Working add ons 3.3NT

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OhASys
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Working add ons 3.3NT

Post by OhASys »

Ok, so lets get things going. What I want to do is start compiling a list of add ons, games, etc that are confirmed working on WG3.3NT, as well as a list of ones we have all found bugs with.

Once we build this list, we can all then priorities what ones are worth fixing first, second, etc.

If everyone agrees, send me a message here with the information you have, I will put a spreadsheet together and then post it, then we can all figure out what to do, and who can work on what parts.

Good idea?
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Iceman
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Post by Iceman »

Cross-Wordz works on WG 3.2 NT, however it has a bug that can crash any BBS using the windows version... I'm not a programmer but it should be an easy fix knowing how its done, just not sure if this is another program lost to metro? I would love to get this back on the system.
Last edited by Iceman on Sun Jul 08, 2012 1:10 am, edited 1 time in total.

Franchise_24
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Post by Franchise_24 »

I want a stable reliable Mutants for WG 3.3. Dspain was making a clone, but I think it has long been forgot. There is 4.0 that Rick gave me, but it is loaded with bugs. That would be my #1 priority now that I have a working TA on WG3.3 (which I still need my update for Dan <G>)

Drex
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Post by Drex »

Franchise_24 wrote:now that I have a working TA on WG3.3 (which I still need my update for Dan <G>)
I didn't realize thier was an offical release of TA for WG3.x hopefully a 2.0 dos isnt far behind.

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Post by Iceman »

Yeah non-crashing modules of the big classics... Mutants, Tele-Arena, Cross-Wordz, Galactic Empire, Infinity Complex, Trade Wars 2002... you know the usual. :P

Legend of the Red Dragon seems solid on 3.2 NT, never actually had a crash from that module in the last decade.

Polar Utilities was handy for adding days to certain account classes for those who still do accounts based on days remaining. believe it was freeware in the end.

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dspain
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Post by dspain »

Drex wrote:
Franchise_24 wrote:now that I have a working TA on WG3.3 (which I still need my update for Dan <G>)
I didn't realize thier was an offical release of TA for WG3.x hopefully a 2.0 dos isnt far behind.
yeah its the module me and Rick collaberated on forever ago and never got the contract stuff worked out and yes there is a 2.0 version and even a mbbs version just sitting idle.

i need to get off my ass and finish it up been so busy lately trying to finalize the mysql dev stuff then had some real life shit come up now i got custody of all the kids and been back at work on this stuff, so yes i will finish up the TA updates and wake Rick up to some signatures and get it going.

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dspain
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Re: Working add ons 3.3NT

Post by dspain »

OhASys wrote:Ok, so lets get things going. What I want to do is start compiling a list of add ons, games, etc that are confirmed working on WG3.3NT, as well as a list of ones we have all found bugs with.

Once we build this list, we can all then priorities what ones are worth fixing first, second, etc.

If everyone agrees, send me a message here with the information you have, I will put a spreadsheet together and then post it, then we can all figure out what to do, and who can work on what parts.

Good idea?
you need to send me all of em and let me fix em, just saying but to make your priority list short here we go:

Tele-Arena 5.6d (GOLD) - i have recreated this module just need to get Rick around to getting it distributed on all platforms

Mutants - if Rick does not have this source we need to collaberate on a remake with the authors permission

TW2002 - this wont happen but we can use my TW2 module until then

Farwest Trivia - again dont know what their status is but i have a trivia module that can replace it, needs a little tweaking

Globals - i have this covered not sure which ones rick has wilderland i think? Global Control is my flagship product though.

MajorMud - yeah yeah i had to add it it will never happen but i am sure it is on someones priority list.

Infinity Complex - Rick ported this years ago, let me take a crack at fixing it?

Forbidden Lands - i have all these ported but Rick needs the permission to release

others may have some top priorities i am just trying to cover the ones people been asking me for for years now.

