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Grex Mud Item 5: MUD coding help item.
Entered by rywfol on Mon Jan 9 23:08:09 UTC 1995:

Mud coding help item

For those of us who don't only play on muds but code also, this item is where
you can post those tricky bits which are giving you problems, and maybe
someone'll be able to help point you in the right direction with it..

39 responses total.



#1 of 39 by brenda on Mon Jan 9 23:08:59 1995:

I have dikued if anyone needs it.


#2 of 39 by sungoku on Thu Jan 12 05:09:00 1995:

I am implementor also (on 6 muds) all coder, if anyone wants you can ask me for
help I also have dikuedit and think it sux but you can ask  it never the less.


#3 of 39 by rywfol on Thu Jan 12 06:36:11 1995:

6!!! Jeez, where do you find the time??
Anyway, I code on LP muds (not 6 though) ;P and am happy to help on those..
<Rywfol is still boggling at the thought of coding on 6 muds>


#4 of 39 by bushman on Sat Feb 18 00:24:06 1995:

I would like some hlp files or doc files for zone building and or
coding for circle or dikued.... If you have any i would appreciate
a copy of them.... by the way i love mudding! thank god for a conf
all about it!


#5 of 39 by popcorn on Mon Feb 20 03:41:41 1995:

This response has been erased.



#6 of 39 by sook on Thu Mar 16 06:55:42 1995:

Ajax Schmjax... ask Sook Sook, he know all. =) *and he's modest too*


#7 of 39 by shepherd on Wed Aug 2 04:35:33 1995:

Or just drop by and ask one of us on Dreamshadow. We're usually doing
nothing but throw grape jelly at each other anyway....


#8 of 39 by aphrael on Wed Apr 3 07:54:36 1996:

dikued is available by mailing aphrael@izzy.net , but all the .defs are
for our mud.  it's also available from ftp.okstate,edu.


#9 of 39 by bjorn on Fri Aug 16 13:53:45 1996:

I have been considering writing a MUD based on the PLANESCAPE AD&D campaign,
but first I need TSR's go-ahead.  I have already lain out some ideas of what
I want commands to do, and have a basic idea of where I'm going to start
building Sigil from if I do get the permission.  However, I want to put it
up here if possible, though it has been suggested that we might not be able
to support said MUD.  I'll be in Winona when and if I do get the go-ahead.


#10 of 39 by coyote on Sat Aug 17 03:24:18 1996:

What language do you plan on writing it in?


#11 of 39 by bjorn on Sat Aug 17 17:03:30 1996:

I don't really know.  My friends have suggested (despite its difficulty)
Assembler.  I'm look more for a Diku-type.  But here's one thing I would do:
Kill a *named* NPC and he/she/it is dead forever.  I also want it to ephasize
role-playing rather than gaining levels.


#12 of 39 by coyote on Sat Aug 17 17:54:08 1996:

Sounds difficult.  I never really figured out the difference between, MUDs,
LPMuds, DikuMuds, etc.  I know its something internal.  My favorite MUD is
a Diku, it's RealmsMUD at realms.dorsai.org 1501.  <Coyote relentlessly plugs
his mud...>  I'm Earthprism on it.  Say hi to me!


#13 of 39 by bjorn on Sun Aug 18 14:37:11 1996:

So - I suppose I just telnet to realms.dorsai.org 1501 to do that, right?


#14 of 39 by coyote on Sat Aug 24 22:35:54 1996:

yup


#15 of 39 by bjorn on Sun Aug 25 14:38:36 1996:

Okay.
<bjorn ponders e-mailing or snail-mailing TSR to ask permission to write a
Planescapesque MUD.  Even though he already knows the answer - he only knows
TSR's RPGA E-mail address>


#16 of 39 by coyote on Sun Aug 25 17:14:49 1996:

You've got nothing to lose...


#17 of 39 by bjorn on Sun Aug 25 21:02:13 1996:

With the possible exception of pride . . . ;)


#18 of 39 by coyote on Mon Aug 26 14:17:30 1996:

;)


#19 of 39 by bjorn on Mon Aug 26 18:04:23 1996:

I think, however, that I shall wait until I'm feeling better and/or am back
in Winona before asking TSR's permission.


#20 of 39 by coyote on Wed Aug 28 01:35:43 1996:

That probably makes sense.  When are you going back?


#21 of 39 by bjorn on Wed Aug 28 01:52:45 1996:

I'll be back on Monday.  I probably won't have access to E-mail again until
the following Monday.  I'll have other things ready to post in other
conferences before I leave, though.


#22 of 39 by coyote on Wed Sep 18 14:40:19 1996:

I found that on RealmsMUD, the MUD I'm continually plugging, the magick system
for mages is remarkably simiar that that of AD&D.  They even share most of
the same spells!  Also, they're currently adding a hell, with the same planes
as AD&D.  So far, they've only got the first one coded.  Avernus, I think it
is.  They're also coding in other planes which you can access from hell, but
I don't know if they're the same as AD&D or not, because none of them are
coded yet.


#23 of 39 by bjorn on Wed Sep 18 21:37:48 1996:

Seems like they'll have to be dealing directly with TSR then.  Avernus, as
I know it via Planescape, is the first layer of Baator - or, as primes call
it, The Nine Hells.  It also seems like someone is running with my idea -
which reminds me - what's the name of the city and/or plane at which you
access the MUD?


