New MUD?
Posted: Tue Oct 03, 2006 1:47 am
Any of you WG pro's interested in creating a RPG similiar to MajorMUD for some extra earned income lemme know your price.
Archive of original forums to preserve their history
https://www.themajorbbs.com/forumsold/
banjaxster wrote:Someone is already doing that : www.greatermud.com/forums/
OK, I understand that part, what is this DMA server I have been reading about? What's the difference there? --banjaxster wrote:I have a synchronet bbs as my door game server and I have it setup that when they type O they rlogin to the door game server automaticly,same with my tradewars game server.They type W and are rlogined right to the server.
If i decide to get greatermud I will do this ways also,It's fast and the people dont have to do anything.
Ok, I guess I just have to get around the letters 'DMA' which I am used to thinking of as 'direct memory access'. Which seems to me would be difficult to control with numerous systems connected.Malakai wrote:
3: How the DMA actually goes in to the board and bypasses every thing else, enters a specific module, etc, is a mystery. If we knew how this worked exactly, some one else could code their own DMA server and clients.
well if we can get a bunch of people all releasing some good muds that will be awesome.banjaxster wrote:Someone is already doing that : www.greatermud.com/forums/
i actually was playing with something using galrlgn and galrlgnd but with my move to georgia and all i lost so much time.frcorey wrote:I bet dan or rick could do this.
they both have and know the source code to mbbs and wg.
the way you pass dma info in vircomm's dma shows that it sends em to that module which is stored as a string from the MDF, that part i have successfully bench tested, its holding the nme/pw i gp on.Malakai wrote:1: DMA server uses rlogin, but adds a lot more information. Rlogin itself can only take so much information and pass it through, but dma passes user keys, age, and a lot of other information.
2: DMA server also allows more than 1 bbs connect to it, as opposed to 1, because of possible nick and password conflicts. For example, if I were to use the nick Malakai on bbs 1 and some one else uses Malakai on bbs 2, and they are both connected to an rlogin gamenet server, those nicks would collide. What would most likely happen is that the first one to connect would be accepted, while the 2nd nick that tried to connect would get some sort of password failure and therefore would not be able to log in to the board.
So, DMA basically says "here's a name and password for your board so that we can recognize you" - Malakai from board 1 would have an identifier that he is from board 1, while Malakai from board 2 would also have an identifier that says he's from board 2 so that there are no conclicts.
3: How the DMA actually goes in to the board and bypasses every thing else, enters a specific module, etc, is a mystery. If we knew how this worked exactly, some one else could code their own DMA server and clients.
Well hell, I'll keep my fingers crossed for you then!dspain wrote:
the way you pass dma info in vircomm's dma shows that it sends em to that module which is stored as a string from the MDF, that part i have successfully bench tested, its holding the nme/pw i gp on.
ive had it log in the name but still get stuck at asking for password.
havent been able to bypass that yet...YET
Hi everyone, came across this post in a search I did on Google. I'm the coder for GreaterMUD and I was the one who was originally made the "bloated" statement regarding WG that was pasted earlier. Sorry to drag this topic up so late, but I'd like to at least explain why I made that statement. Correct me if I'm wrong, but sending data to and receiving data from clients via the telnet protocol is just a small portion of what World Group is capable of, right?dspain wrote:i can say this running majormud vs tele-arena vs othermuds notice majormud is the only one that runs the hd light into the ground?
hes wrong about being too highly bloated to run a game like majormud, actually more full of shit.
people knock WG constantly especially over at GM cause they didnt wanna use originality, their very first version was a 100% mock up of majormud.
ive seen the majormud code the way it allocated all of its data is pointless causing all that lag.
to answr the other question DMA would work if they wrote a rlogin option to the GM server like the tradewars game server, can run telnet or rlogin and set the port, if you use rlogin it passes your name to the server and logs ya right in.
gonna be interesting to see how this goes.
i agree there, for simply running a game you want the basic essentials. i too am coding a majormud like game to bring the great game as majormud back to the people in a cost efficient manner yet keeping the things they like about the game while pissing off as little as possible.Vitoc wrote:Hi everyone, came across this post in a search I did on Google. I'm the coder for GreaterMUD and I was the one who was originally made the "bloated" statement regarding WG that was pasted earlier. Sorry to drag this topic up so late, but I'd like to at least explain why I made that statement. Correct me if I'm wrong, but sending data to and receiving data from clients via the telnet protocol is just a small portion of what World Group is capable of, right?dspain wrote:i can say this running majormud vs tele-arena vs othermuds notice majormud is the only one that runs the hd light into the ground?