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Post by dspain »

Franchise_24 wrote:I want a stable reliable Mutants for WG 3.3. Dspain was making a clone, but I think it has long been forgot. There is 4.0 that Rick gave me, but it is loaded with bugs. That would be my #1 priority now that I have a working TA on WG3.3 (which I still need my update for Dan <G>)
i didnt forget i cant get the %^&%&^* "map" command to work plus i want it to be nice not something we get almost done then get the rug pulled out from under us.

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Post by OhASys »

Guys, please message me the list of what you have and know works well vs what you dont :)
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Re: Working add ons 3.3NT

Post by Questman »

dspain wrote: you need to send me all of em and let me fix em, just saying but to make your priority list short here we go:

Tele-Arena 5.6d (GOLD) - i have recreated this module just need to get Rick around to getting it distributed on all platforms
I know, we have to work it out. But it is NOT 5.6d -- 5.6d is gone. I've got 5.7 more or less working with the older world at this point. It's similar but not exactly the same - the code is expanded in 5.7 and does more things in some routines than 5.6 and 5.5 did. We can't market it as 5.6d because it simply isn't.
Mutants - if Rick does not have this source we need to collaberate on a remake with the authors permission
I have the source to Mutants but it's owned by Metropolis. We have to respect people's copyrights in this project or we're nothing more than pirates. I want this to be a viable community that is respected by all within it - even if we aren't happy with the level of support they're giving.
TW2002 - this wont happen but we can use my TW2 module until then
Unfortunately, I think this one may not happen. I had hope briefly but it's not looking good.
Farwest Trivia - again dont know what their status is but i have a trivia module that can replace it, needs a little tweaking
Again, this is owned by Metropolis.
Globals - i have this covered not sure which ones rick has wilderland i think? Global Control is my flagship product though.
I've got a ton of Globals modules. Probably 4 or 5 at least.
MajorMud - yeah yeah i had to add it it will never happen but i am sure it is on someones priority list.
Again, Metropolis.
Infinity Complex - Rick ported this years ago, let me take a crack at fixing it?
I just have to finish testing it. It's a ... complex game (no pun intended).
Forbidden Lands - i have all these ported but Rick needs the permission to release
I ported FL 1 and 2. I don't have source for 3. But they're still under copyright.

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dspain
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Re: Working add ons 3.3NT

Post by dspain »

Questman wrote:
dspain wrote: you need to send me all of em and let me fix em, just saying but to make your priority list short here we go:

Tele-Arena 5.6d (GOLD) - i have recreated this module just need to get Rick around to getting it distributed on all platforms
I know, we have to work it out. But it is NOT 5.6d -- 5.6d is gone. I've got 5.7 more or less working with the older world at this point. It's similar but not exactly the same - the code is expanded in 5.7 and does more things in some routines than 5.6 and 5.5 did. We can't market it as 5.6d because it simply isn't.
Mutants - if Rick does not have this source we need to collaberate on a remake with the authors permission
I have the source to Mutants but it's owned by Metropolis. We have to respect people's copyrights in this project or we're nothing more than pirates. I want this to be a viable community that is respected by all within it - even if we aren't happy with the level of support they're giving.
TW2002 - this wont happen but we can use my TW2 module until then
Unfortunately, I think this one may not happen. I had hope briefly but it's not looking good.
Farwest Trivia - again dont know what their status is but i have a trivia module that can replace it, needs a little tweaking
Again, this is owned by Metropolis.
Globals - i have this covered not sure which ones rick has wilderland i think? Global Control is my flagship product though.
I've got a ton of Globals modules. Probably 4 or 5 at least.
MajorMud - yeah yeah i had to add it it will never happen but i am sure it is on someones priority list.
Again, Metropolis.
Infinity Complex - Rick ported this years ago, let me take a crack at fixing it?
I just have to finish testing it. It's a ... complex game (no pun intended).
Forbidden Lands - i have all these ported but Rick needs the permission to release
I ported FL 1 and 2. I don't have source for 3. But they're still under copyright.
yeah i call it 5.6d kind of like how blizzard entertainment codenames their games prior to release, the whole idea with my Tele-Arena was to build a storyline that fit into the old world but continued with a new world, a huge storm, was gonna deface the world as we knew it the old town 4 would be the starting point as town 1 and deep forest would be the starting wilderness area with completely new zones the first rune would start after violet and it would basically be sort of like a continuation with completely new stuff like quests, more zones per level, etc....
5.6d is just a marketing strategy since thats the content im using to create the engine, once the engine is done and it runs the stock content 100% i know its ready to begin its own transformation, but at the same tim i do not want to compete with my own in house mud im creating for WGNT only cause it would be suicide.
when its all done you will see and be like damn check that out.

