The Eternal Fantasy: Finger (tim)


On since: Mon Nov  6 14:04:53 2017
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Login name : Tim                       Real name : Tim                    
Status     : Admin                     Domain    : Tycoon (reality esper) 
Spouse     : Anaria
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Web Page   : www.efmud.com
WWW page on MUD: http://www.eternalfantasy.org/home/tim
E-mail     : Not viewable from WWW.
Mud mail   : [ Unread : 26 Total : 201 ]
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Plan:
Current project when I have enough time to focus:
Update things on here so that they will run under modern FluffOS with similar
configuration.  'Modern' means the last 'stable' release, v2.27.
I've read that v3 is generally not friendly with older mudlibs.
Then I'll work on making sure it works with the newer v3 builds, without
switching the game over to it unless there's a compelling reason to.

I already scanned through the changelogs and fixed tons of stuff in the game
to work with 2.27.  In a few places, I wrote something to override errors I've
found in 2.27 that have been fixed in 3.  That part is pretty much done, though
a few minor things are not 100% yet.  Just about everything I'm aware of
regarding the change in driver has been corrected or had notes marking what to
do to make it better.  Now, I'm working to properly take advantage of new
features and to fix or block some driver bugs and all.  I need to look into v3
to see if it introduces any bugs.  Also I obviously need to deal with each of
those aforementioned notes.

Also, I need to update a few functions that are outdated.  A bunch of our stuff
was not proper with the old MudOS, so to catch that, following patch notes won't
cover those problems.  So eventually I'll have to just scan through all the docs
and make sure our functions do what they're supposed to and that our docs are
accurate.

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Current projects for whenever I have a few minutes and can't really focus on
anything big:

Going through error logs and reports to fix bugs that still exist.  I put a
huge dent in system stuff, there is still plenty to do for world stuff though.
Wizzes as always should feel free to fix current remaining errors.  With the
runtime and catch logs, I've been removing fixed things, and removing duplicates
for the remainder.  When you see multiple dates on an error, then that's where
I consolidated some duplicates.  With the reports I have been adding comments,
eventually I'll transfer those over to the 'view' command.


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Stuff I did lately...
  On here:
    -Wrote functions for base64 coding, useful for mostly web stuff
    -Wiz commands: mssp, variables, functions, heartbeats
  On test port, not yet transferred over to here:
    -Enabled (and wrote functions for) 'websocket' connections to the game,
     modern web browsers can use it for a html5 mud client instead of plugins.
     A working websocket client is configured for the test port
    -Basic proof of concept things for automatic spell checking, and scanning
     for disfavored phrases.  Later I'll make them into one command that scans
     the entire room and suggests changes of both types.
    -Wiz commands: md5sum, spellroom
    -Enabled FluffOS options for MCCP, compressed save files, hashing functions
      -made simul_efun to correct bug in hash function on v2.27
    -Enabled I3 for testing and pointed it at my own I3 server I wrote long ago

