Some of you may know, or have even played on, my most recent MUSH, Wing Commander: New Horizon. I shut the game down a few months ago due to inactivity, but as of today you can now download all of the source code and a 'sanitized' version of the game database (missing player information, log contents, etc, but all code, rooms, ships, etc are there).
Stuff for MUSHing that's neither hardcode nor softcode
Quickbuild is an offline MUSH building tool.
Full list of features and download here: https://github.com/Sketch/quickbuild
(Direct .zip download: https://github.com/Sketch/quickbuild/zipball/master)
Just wanted to share that I've open-sourced my latest little creation, a Sinatra web application designed to receive post-push POSTs from Github. On my latest MUSH project, we're using git and Github heavily, with multiple repositories for the game's code, softcode, etc, and this provides a handy way to not only keep the coders up to date on new pushes, but also keep everyone the game up to date on what's happening, even if they're not Git-savvy.
Version 2.0.0b7 of Potato, the graphical MU* Client for Windows and Linux, has just been released. You can obtain it from the Google Code site. Fun new shiny things include:
- Spellchecking (using ASpell)
- Basic SSL support
- Looooads of bug fixes, including a couple of big ones (particularly important if you play on any MUXes)
- A few other, less notable but equally shiny, things
Any questions, problems, suggestions, etc, please drop me a page/@mail/email, or open a ticket on the Google Code site.
FYI, I've created (and recently released) something I call "XMPP Bridge". It is basically an XMPP bot, written in Ruby using XMPP4R, that allows users to connect to local and network accessible text-based apps and servers. This includes MUSHes. When you issue the bot a command to connect to a MUSH, it opens a TCP/IP session on your behalf and then "bridges" all traffic between your XMPP client and the remote server. Currently it can only support simple text, so you aren't going to get any of the fancy graphics or colors, but it is yet another way to allow users to access a MUSH.
I know that in theory, Drupal can be configured to allow the use of normal blogging clients (that support the MetaWebLog API, for instance) to post to the site.
I'm trying to figure out how to post via client, and I can't tell if it's my client support, my personal account config here, or the site-wide Drupal config that's causing it not to work.
It's been a while coming, but I've finally gotten a public beta release of my MU* client out for testing. It's called Potato (don't ask me why;) and you can find it at http://potato.talvo.com. It's a graphical client, and runs on Windows and Linux.
Tonight I was working on a new tree data structure. It's been a long time since I'd written such a beast -- I've been in the habit of re-using existing ones -- but I didn't see any implementations of the particular structure I wanted to use that met my requirements, and, well... it has been a long time. Need the practice.
At one point in debugging, I was thinking that it would be nice to be able to see the entire tree laid out graphically, and see how that changes as things get inserted and deleted.
After far too long of a wait, I am happy to announce that we have added two new services that will be of use to game owners running PennMUSH.
The diff and patch programs really need:
- A way to mark a file as deleted (Instead of turning it into an empty file by deleting every single line in the diff.)
- A way to rename a file (Instead of zeroing out the old name and creating a file with the new name and all the contents in the diff.)
- A way to specify the permission bits to use when creating a file such as a script that should be executable.
- A way to create and delete empty directories.
I should see about making such a beast.