hes wrong about being too highly bloated to run a game like majormud, actually more full of shit.
people knock WG constantly especially over at GM cause they didnt wanna use originality, their very first version was a 100% mock up of majormud.
ive seen the majormud code the way it allocated all of its data is pointless causing all that lag.
to answr the other question DMA would work if they wrote a rlogin option to the GM server like the tradewars game server, can run telnet or rlogin and set the port, if you use rlogin it passes your name to the server and logs ya right in.
gonna be interesting to see how this goes.
GMud's telnet server is about as stripped down as you can possibly get. The entire telnet server is a single executable file, all of 60KB, and there's literally no footprint; no registry changes or extra processes or any of that. You run it, it pops up a GUI console, choose a port, click the start button, it scans for any compatible DLLs in the directory and boom, you're serving telnet requests.
Now I'm not going to argue with the fact WG has waaaaaaaaay more features than our telnet server, because it totally has us beat there. Heck, look at the description of worldgroup from Galacticomm themselves:
"Our flagship product is a fusion of the best of workgroup/e-mail tools, commercial online services, and BBS technology. More than a workgroup tool, it's a Worldgroup tool - an online software platform that brings the world to you.
Running Worldgroup is like running your own America Online. You can offer users a full menu of interactive services - e-mail, group messaging, file sharing, chat rooms, polls, and much more. In fact, there's no one that even comes close to offering as many plug-and-play applications under one roof. Best of all, our software has the most extensive set of configuration options of all portal-building software, giving you the power to create your online vision as you see fit."
America Online, seriously? Who needs that to run a telnet game? I've played Major MUD on a lot of boards over the years, and the only things sysops really seemed to care about was whether it could run a game and handle telnet requests lag free, and as I said people spent a lot of money building setups around WG.
And for the record, I never said WG was too bloated to run the game. I said it's waaaaay too much program for the boards that only want to run a game which IMO represents the vast majority of the remaining Major MUD realms out there. It's like going out and buying the latest greatest Alienware gaming rig just to exchange E-mail with a friend; sure it can do it, but it's overkill.
But, with worldgroup you can run it as bare bones as you like with no code changes, because most all theVitoc wrote:Hi everyone, came across this post in a search I did on Google. I'm the coder for GreaterMUD and I was the one who was originally made the "bloated" statement regarding WG that was pasted earlier. Sorry to drag this topic up so late, but I'd like to at least explain why I made that statement. Correct me if I'm wrong, but sending data to and receiving data from clients via the telnet protocol is just a small portion of what World Group is capable of, right?dspain wrote:i can say this running majormud vs tele-arena vs othermuds notice majormud is the only one that runs the hd light into the ground?
hes wrong about being too highly bloated to run a game like majormud, actually more full of shit.
people knock WG constantly especially over at GM cause they didnt wanna use originality, their very first version was a 100% mock up of majormud.
ive seen the majormud code the way it allocated all of its data is pointless causing all that lag.
to answr the other question DMA would work if they wrote a rlogin option to the GM server like the tradewars game server, can run telnet or rlogin and set the port, if you use rlogin it passes your name to the server and logs ya right in.
gonna be interesting to see how this goes.
GMud's telnet server is about as stripped down as you can possibly get. The entire telnet server is a single executable file, all of 60KB, and there's literally no footprint; no registry changes or extra processes or any of that. You run it, it pops up a GUI console, choose a port, click the start button, it scans for any compatible DLLs in the directory and boom, you're serving telnet requests.
Now I'm not going to argue with the fact WG has waaaaaaaaay more features than our telnet server, because it totally has us beat there. Heck, look at the description of worldgroup from Galacticomm themselves:
"Our flagship product is a fusion of the best of workgroup/e-mail tools, commercial online services, and BBS technology. More than a workgroup tool, it's a Worldgroup tool - an online software platform that brings the world to you.
