I just configured PennMUSH for the first time and I'm struggling with some things.
1) Why won't it allow me to create players with three or four letters in their name? There must be a setting somewhere that I can configure this, but I'll be damned if I can find it.
2) (This one is especially embarrassing.) I've found some mushcode that I'd like to upload to my game, but I'm completely unsure of how to do it.
I'll keep hunting for answers online, but I thought I would drop this into the void as well and see if anything waves at me.
I've been thinking about trying to run a coding class on M*U*S*H lately (though my schedule is a bit erratic, so I can't always plan in advance too well), and we've had a few people on recently who have asked about classes, so I thought I'd make a quick post on here to try and gauge interest a little. Would you be interested in attending a coding class? (Or in running one?) Is there anything in particular you'd like to see a class run for/about? A few things that come to mind which may (or may not) be of interest to some people:
Hello everybody, I just installed PennMUSH on my dedicated server and it works almost perfectly.
Almost ; I'm french speaking, and I'm using the french .mo file. My MUSH client is set to Latin1, my LANG on the server is set to FR_fr, and almost everything runs fine with accents.
My only issue so far is that, while EVERY .txt in /game/txt/ displays accents, "connect.txt" doesn't.
One major point as yet unaddressed by topics so far is negotiating how to enter the new protocol's mode. And then additionally, the client might want to inform the server of some things it can do, which again lowers the minimum requirements for what a client should support.
So last time I pulled a markup language out of thin air and presented it as the most likely candidate so far for representing the data for the new protocol. Like I'd mentioned, this wasn't really something I planned to think about this early in the development stages but hey, guess plans don't always work out. Most of the reason was that I'd already given it some thought, and I needed a quick example to show, because it's hard to communicate ideas at the level of abstraction of 'there is no representation, just think of data hanging off a bit of text'. Yeah.. In related news, there is no spoon.
Anyway.. I've already fielded some questions on why I didn't pick this other already existing format or another, and since these questions will come up more often, let me answer them here now.
I promised in my last few posts I wouldn't want to discuss the actual representation of the protocol. I guess I lied. An example I presented today was met with enthusiasm from various parties, including at least one of the poor sods who would have to implement it. Thus I present: ESE (Extremely Simplified Enamel)
Let me briefly cover two additional topics on the matter. One's about how to proceed once some ideas have trickled in. One's on, more or less, what the protocol would do as I envision it (but not yet HOW). I strongly suggest not reading this post until after you've made your suggestion on the previous one, if you're planning to do that.
Huge disclaimer to start: Nothing may come of this.
If you can live with that, let me add a redeeming thingy: If I don't actually work on this at all, at least the data will be available for future reference.
So are you ready? Okay.. Given an implementation of a new protocol to do the sort of thing Pueblo does, but isn't Pueblo, what sort of things would you require? What sort of things would you suggest avoiding?
In my first post, I discussed briefly the setting for the game, and in my second, I talked very briefly about the "feudal anarchy" which was said to have spread across Europe in the 10th and 11th centuries. I'll talk a little bit more about that here, and will get into more depth about the history of 12th-century Europe, as well as some of the reasons why I chose this period and not, as I discussed in my first post, the 10th or 11th centuries.
This is the second post in what will hopefully continue to be an ongoing series dealing with the development of ''Imperium Romanorum'', the MUSH I'm currently working on. Part I was an overview of the project. This will deal with narrative and RP, the community features that hopefully will enhance the experience of playing the game, and the administrative structure and techniques that will ideally avoid the pitfalls that have faced game admins in the past. A quick note on terminology: HC means Historical Character, and OC means Original Character.