forr mutants yeah i know metro owns it thats why i said either puchase it all or get permission to do it ourselves, i notice you cannot get mutants from metros site so even they know its pretty broken, all i need it the green light from them to do it solely without their source and i could reproduce a 2.30b like in no time, i think it took me like 2 days to code all the maps into a database, they say go we got something to work with.

tw2002 yeah i figured as much JP's answer to the missing module is twgs he gave me a completely registered server to work with but what i think the users miss is the communication between module and user so i got permission to go with tw2 the old style before all the bells and whistles were added and i think it may satisfy some of the want for this module.

yeah Farwest may be gone but a new trivia module could easily be whipped together in a matter of a couple days when i was working with netvillage years ago with powerlink i did a mod called Power Trivia that used an odbc ms-access database just to test its power, but that database back end could easily be replaced with btrieve or sqlite and could have its place today.

yeah globals are set theres a ton out there now, you got any with the telegrams feature?

forbidden lands yeah i remembered you saying something years ago about having it i only have the source cause someone sent them to me in mbbs v5 format to make work with mbbs 6.25 then i went ahead and made wg2 and wgnt builds as well.

oh and i forgot to add wilderlands mud i think Don got with you about the missing scripts?

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Post by Questman »

No, Don was going to work on it but he's been very ill. Do you have something for us on Wilderlands?

Mutants - I'm hesitant to do clones because while the gameplay may look similar the actual routines are the nerve center of the game. If we do different routines that calculate things differently or handle behaviors differently it will be different.

I think with your TA thing we'll call it Tele Arena something else with World One Gold, World Two, new worlds. Ideally I'd like to have many worlds available for systems to choose from rather than everyone run the same game. Then we can sort of avoid some of the script bot problems that MM has.

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Post by Franchise_24 »

So Rick/Dan, what the heck do I do about the TA 5.6d that I purchased? I feel like I kinda got the shaft here. Now there is 20 other TA's being talked about, and I'm feeling left out in the cold. I was told I was going to be the official Beta Test site, and now I just really feel like I'm being screwed over here. Please enlighten me. I loved TA so much as a kid I bought it as soon as it was "available" to find out I was the only one, maybe 1 other, and now it's already done. What do I do? I'm here for a hobby too, trying to resurrect memories.

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Post by OhASys »

Guys, lets take this thread private please, as this is a personal matter. I'm sure we can all resolve this like adults.
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Post by Toyduck »

Questman wrote:No, Don was going to work on it but he's been very ill. Do you have something for us on Wilderlands?
I'm back. Before my illness I did locate and re-write a bunch of scripts to make the game complete. I will find them.

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Post by dspain »

Toyduck wrote:
Questman wrote:No, Don was going to work on it but he's been very ill. Do you have something for us on Wilderlands?
I'm back. Before my illness I did locate and re-write a bunch of scripts to make the game complete. I will find them.
WB :)

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Re: Working add ons 3.3NT

Post by dspain »

OhASys wrote:Ok, so lets get things going. What I want to do is start compiling a list of add ons, games, etc that are confirmed working on WG3.3NT, as well as a list of ones we have all found bugs with.

Once we build this list, we can all then priorities what ones are worth fixing first, second, etc.

If everyone agrees, send me a message here with the information you have, I will put a spreadsheet together and then post it, then we can all figure out what to do, and who can work on what parts.