#24 of 39 by coyote on Thu Sep 19 17:01:21 1996:

I think they are dealing with TSR, because they do plan to do the rest of the
hells, and more on Avernus.  Once you're on the MUD, (telnet realms.dorsai.org
1501), directions from soc (south of church) as are follows to get to hell:
4w 3n 2e 6n 3e vortex
There's a sign there where you can read about it.


#25 of 39 by bjorn on Thu Sep 19 18:19:03 1996:

Well, since they're building the plane that comes closest to the
Judeo-Christian-Islamic hell now, perhaps their next planar project will be
Mount Celestia - the heaven of that trinity of religions?  I wonder though,
why they started with Baator?  I do know some places that will cause them some
problems on Avernus, in particular - Darkspine, Garden, the pillar of skulls,
the river of blood, Bel's Fortress, Tiamat's liar, the maggot pit, and the
river Styx.


#26 of 39 by coyote on Fri Sep 20 18:14:06 1996:

How will those be problems?  They've already started a little with Tiamat,
nothing big, though, and the river Styx is there, just not coded to do
anything yet.


#27 of 39 by bjorn on Sat Sep 21 14:14:32 1996:

O, let's see the save or lose your memory completely, else just the past day
seems like it will be difficult to code - not to mention that it is a Lower
Planar Pathway . . .
        Darkspine they'll have to do normal town coding on, and then add the
stuff for the fireballs that go off every ten minutes and produce fire fungus
amongst the rubble - not to mention the obsidian and quartz strewn streets
. . .
        Okay, so they might have an easy time with the Pillar of Skulls, and
the River of Blood (Styx tributary).  However, the gate to Dis (in Tiamat's
lair) has an ever-changing gate-key.  Garden is sort of a weird place to have
on a plane such as Baator, and to do it properly, it will need lots o coding.
        Back to the fireballs, that should be ammended to all over the plane.
        Maybe the maggot pit itself won't be hard, but wording your passage
across to the guardian could cause problems.  I know little of Bel's fortress,
and it's better that way.


#28 of 39 by coyote on Mon Sep 23 01:38:38 1996:

Hrm


#29 of 39 by bjorn on Sat Dec 21 23:42:54 1996:

I'm also going to leave this in item 12 of MUDS, but it might be advantegous
to link item 28 of COOP to this conference.


#30 of 39 by gandalf on Sun Jan 5 01:07:14 1997:

Is this place even still active???

Well, anyways, why exactly would you have to contact TSR to write an 
area based on their stuff?  Solace (merc) is a stock area, and that's 
distributed without permission.  Lots of others, too.  I was just 
wondering...


#31 of 39 by bjorn on Sun Jan 5 16:36:57 1997:

Using copyrighted logos - such as the Lady of Pain.


#32 of 39 by coyote on Thu Jul 3 02:54:19 1997:

I would happily like to annouce, to those of you who still read this item,
that I am now coding a MUD in LPC.  It's not something that I really planned
on doing; the oppurtunity just fell into my lap, and I couldn't resist.  It'll
be an interesting summer project, I guess  ;).  Anyways, I just need to let
you know that if any of you have ideas for areas that you'd like, you can
create them, and I'll code 'em in for you.  Specifically, if Bjorn still wants
to make an AD&D based MUD, he can consider working on it through this, because
his plans for writing in Assembly don't seem to have progressed, (unless they
have, but he just hasn't posted them here).  Anyways, the y'all *can* actually
acess this LP right now, but I'd strongly suggest against it, because it's
really not all that pretty right now, and we don't wanna give you a bad
impression before it's actually opened to the public  ;).  Plus, all
non-wizard characters that exist before it's opened to the public will be
deleted as soon as it is.  Well, that's about it!


#33 of 39 by coyote on Thu Jul 3 14:23:28 1997:

I also just found out that one of the administrators on the MUD I'm working
on is here on Grex, as foolio.  So, if you have any LPC questions, it's
probably better to ask him than me, 'cause he knows a lot more about it.


#34 of 39 by e4808mc on Thu Jul 3 18:41:52 1997:

Hey, this sounds great!  What kind of areas are you looking for?  

I have an idea about a toy store.......Been talking to Elistan@realms about
it but, he's never gonna move, so how about this mud?


#35 of 39 by coyote on Thu Jul 3 19:39:14 1997:

Pretty much anything, as long as it fits into the ages past/fantasy genre.
(e.g. no cars, airplanes, etc.)  But a toystore would work out, as long as
it has no toy cars, airplanes, etc.  So mail me sometime, and we'll discuss
it.  :)  Glad to hear somebody's interested.


#36 of 39 by e4808mc on Mon Jul 7 19:32:52 1997:

Oh, yes, ages past indeed. I can think of lots of funny toys that arent
modern.


#37 of 39 by orinoco on Mon Sep 22 03:16:26 1997:

<this item linked from mud to amalgam>


#38 of 39 by bjorn on Wed Dec 31 17:01:46 1997:

I don't find realms.dorasi.org 1501 easy to deal with.  Simple commands for
simple actions don't even exist . . . I just had real problems with it. 
Mayhaps I should talk about the TSR/SSI connection to see about a DECENT
PlaneScape CRPG.


#39 of 39 by kuran on Tue Sep 8 22:11:25 1998:

Alright, I've been on this Smaug Star Wars MUD for a while now, and we 
just lost the main coder.  I program, but I don't really have time to do 
all the things that this place needs.  We have one really great guy who 
is helping us out, but we really need someone who would be willing to 
sit down and revamp the Space system.  Anyone interested, the mud is at 
mud.gator.net 7777.  Due to [bad] past experiences, please come prepared 
with a list of references.

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