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Messages - Tahin

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241
General Discussion / Re: A new world...
« on: April 07, 2009, 02:51:19 am »
We need it so people can unwind and have fun in an environment where no-one will call them out on creating there own goverments and stupid things like that.

Bluntly (but I hope not impolitely) that's a terrible idea.

Perhaps I should explain my position: Various Nonsense was once where the general discussion-type stuff went. As mentioned before, people actually had intelligent discussions in it. Now we have the "General Discussion," "Life Advice," "Creative Projects," and "Forum Games and Roleplaying," which all perfectly cover the original intent of Various Nonsense. The purpose of Various Nonsense was to provide a place for those things way back when there wasn't enough of a user base to warrant having separate boards, and now we have the userbase and the separate boards.
Now that Various Nonsense has no serious purpose, it has turned into a spawning ground for nonsense. If Various Nonsense was locked or deleted, probably on a trial basis, it would at least force people to think before they posted. Seriously, the name "Various Nonsense" is a little too welcoming and inviting. "General Discussion" at least implies semi-seriousness.

I don't think this is necessarily the best course of action, but I would like to open a dialogue about the possibility of letting the board go. It has fulfilled its purpose, and I see little reason for it to stick around other than as a place for spam and idiocy, which probably isn't something we want to encourage, is it?

242
Creative Projects / Re: DF MUD Development Thread
« on: April 06, 2009, 11:11:17 pm »
Triple post... Can I hear a CCCCOMBO BREAKER?

Power's working again, but I just got a reply from my potential host and he does in fact have space available. I'll have to work out the details and scrounge up 20 dollars, but I think this is going to work out.

243
General Discussion / Re: A new world...
« on: April 06, 2009, 01:10:22 am »
Why don't we just get Toady to lock the Various Nonsense forum and see if the spam goes away with it? We don't exactly need it now that we have our other "finally" boards, do we?

244
General Discussion / Re: Nights Dawn Trilogy
« on: April 06, 2009, 01:03:04 am »
Sounds interesting. I've been looking for something to read. Maybe I'll grab the first one next time I'm at the book store... "The Reality Dysfunction" is the first, right?

245
Creative Projects / Re: DF MUD Development Thread
« on: April 05, 2009, 06:33:40 pm »
Sorry for the double post, but this is important.

My computer has been rebooting randomly, not because of any fault with my hardware, but because something is very wrong with the power at my house. Lights have been flickering and whatnot for a while, but it wasn't until a few days ago that this started happening, and now sections of the house are going randomly without electricity. The breakers aren't popping, or anything. I'm typing this on my laptop, hoping that the router won't go down again for another few minutes.

Given the circumnstances, I'm not sure I can continue hosting the game. I will double my efforts to find a decent free host, but if one of you guys might be interested in temporarily hosting the MUD on your computer at home, I can walk you through getting everything set up. Development will continue.

246
Creative Projects / Re: Fantasy World Setting
« on: April 05, 2009, 03:05:21 am »
This... sounds intriguing.

How exactly will the combined "spirits" function?

Does the death of one's spirit coincide with one's physical death, or is it possible to kill someone, and then kill their soul?

247
Creative Projects / Re: DF MUD Development Thread
« on: April 05, 2009, 02:59:23 am »
AND... It's back up.

It's been a wonderful Day of Missing Files. Hope you all had a suitably nonexistent celebration.

Hopefully I won't be able to do such frivolously silly things as this by next year, as we might actually have a game to deal with. Hopefully.

On the dev side, I'm currently in the process of putting off completely restructuring my room describing code, as I need it to update every time someone looks and it's currently very closely tied to the exit generation. It will be quick enough to do, though, once I actually get around to, you know, doing it.

Also, I have two essays in English, an oral presentation in Spanish, and a robot I have to get started building this week. Expect further complaints.

248
Creative Projects / Re: DF MUD Development Thread
« on: April 04, 2009, 03:27:00 pm »
The server will be down until midnight, west coast time, in observation of the most holy of days, 4-04.

249
Creative Projects / Re: Fantasy World Setting
« on: April 04, 2009, 04:02:00 am »
Sounds good. Is this supposed to be an "alternate history" of the real world, or what?

250
General Discussion / Re: Again, I don't understand XKCD
« on: April 03, 2009, 11:42:47 pm »
I have to think the joke is that there is no joke. That or I'm just really, really slow.

Apparently some guy said something about finding the higgs something or other within the year, a year ago this coming Tuesday, hence the bit about him having until Tuesday to figure it out.

Also, potential for raptors/zombies/raptor-zombies.

251
General Discussion / Re: Music
« on: April 03, 2009, 06:04:22 am »
Strangely, I like a lot of Europe's stuff. Good song, though.

252
Creative Projects / Re: DF MUD Development Thread
« on: April 02, 2009, 04:29:10 am »
You're entering the last name in the "Display" bit, which only allows you to add spaces and -s and such. It's completely unnecessary as its function is accomplished perfectly when it asks you for your name the first time. Anyhow, when I get around to overhauling the login stuff, I'll clean that up a bit.

253
Creative Projects / Re: DF MUD Development Thread
« on: April 02, 2009, 12:20:23 am »
I think it would be easier to keep slopes as exits, rather than rooms to themselves, though it should be able to tell that a room has slope to it (if it's outdoors and one exit is up and the opposite direction is down, it should be able to tell that the room counts as a "slope." This would of course reference the heightmap, as simply looking at the exits could end up being inaccurate.

so either force it to be a direction that it's not(flat or straight up,)
disallow it completely(digging into sky just fails)
or fuss around with exits

1)No, because that would either mean changing the direction in which someone actually digs (which is confusing) or making an exit lead somewhere misleading, which is confusing.
2)This seems like the proper method to go by, but it still seems a bit clunky.
3)I don't think completely changing the system I have figured out is a good idea, unless someone can suggest something better. This one seems closest to the spirit of DF, despite a little general clunkiness.

I think I'll go with option #2 for now. Now just to get back to work on it...

Also, can anyone connect? I think the downtime earlier was just my internet going down, but it's hard to tell.

254
Creative Projects / Re: DF MUD Development Thread
« on: April 01, 2009, 04:20:28 pm »
That's fine.

If you want to come back as more of a general staff member at some point, that's fine.

255
Creative Projects / Re: DF MUD Development Thread
« on: April 01, 2009, 03:38:55 pm »
Well, I've already got quite a few people helping out, though I'm not sure Katsuun is going to end up working out (sorry Katsuun)... Hm.

Anyway, if you're interested in helping, try downloading the latest alpha release from dead-souls.net and seeing if you can get it run. If you can figure it out, I might be able to use you.

Remember, though, that the semester is kind of coming to a close and myself and many others are scrambling to not fail all their classes, so I think this project going to have to be put semi on hold until things slow down a bit, at least for me.

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