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Something New

 
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Mon Apr 06, 2009 10:34 am    Post subject: Something New Reply with quote

ok everyone we need something new, not just something that may bring in some new systems, but something that will attract players as well.
so lets kick this around a bit as far as a new game.
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Mon Apr 06, 2009 2:50 pm    Post subject: Reply with quote

I though you bought the rights to Usurper, that would be a great module (for wg2.0)
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Mon Apr 06, 2009 4:57 pm    Post subject: Reply with quote

Drex wrote:
I though you bought the rights to Usurper, that would be a great module (for wg2.0)


not bought got permission from Jakob.
he said he had no problem with me duplicating his game for the WG platform.
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Questman



Joined: 01 Apr 2006
Posts: 514
Location: West Caldwell, NJ

PostPosted: Mon Apr 06, 2009 11:06 pm    Post subject: Reply with quote

Well, what's the thing that people really want most?
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Junior1544



Joined: 01 Dec 2007
Posts: 84
Location: Kapolei, Hawaii

PostPosted: Tue Apr 07, 2009 8:07 am    Post subject: New modules? Reply with quote

Well, I want a new Tele-arena Laughing but that's already being worked on:)

I've spoken to a few old friends of mine, and they are all much more into world of warcraft right now, so I don't know how to grab new people like that...

Here's one thought I had though... I've also spoken to a few people that still play the very old D&D. Yes, I mean the old one where a group of people sit around a table with a set of dice and all of that...

I would suggest something that works along those lines, where one user can create their very own 'little' world, and invite a couple of people to play D&D with them... I don't know much about being able to play like that, or how you'd translate that to a text based game, but I do know that it is doable...

You could even include one or two small 'adventures' to get a user started in how to play like that...

Any one else think something along those lines would work?

Thanks!
--James
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Tue Apr 07, 2009 8:42 am    Post subject: Re: New modules? Reply with quote

Junior1544 wrote:
Well, I want a new Tele-arena Laughing but that's already being worked on:)

I've spoken to a few old friends of mine, and they are all much more into world of warcraft right now, so I don't know how to grab new people like that...

Here's one thought I had though... I've also spoken to a few people that still play the very old D&D. Yes, I mean the old one where a group of people sit around a table with a set of dice and all of that...

I would suggest something that works along those lines, where one user can create their very own 'little' world, and invite a couple of people to play D&D with them... I don't know much about being able to play like that, or how you'd translate that to a text based game, but I do know that it is doable...

You could even include one or two small 'adventures' to get a user started in how to play like that...

Any one else think something along those lines would work?

Thanks!
--James


well that would be WGME , a module i am developing.
it stands for Worldgroup MUD Engine.
thats where a sysops could pretty much create their own story line and run with it.

i did write something similiar to ad&d back in 1995 for mbbs 6.25 where i developed a gaming engine that took modules, you could have only 1 character but could choose what module to enter.
the moudle menu looked like this.

1) Legends Of The Deep (1-10)
2) Gnome Escape (8-17)
3) Dragonmurk (10-17)

anyhow the concept was to do something similiar to what you are referring but then began playing TA and developing areas for a sysop so i never finished it, IMO thats what our text muds are today, sitting around playing adventures just like back in the tabletop days where the program does all the rolling and what nots.
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Tue Apr 07, 2009 3:19 pm    Post subject: Reply with quote

Rick, is mudmagic avail. for WG 2.0?
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Tue Apr 07, 2009 3:39 pm    Post subject: Reply with quote

Drex wrote:
Rick, is mudmagic avail. for WG 2.0?


yep
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Mon Apr 13, 2009 12:24 pm    Post subject: Reply with quote

Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
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frcorey



Joined: 08 Jul 2006
Posts: 337

PostPosted: Mon Apr 13, 2009 12:58 pm    Post subject: Reply with quote

like a wg mud engine that can play a merc or smaug world?
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Questman



Joined: 01 Apr 2006
Posts: 514
Location: West Caldwell, NJ

PostPosted: Mon Apr 13, 2009 2:01 pm    Post subject: Reply with quote

Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


I have a module like that - Duplicate IP Control.
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Mon Apr 13, 2009 3:55 pm    Post subject: Reply with quote

Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


already wrote one Smile
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Mon Apr 13, 2009 3:56 pm    Post subject: Reply with quote

Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


i have one that allows X amount of connections per IP and also utilities to list clients, etc.....

i think Rick has something similiar to that too as did adventurecomm.
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Mon Apr 13, 2009 3:57 pm    Post subject: Reply with quote

frcorey wrote:
like a wg mud engine that can play a merc or smaug world?


worldgroup mud engine doesnt load those world databases but is a complete mud engine for wgnt.
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Mon May 04, 2009 11:39 pm    Post subject: Reply with quote

Questman wrote:
Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


I have a module like that - Duplicate IP Control.


Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Tue May 05, 2009 6:43 am    Post subject: Reply with quote

Drex wrote:
Questman wrote:
Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


I have a module like that - Duplicate IP Control.


Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?


i actually did a telnet daemon patch for someone last year that does that it should still be up for download, i dont think it expired yet.

basically you set in LEVEL4 how many simultaneous accounts can connect from thesame IP.

the count takes place after entering password so it doesnt interfere with logging in to ghost an account.

after entering password it checks and it its ok you logon if not you get a message and disconnect.
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banjaxster



Joined: 14 Aug 2006
Posts: 71
Location: Marion,Iowa

PostPosted: Tue May 05, 2009 9:12 am    Post subject: Reply with quote

Hey Dan where can I download this and is it for worldgroup 3.20/3.30 NT?
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Tue May 05, 2009 6:57 pm    Post subject: Reply with quote

banjaxster wrote:
Hey Dan where can I download this and is it for worldgroup 3.20/3.30 NT?


yeah its a WGNT only mod.

should be in the main file lib maybe ISVARC.
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Questman



Joined: 01 Apr 2006
Posts: 514
Location: West Caldwell, NJ

PostPosted: Tue May 05, 2009 11:40 pm    Post subject: Reply with quote

Drex wrote:
Questman wrote:
Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


I have a module like that - Duplicate IP Control.


Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?


What exactly do you mean - only allowing 5 IPs to signup at once, reserving the other lines to signup? Not sure what you mean.
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Wed May 06, 2009 12:01 am    Post subject: Reply with quote

Questman wrote:
Drex wrote:
Questman wrote:
Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


I have a module like that - Duplicate IP Control.


Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?


What exactly do you mean - only allowing 5 IPs to signup at once, reserving the other lines to signup? Not sure what you mean.


A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.
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banjaxster



Joined: 14 Aug 2006
Posts: 71
Location: Marion,Iowa

PostPosted: Thu May 07, 2009 10:25 pm    Post subject: telnet daemon patch Reply with quote

Hey Dan,
I went to your bbs looking for the telnet daemon you said you had and couldnt find it,can you tell me the file name?
Thanks
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Questman



Joined: 01 Apr 2006
Posts: 514
Location: West Caldwell, NJ

PostPosted: Thu May 07, 2009 11:37 pm    Post subject: Reply with quote

Drex wrote:

A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.


Hm. Situations where the same outward facing IP is presented for users in a NAT would break that, but it could be done.

So basically, you want to map IP -> accounts, and if # accounts >= a set number, reject the signup if it comes from a 'saturated' IP.

What if an account logs in from like 4 IPs normally? Does it count as 1 for each IP?
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Fri May 08, 2009 12:21 am    Post subject: Reply with quote

Questman wrote:
Drex wrote:

A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.


Hm. Situations where the same outward facing IP is presented for users in a NAT would break that, but it could be done.

So basically, you want to map IP -> accounts, and if # accounts >= a set number, reject the signup if it comes from a 'saturated' IP.

What if an account logs in from like 4 IPs normally? Does it count as 1 for each IP?


As in bold yes... but the dupip module takes care of a fourth login, possibly the 2 can be combined?? Not sure.
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Fri May 08, 2009 3:19 am    Post subject: Re: telnet daemon patch Reply with quote

banjaxster wrote:
Hey Dan,
I went to your bbs looking for the telnet daemon you said you had and couldnt find it,can you tell me the file name?
Thanks


ok ill recompile one and put it up.
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dspain



Joined: 07 May 2006
Posts: 1567
Location: richmond,virginia

PostPosted: Fri May 08, 2009 3:21 am    Post subject: Reply with quote

Drex wrote:
Questman wrote:
Drex wrote:

A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.