Good idea?
this is what i have all working:

Tele-Arena
Global Chat 5.10
Global Macros 2.50
Global Actions 3.00
Global Mail 1.00
Global Control 5.20
Arctic Trivia 1.20
Power Trivia 1.00 (needs powerlink)
Global Trivia 1.00
Newuser Email Verifier 1.00
Tradewars II 0.3.7
Usurper 0.01
Worldlink Trivia Teleconference 1.00
Rlogin Client Replacement
Telnet Client Replacement
Rlogin Server Replacement
Rlogin Client Replacement
Global Sysop 1.00
Who's Online 1.00
Recent Users 1.00
SQLMUD game engine
TestMud SDK (sqlite mud source for wgnt)
TestTrivia SDK (sqlite trivia source for wgnt)
Global Teleconference 1.00
XanthaMud 0.11
Tele-Arena Active HTML Editor
Tele-Arena Terminal Editor
Galaxies 1.04
PowerMud 0.01 (requires powerlink)
Worldgroup MUD Engine 1.00

thats all from me 95% of em are working great couple of em are in early playable phases and 2 are at the startup phase.

all of it is available for all platforms with the exception of powerlink stuff and sqlite stuff which require wg 3.xx

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Post by dspain »

Questman wrote:No, Don was going to work on it but he's been very ill. Do you have something for us on Wilderlands?

Mutants - I'm hesitant to do clones because while the gameplay may look similar the actual routines are the nerve center of the game. If we do different routines that calculate things differently or handle behaviors differently it will be different.

I think with your TA thing we'll call it Tele Arena something else with World One Gold, World Two, new worlds. Ideally I'd like to have many worlds available for systems to choose from rather than everyone run the same game. Then we can sort of avoid some of the script bot problems that MM has.
do we have to call it anything codenamed? can it just be Tele-Arena no version after it?

7/16/2012 11:21:42 PM Tele-Arena DEMO Initialized - 19 Days Remaining.

i just left the version out maybe "Tele-Arena Game Engine" i dunno
the whole idea was to create an engine to play like the original designing content and what nots i leave up to the sysops.

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Post by dspain »

Franchise_24 wrote:So Rick/Dan, what the heck do I do about the TA 5.6d that I purchased? I feel like I kinda got the shaft here. Now there is 20 other TA's being talked about, and I'm feeling left out in the cold. I was told I was going to be the official Beta Test site, and now I just really feel like I'm being screwed over here. Please enlighten me. I loved TA so much as a kid I bought it as soon as it was "available" to find out I was the only one, maybe 1 other, and now it's already done. What do I do? I'm here for a hobby too, trying to resurrect memories.
you're my beta site not Ricks, we are seperate companies, the only difference is i changed the name from 5.6d as per Ricks request
but what we have on my end is a 100% working tele-arena engine, now i just gotta come up with some content to replace the stock world we are running now, i have actually been scripting 3 people in the t3 arena, 2 in the t2 arena, 1 running the caverns, and 1 running the flagstones for a week now with no issues shes ready for shipping just gotta come up with some content.

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Post by dspain »

Questman wrote:No, Don was going to work on it but he's been very ill. Do you have something for us on Wilderlands?

Mutants - I'm hesitant to do clones because while the gameplay may look similar the actual routines are the nerve center of the game. If we do different routines that calculate things differently or handle behaviors differently it will be different.

I think with your TA thing we'll call it Tele Arena something else with World One Gold, World Two, new worlds. Ideally I'd like to have many worlds available for systems to choose from rather than everyone run the same game. Then we can sort of avoid some of the script bot problems that MM has.
i wasnt referring to a mutants clone more along the lines of kylons world.
same interface and genmeral idea as mutants just one was for door.sys bbs software and the other for WG and of course majorsoft did a better job.

if users want mutants maybe we can give it to them in a diff way ....
dont use old content just write an interface to lay the same way and come up with another idea, mutants is a future thing, maybe go fantasy and have it a world with dragons, ogres, and the like .. spells, broadswords, staves, etc...

just an idea ....

crossroads had a nice java port but i think its gone now.

