Worldgroup Mud Engine

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dspain
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Worldgroup Mud Engine

Post by dspain »

this is information being posted about an upcoming release from ArcticZone Internet Solutions, some info may be changed/removed prior to a public release.
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The Worldgroup Mud Engine a completely database driven mud for the WGNT platform is now in pre-release stages, with my beta reports in from the sysop and users i am using to test this release i have some minor tweaking and a couple database additions and i will be releasing a public beta that will be hosted for your viewing.

This game allows you to edit all your own races,classes,spells,items,rooms,monsters,npcs,quests,lairs, and so much more. and best of all this is all done on the fly with no reboot or cleanup required.

this project has been close to 2 years in development and i am happy with the reports i have gotten back and plan on doing an RC release to see her in a high multiuser enviroment.

the database engine right now is btrieve but i have been tinkering with an ODBC database package for worldgroup that has some potential if netvillage can add some features i would like to see it capable of before totally eliminating btrieve from the works.

this beta allows you to create all of your mud data and theo nly thing not enabled is a clan system, or any combat. this phase lets me see the engine in action as far as the creating and how the game communicates with the player and the builder.

its totally configurable and anything you think/feel should be added in a mud please use this forum to post your ideas.

for those of you still using majorbbs, wg1,wg2, or any other WG v3 DOS release i will only be releasing one of that flavor after the NT engine is completed.

so feel free to post anything you would like to see so i can ensure the first public release covers all my bases.

i will be submitting a final candidate to my beta testing team sometime from this week into next week and will await any bug finds to be fixed before launching public.

initial 8 user beta's will be submitted to 4 systems averaging 10+ players online and once im satisfied with the final outcome i will release version 2.00 in 4,8,16,32,50,100, and 256 user licenses.

this module also adds the ability to create mud data and export it to be loaded on another system runing the mud engine who's registration number matches the exported data. to do this you will need to purchase the addon for an additional $50 and any systems wishing to load 3rd party databases will need to purchase the $25 client engine addon.

this allows a sysop running the mud engine to commercialize his/her own mud data by selling their databases.

to purchase a registration for this mud engine you will need to have a legitimate worldgroup registration # i will under any circumstance sell to an illegal worldgroup system

i will be in talks with elwynor technologies on a registration system where i will be able to verify a system against the original galacticomm records.

this will be the biggest game released since majormud and with the emails i trade back and forth with other sysops and forum boards this could be the beginning of the new worldgroup in style.

so please submit any feedback/questions/suggestions here so my initial release will cover anything anyone has felt has been left out in past muds released for worldgroup.

so you know a C# standalone game is also being considered for those wanting to run this game without the needs of worldgroup software but will be higher in price.

registration costs are still under review.

just because its not registered doesnt mean you cant have fun, the demo version works 100% the only difference is there is caps on how many records can be in databases, registering gets you an activation code and a new DLL that will upgrade your demo without any loss of data.

DougS
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Re: Worldgroup Mud Engine

Post by DougS »

dspain wrote:this is information being posted about an upcoming release from ArcticZone Internet Solutions, some info may be changed/removed prior to a public release.
------------------------------------------------------------------------------------

The Worldgroup Mud Engine a completely database driven mud for the WGNT platform is now in pre-release stages, with my beta reports in from the sysop and users i am using to test this release i have some minor tweaking and a couple database additions and i will be releasing a public beta that will be hosted for your viewing.
ok, so how is this project going?

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efgosser
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Mud Engine

Post by efgosser »

Take a look at SMAUG source the Idea of the area files is a good one. Most everything that SMAUG uses is text file base... makes it real easy to add areas, towns, realms, buildings, all in it's own text file. You can even use a Area editor in Windows to make new areas. send me a privite message if your interested.
Restore Major BBS

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dspain
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Re: Worldgroup Mud Engine

Post by dspain »

DougS wrote:
dspain wrote:this is information being posted about an upcoming release from ArcticZone Internet Solutions, some info may be changed/removed prior to a public release.
------------------------------------------------------------------------------------

The Worldgroup Mud Engine a completely database driven mud for the WGNT platform is now in pre-release stages, with my beta reports in from the sysop and users i am using to test this release i have some minor tweaking and a couple database additions and i will be releasing a public beta that will be hosted for your viewing.
ok, so how is this project going?
slowly but tis coming along great, i like to slow roll mud code to make sure everything goes well.

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dspain
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Re: Mud Engine

Post by dspain »

efgosser wrote:Take a look at SMAUG source the Idea of the area files is a good one. Most everything that SMAUG uses is text file base... makes it real easy to add areas, towns, realms, buildings, all in it's own text file. You can even use a Area editor in Windows to make new areas. send me a privite message if your interested.
i've seen smaug code, its ok, WGME uses btrieve datafile handling and so far works excellent.
thanks though.

frcorey
Posts: 414
Joined: Sat Jul 08, 2006 10:52 pm

Re: Worldgroup Mud Engine

Post by frcorey »

dspain wrote:
DougS wrote:
dspain wrote:this is information being posted about an upcoming release from ArcticZone Internet Solutions, some info may be changed/removed prior to a public release.
------------------------------------------------------------------------------------

The Worldgroup Mud Engine a completely database driven mud for the WGNT platform is now in pre-release stages, with my beta reports in from the sysop and users i am using to test this release i have some minor tweaking and a couple database additions and i will be releasing a public beta that will be hosted for your viewing.
ok, so how is this project going?
slowly but tis coming along great, i like to slow roll mud code to make sure everything goes well.
ah, just go ahead and do a metro on us.... :)

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dspain
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Re: Worldgroup Mud Engine

Post by dspain »

frcorey wrote:
dspain wrote:
DougS wrote: ok, so how is this project going?
slowly but tis coming along great, i like to slow roll mud code to make sure everything goes well.
ah, just go ahead and do a metro on us.... :)
never!!

i do not like the way they do stuff never will, i understand they are busy i totally do but in this case they need to release if anything the non majormud bbs stuff to allow it to continue.

as far as WGME it uses the same core i created when redoing Tele-Arena
just a btrieve database mud engine to handle all the databases and a common gaming engine to allow users to interact with those databases.

only real difference between the 2 is one has more common variables to edit such as mud name, version, etc.....

once tele-arena goes live i will start to beta out the WGME engine.

and tele-arena is due to be completed this spring.

all databases and editors are done now its just a matter of redoing all the core commands from the original game and getting with Rick for a central bbs to host the initial version.

i will prolly keep it on a live bbs til some people are atleast double promoted to ensure stability.

my gamestaff did a complete map with over 8500 rooms and 1600 monsters with zero crashes so im positive the database editors work great, now its a matter of breaking her in with live action gameplay.

with tele-arena, and arctic trivia coming out in the spring should give sysops something to play with :)

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