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Future plans, in no particular order:
 Stuff wizzes might care about---
    -Fix up FTP server to support passive mode and encryption
       Right now it works with active mode, but you need to set your firewall
       so your client can accept connections from the server, which is huge
       hassle for wizzes, and maybe impossible if you're not playing from home.
       Lack of encryption is also lame.
       I don't even remember if binary files work or not.
       Also, add some commands to it.
       There are already some FTP servers out there, each one had problems last
       time I looked, so it might be as simple as fixing up one of those.
    -Add other transfer systems like WebDAV and rsync and such
    -Massive changes to web server, both in-game and Apache
       I'm going to change how generated pages are handled, so that you can do
       things based on headers and that kind of thing.
       http://www.eternalfantasy.org/home/tim/samples.html shows some of the
       other missing features
       Also I need to update Apache to enable some websocket features I want
       Aside from new features, it is just plain buggy right now
       Feel free to put web stuff in your public_html folder, because the
       content side shouldn't change much, at worst maybe dynamic pages might
       take new parameters later or something, which would be minor change.
    -Set up one of the web-based collaborative text editors
    -Documentation
       Transfer already-written info from wiz boards/folders to organized files
       Merge old and new help files (which has been half-done countless times)
       Write new files for whatever remains undocumented
    -Do some cleanup after big changes that weren't completely finished,
       such as moving away from the materials system and how races worked.
       I've got todo lists all over the place with that kind of thing.
       This is mainly cleaning up other peoples' abandoned half-done projects.
       All kinds of stuff is in nonsensical folders, even core stuff, because
       newbies keep getting assigned this task.
       NPCs having invalid classes that defaulted to act like Adventurer all
       need to be looked at and set to something appropriate.
    -Technical stuff for a versioning system and tracking errors and tasks
       SQL support and some hashing functions and so on
       Probably will set up an integrated git or something similar.
    -Core stuff for facilitating multiplayer HTML5 games connected to the MUD,
       with a sample game like checkers for POC before making some minigames
       that are part of the MUD.
 Stuff players might care about---
    -Rework the character creation process.
    -A bunch of areas are partly done and can be opened with some effort.
    -Existing areas have lots of content to add as far as quests and such,
       or just generally improving quality of the content.
    -Lots of stuff is either missing help files or else the help files are
       incomplete or outdated.  I'm logging whenever you type 'help X' and X
       doesn't exist, so at some point I should write a help file for most of
       what you've looked for.
    -Many of the half-done systems (including some of my own) will be finished
       up eventually, and many of the 'finished' ones will be at least reviewed.
    -Some things got disabled with intention to fix but then got sidetracked
       Capture skill: need to change some tangent permissions to do it properly,
       where 'properly' means using shadows instead of writing temporary files.
    -Web site will eventually have far more on it
       Nicely customized web clients using both new and old browsers
       Info about MUD clients
       Info about Final Fantasy games
       Some of the in-game boards will be readable from web
       Area for players to share things that might not work on boards
    -Some scheduled event type of stuff
       Are people interested in seasonal changes to areas and/or quests?
       Corresponding with real world or game world seasons?
       I'd like to do more than just the live wiz-managed stuff
       Items in the Nexus for real life holidays is about all we have so far
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Stuff I don't want to do and someone else is free to do:
 Someone who's into web stuff could probably fix up the DecafMUD client a bit better.
  -I currently have it set up in /www_apache/DecafMUD/ and it connects to the test MUD.
   It's mostly good on the game side now, but it needs some more work before
   transferring over to the main game.
   Eventually I'll do it if nobody else is interested, but it's a low priority.
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Long term things that I plan to do eventually but am not touching at all now:
  -Robots
  -Ship thing
     ...debating on changing it into a graphical HTML5 game connected to MUD
  -MSDP support, and maybe MUD client plugins utilizing it
     ... http://tintin.sourceforge.net/msdp/
     ...Is Arachnos Intermud in use by anyone?
          http://tintin.sourceforge.net/msdp/arachnos/
  -Fix up I3 client stuff
  -Fix up my I3 server
     ...Cratylus seems to have made good changes, adding the server-to-server
        stuff and early IMC2 support, I do know how to fix a few bugs that are
        on it though, so really I should submit some patches to them
  -Share some personal generic LPC code for the public.
     ... http://www.eternalfantasy.org/home/tim/code/
     ...I was using TimMUD with a goal of sharing fixes for all bugs on TMI-2,
        still might do that some day
  -Various builder tools, map converting, calculators, and such
  -Try out new unstable FluffOS, maybe set up another test port using it
  -Look around for old Esperville 'evfc' web client, find the client itself and
     also the pictures that it used, possibly restore some hooks it used, and
     make a new web client use that data in same way
  -Look around for the old sound files that used to be hosted on xoom, see if
     any interest in restoring that.
  -Look for archives of old web sites related to the MUD
  -Go through old files and recover some stuff I was doing on TimMUD.
  -Maybe enable newsgroup stuff, see if anyone is interested in usenet server
     or if any other MUDs use the I3 newsgroup system.  I wrote a server that
     uses the I3 system a while back, but I didn't check if anyone else uses it,
     so might want to contribute it to Dead Souls or something.  Or, maybe just
     add some abilities to track outside feeds using RSS or NNTP.
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