Running Worldgroup is like running your own America Online. You can offer users a full menu of interactive services - e-mail, group messaging, file sharing, chat rooms, polls, and much more. In fact, there's no one that even comes close to offering as many plug-and-play applications under one roof. Best of all, our software has the most extensive set of configuration options of all portal-building software, giving you the power to create your online vision as you see fit."
America Online, seriously? Who needs that to run a telnet game? I've played Major MUD on a lot of boards over the years, and the only things sysops really seemed to care about was whether it could run a game and handle telnet requests lag free, and as I said people spent a lot of money building setups around WG.
And for the record, I never said WG was too bloated to run the game. I said it's waaaaay too much program for the boards that only want to run a game which IMO represents the vast majority of the remaining Major MUD realms out there. It's like going out and buying the latest greatest Alienware gaming rig just to exchange E-mail with a friend; sure it can do it, but it's overkill.
i agree you know last night i was tinkering with some DB stuff and made a small game module where i could add all the items in the game right there on the fly through a text driven editor.Malakai wrote:I wish they would fix the embedded lag/delays in majormud myself. I've noticed that some rooms, you can go back and forth in as many times as you want and not lag, but yet other rooms, you go back and forth in and it has that 2 second or so delay each and every time.
I suppose it doesn't matter when most of the players are afk and their scripting clients are playing for them 99.9% of the time though.
build the list and email it to me some of those things i have on mine already.Malakai wrote:I still can't help but wish for worldgroup itself to be updated. There are only a few big things that need to be updated in it, such as an easy way to upgrade it with sql, php, perl and cgi-scripting and a built in news server, one that you don't have to rely on someone else to push feeds to you.
Some of the small things I'd like to see are: long filename support, the telnet IRC client fixed for longer commands and shortcuts for services and such, easier config information for setting up stuff like internet email, and fix whatever causes the forums and file libraries to sometimes time out.
While you certainly wouldn't be able to run worldgroup on a 486 any more, with sql and php and all of that stuff, many of those things could do the database and processing for bbs stuff, as well as flash, active html, and perl scripts, to make it more interactive.
If I sat down and thought about all of the things in worldgroup I'd personally like to get fixed, the list would probably be less than 25 things, only one or two big ones and the rest fairly small.
Does anyone even use 486 class computers anymore? After talking with Dan I started playing with my copy of 2.0 and I can see the some of the advantages Dan pointed out. 2.0 screams on my P4. DOS has such a small overhead; and WG is like the OS for all intents and purposes.Malakai wrote: While you certainly wouldn't be able to run worldgroup on a 486 any more, with sql and php and all of that stuff, many of those things could do the database and processing for bbs stuff, as well as flash, active html, and perl scripts, to make it more interactive..
dspain wrote:Actually, I have it up on my system; I have it maxed at 15 rooms. It is quite fun; but there is limited things you can do in such a small place. I'm thinking on making it a 15 room battle arena where things constantly change.Malakai wrote: i talked to toyduck last night and apparently thats what mud magic did but is bugged to only 5 rooms, well im at 22 rooms and still have allocated space for 9,722 more
But I am really waiting on the ability to create a larger interactive MUD.
Don
Toyduck wrote:i should have that engine done to a playable testable level soon, the features i added were:dspain wrote:Actually, I have it up on my system; I have it maxed at 15 rooms. It is quite fun; but there is limited things you can do in such a small place. I'm thinking on making it a 15 room battle arena where things constantly change.Malakai wrote: i talked to toyduck last night and apparently thats what mud magic did but is bugged to only 5 rooms, well im at 22 rooms and still have allocated space for 9,722 more
But I am really waiting on the ability to create a larger interactive MUD.
Don
ability to create up to 20 classes and races
full items,spells,rooms editor
level4 config is where you setup your initial class and race and set the default rooms info.
the first beta release will basically be an interactive mud with everything except combat,door barriers,and a few other things.
with it you can create your races and classes with complete starting stats.
your items database, what shop they go in, how much they cost,etc.
your spells, price,mana cost,type
once im satisfied with this outcome i will slowly add combat and some perks.
ask don drake about the small mud engine i sent him...very nice for making a themed mud, he demo'd just a piece of the online database editor that allows making items on the fly.Malakai wrote:It's good to know that mudmagic is so bugged, as I've considered registereing it a few times, to make a themed mud with but now I won't.