Hm. Situations where the same outward facing IP is presented for users in a NAT would break that, but it could be done.

So basically, you want to map IP -> accounts, and if # accounts >= a set number, reject the signup if it comes from a 'saturated' IP.

What if an account logs in from like 4 IPs normally? Does it count as 1 for each IP?


As in bold yes... but the dupip module takes care of a fourth login, possibly the 2 can be combined?? Not sure.


what if they say go to my bbsand rlogin/telnet to ya and use 3 then do it again from Rick's bbs and do another 3 wouldnt it use our IP's as the origin?
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Fri May 08, 2009 5:13 pm    Post subject: Reply with quote

Yeah many ways around this, then again not all boards allow telnet out, and I disabled everthing except telnet service. No problem though, I can keep searching/deleting accounts over 5.
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banjaxster



Joined: 14 Aug 2006
Posts: 71
Location: Marion,Iowa

PostPosted: Mon May 11, 2009 11:12 am    Post subject: Reply with quote

hey questman whats your duplicate control cost?
I looked on you website and didnt see it
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Questman



Joined: 01 Apr 2006
Posts: 514
Location: West Caldwell, NJ

PostPosted: Mon May 11, 2009 10:58 pm    Post subject: Reply with quote

$25

Let me think more about this, Drex.. might be a way to do it where it's useful.
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ccs



Joined: 03 Apr 2006
Posts: 192
Location: Cape Cod Ma

PostPosted: Tue May 19, 2009 11:50 am    Post subject: Help Reply with quote

Questman wrote:
Drex wrote:
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)


I have a module like that - Duplicate IP Control.


Yea I need a new copy or code for the dupip module you gave me.. it stopped working...

Joe
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banjaxster



Joined: 14 Aug 2006
Posts: 71
Location: Marion,Iowa

PostPosted: Sun May 31, 2009 4:37 pm    Post subject: dupip module Reply with quote

Questman where can I download your module and try it and if i like it pay for it?
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Drex



Joined: 04 Dec 2006
Posts: 170

PostPosted: Sun May 31, 2009 7:51 pm    Post subject: Reply with quote

Its well worth the money...very happy with it.
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Dead Puppy



Joined: 05 May 2009
Posts: 1
Location: PA

PostPosted: Mon Jun 01, 2009 12:51 pm    Post subject: Here's an Idea Reply with quote

Just throwing this one out there.... I to this day still logon to non-major BBS's for one game that still draws many...BarrenRealmsElite. I think that this game did two things:
1. Created a great strategy game like risk where you had only so many turns per day so everyone started on the same level and even if you got a late start the game was reset like every Six MOnths.
2. (and the reason I bring this up) InterBBS operability. I think the best thing this brought to us was a home BBS mentality where it was your team vs. the other BBS's. If there were enough in the league you would even have allies within the game and enemies.

Just a thought. I think if you could do something w/ Inter BBS it would help to get something new and fresh into the mix.

Dave
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banjaxster



Joined: 14 Aug 2006
Posts: 71
Location: Marion,Iowa

PostPosted: Mon Jun 01, 2009 6:00 pm    Post subject: Bre Reply with quote

I have BRE on my door game server and its connected to a league.
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banjaxster



Joined: 14 Aug 2006
Posts: 71
Location: Marion,Iowa

PostPosted: Wed Jun 03, 2009 9:08 pm    Post subject: Hello? Reply with quote

Can someone tell how to contact Questman?
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Stoneslinger76



Joined: 23 Apr 2008
Posts: 272
Location: Kitchener, ON, Canada

PostPosted: Fri Jun 05, 2009 5:11 am    Post subject: Re: Hello? Reply with quote

banjaxster wrote:
Can someone tell how to contact Questman?


e-mail questman(at)themajorbbs.com.
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Questman



Joined: 01 Apr 2006
Posts: 514
Location: West Caldwell, NJ

PostPosted: Sat Jun 06, 2009 12:54 pm    Post subject: Reply with quote

Sorry about the late replies - been readying a major release at the day job.

Also close to putting up new sites for both elwynor and this project. Finally got the Wiki ready to go!!
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