dislike playing a Merc-based game, even though it is a branch of DIKU as well. I have also played around with other codebases lately, including an LP MUD.

It may be that I am just getting too old for this, but I prefer games with a certain "feel" to it and am a fan of codebases as well as games. It is kind of annoying when you enter a game and discover almost immediately that the old familiar commands are missing/unimplemented.

Since I have never played a CoffeeMUD (I am assuming it's Java code), I will now go visit your listing page. Hopefully you guys have flash working so I can play from here.

Hit me back if you get the chance, I really am curious about those questions I asked!

Genius without education is like silver in the mine – Benjamin Franklin

2:17 am
September 13, 2008


ToC Gemma

New Member

posts 2

3

Hey, Fire! Thanks for showing interest.

I’m not a coder at ToC, and we only have one – Mr. Mabus. Hehe. I’m just a builder; creating areas and that sort of thing.

I can’t speak for him, but I think Mabus just has ideas for making the code more his own. There are a lot of things that need to be changed when it comes to the original CoffeeMUD. The classes are blatantly unbalanced, among other things. Already Mabus is starting to take them on, one skill/spell/song/prayer/dance/chant/ability at a time to make them work and fulfill his vision.

I’m not too experienced with other codes, but I’ve seen enough at some to have nightmares. When I’m looking for a helpfile I want to type HELP FILE and have something pop up, or if I’m not too sure I type HELPLIST KEYWORD in order to see all the files that reference the word I’m curious about.

I’ve been to some muds where they have +help, @help, help, news, +news, etc, etc, etc. It gives me a headache! CoffeeMUD is much easier to use, and I don’t know if Mabus truly wants to be 100% original, but it appears that he has plans to make his version of the code much different than the stock version.

We’re still in the early stages, so many of the changes have yet to be added – but that being said, there are already a TON of things that are unique to Throes of Creation. We’re much farther along than many MUDs. When you hear of MUDs in “constant development,” ToC really embodies that promise.

ToC also plans on being an original world including the lore and history and deities and areas.

Unfortunately we do not yet have the flash component set up because of security reasons. But if we find a secure and safe way to do it, we should be “Flash compatible” in the near future. Until then feel free to check out our webpage. There is a Telnet link right at the top that will allow you to play the game without having to download and install any sort of client.

9:50 pm
September 13, 2008


Orrin

Admin

posts 139

4

I split out the discussion on Merc vs Circle to here

9:38 am
September 17, 2008


Mabus

New Member

posts 7

5

Fire said:

HI Gemma! Welcome to Mudgamers!

I'm glad you decided to post here, because I have some questions about one of your statements that probably would look funny in the “comment” section of the listing itself.

You said “We’re CoffeeMUD-based with aspirations to be completely original from the stock code in the future.”

Why is that?

Is there a problem with the CoffeeMUD codebase that you aren't happy with?

Is it just that everyone want's a custom code base for their own game?

Do you feel that gamers are looking for original codebases?

Myself, I prefer DIKU-based games, preferably from the CircleMUD branch. I really dislike playing a Merc-based game, even though it is a branch of DIKU as well. I have also played around with other codebases lately, including an LP MUD.

It may be that I am just getting too old for this, but I prefer games with a certain “feel” to it and am a fan of codebases as well as games. It is kind of annoying when you enter a game and discover almost immediately that the old familiar commands are missing/unimplemented.

Since I have never played a CoffeeMUD (I am assuming it's Java code), I will now go visit your listing page. Hopefully you guys have flash working so I can play from here.

Hit me back if you get the chance, I really am curious about those questions I asked!


Hey there, Fire.

Nothing wrong with CoffeeMUD at all. Bo Zimmerman has done a wonderful job of creating a fine codebase.His design vision and my own differ on many levels, and redesigning (and recoding) the existing code to better fit the game I envision is certainly not intended as a slight on the codebase; we just have different visions.

Take archery, for instance. The stock code uses "bundles" of arrows that decriment as they are used. The version I coded uses individual arrows, and quivers that hold arrows (and the arrows in the quivers do not count against total PC weight limits). This allows fletchers to create individual arrows that could then be set to each have their own characteristics (damage, range, to hit, description, etc.).Since we are not constrained with VNUMs each items can be a completely seperate entity, and differ from all others made before it.

Now this is not to say the stock system is not a fine system, just that in this instance (and many others) the goals of the original designer and my own differed.

I hope that helps explain what Gemma may have been posting about, although I am absolutely positive she can state her position on her own.

12:52 pm
September 20, 2008


Orrin

Admin

posts 139

6

Mabus said:

Take archery, for instance. The stock code uses “bundles” of arrows that decriment as they are used. The version I coded uses individual arrows, and quivers that hold arrows (and the arrows in the quivers do not count against total PC weight limits). This allows fletchers to create individual arrows that could then be set to each have their own characteristics (damage, range, to hit, description, etc.).Since we are not constrained with VNUMs each items can be a completely seperate entity, and differ from all others made before it.


The Nakedmud base we use doesn't implement stacking or collections so every object is it's own entity and can be treated individually, much as you describe. Funnily enough though I was thinking the opposite to you and that I might have to implement some kind of item stacking. At the moment everything is an individual object – even coins (although that does make it easier to give money weight, which has definite economic benefits). I guess I will wait and see what the memory load is like with all these objects and see if we need to stack common items.



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