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Post by Questman »

My thing is that I want to have the "original" games out there. The purpose of the restoration project was to find, restore, and make available all of the old original modules that I could find.

A new game engine is well and good and familiar weapons, monsters, rooms, etc is good too, but it still won't be the "same game". So what I'd rather do with what you did is extend the map quite a bit, add a 5th and 6th town and maybe 3-4 more big map regions, and call it something else.

I'll put Tele-Arena and Tele-Arena II out based upon Sean's code and folks who want the "original" experience can have that. Folks that want something new can have that, too. Folks that want both can have that.

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Questman wrote:My thing is that I want to have the "original" games out there. The purpose of the restoration project was to find, restore, and make available all of the old original modules that I could find.

A new game engine is well and good and familiar weapons, monsters, rooms, etc is good too, but it still won't be the "same game". So what I'd rather do with what you did is extend the map quite a bit, add a 5th and 6th town and maybe 3-4 more big map regions, and call it something else.

I'll put Tele-Arena and Tele-Arena II out based upon Sean's code and folks who want the "original" experience can have that. Folks that want something new can have that, too. Folks that want both can have that.
absolutely, that was always my intent was to add to the exiswting world to give users something else to do, i actually acquired this bbs and ta sdk which is the original tsgarn-1.lib to my reg# from a guy with that same vision we added on to the base world and added some things in the gamer to give classes and races some skills, added 13 more areas and extended the promotion level by 1 so they could double promote and get a new title, and made available the rest of the runes it was a hit matter of fact when we met in late 2003 that bbs you connected to and left me the email was that exact game, Tele-arena by itself is too repetitive the only thing that has kept this game in high demand recently is the fact that the source was floating around, even the content editor has too many limits to make a great game, tele-arena gold uses 418 lairs and the game only supports 500 of em, also high end areas have random spawns that are like level 2-3, i have changed all that with my engine after you get the violet rune from the demon king i made the dwarven areas available for violet rune and above you grind on those til you are high enough to venture to areas beyond the deep forest through the elven valley, i added 7 more areas one of them is over 1200 rooms, this was the main reason i had to create my own engine so i could support data beyond the hardcoded limits, right now my engine is playable to town 4 but grinding the t4 arena and dwrven area to get high enough level will let ya venture into the elven valley, which requires you to defeat 2 elven guardians for the key (pretty tough) and then the world opens up and is much bigger.

so good to know we are on the same page with this, as for a name hell im still stuck on that ... Tele-Arena REBORN?

i got 3 users that submitted me a ton of map additions and whatnots we have a google docs site i will share ya the link.

the good news is i finished it last night so right now we are testing everything to be in full working order.

so far i have physically gotten all runes up to the violet and am just gonna work on adding the new content over the next month or so, i should prolly hire a designer or something but i will get around to getting it finalized.

did you want to run somethign on pheedom to show the collaberation?

also dude let me help you fix those ta2 arenas!

my arena system works great PM me your email to use (i got 4 of em) i will email you some code i did that you could make work with the new structure system.

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Post by Toyduck »

Questman wrote:No, Don was going to work on it but he's been very ill. Do you have something for us on Wilderlands?
I PM two different files to you today. The original version/scripts and a modified version - to make life more difficult :)

You can telnet to informationware.com to check it out.

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Post by Questman »

Dan - I know I have too many f'ing email addresses!!!!!!

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Post by Toyduck »

Questman wrote:Dan - I know I have too many f'ing email addresses!!!!!!
Rick

Can you auto forward all of them to one central address you always check? That's the only way I can keep up.

Don

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Post by Questman »

I could but then I couldn't get through the day. I get a TON of email.

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Post by Toyduck »

Questman wrote:I could but then I couldn't get through the day. I get a TON of email.
Just a thought..

--What's heavier, a ton of lead or a ton of feathers-- :)

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