The Eternal Fantasy: Finger (tim)

On since: Tue Mar 23 15:38:42 2021
Login name : Tim                       Real name : Tim                    
Status     : Admin                     Domain    : Tycoon (reality esper) 
Spouse     : Anaria
Web Page   :
WWW page on MUD:
E-mail     : Not viewable from WWW.
Mud mail   : [ Unread : 27 Total : 202 ]
Updating things on here so that they will run under modern FluffOS
 with similar configuration.
 That's pretty much done. Soon will update the status on the login screen.
 Main copy of the game uses 2.27, everything that used to work on v22pre11 is
 now working on 2.27 just fine. It has a few things that can crash the game,
 and most of them are blocked. It has some new features available, and I
 have at least stub functions for most of them.
 Test copy of EF is also on 2.27.
 2.28.3 is latest of the 2.x and not much different, TimMUD is running that,
 might switch at least the test port over to it some time.
 Second test copy is running FluffOS 3.0-alpha9.0 from I think January 2017.
 Since the 2.x is no longer maintained, likely will set up at least test
 stuff for v2017 and v2019 later in case we want to go with newer.
 I believe it has some functions that would be better than we've done in LPC.

sort through error logs
   they're fairly manageable now in general
   old runtime/catch logs... if it's still in the file then likely bug remains
   recent logs... mostly new bugs. It's depressing. Enough to do already.
sort through reports
   flow of new reports has dried up obviously but still plenty to go through
docs for system functions need updated, even the driver docs
setting up some source code management and metadata tracking


Making things forward-compatible with current FluffOS, but not switching yet.
Lots of elements of the login process
 -character generation, utilizing available metadata
  Generally it will be simpler and quicker to get into the game, asking fewer
  and better questions, and being smarter about taking responses.
First experiences after logging in

Stuff I did lately...
  On here:
    -There is an encrypted port on 3334
    -Set up some initial GMCP stuff.  It's very basic so far, just status.
     Mudlet users can type 'gmcp client' to install my simple plugin which shows
     you gauges with HP, SP, TNL (later will make this automatic upon login)
     A web client supporting the gauges is
     Mudlet can set your status on Discord if you allow it, and some situations
     will set a status message for you.
     With Mushclient, you can download these two files and then use
     File->Plugins... to install them:
     BeipMU has a window showing HP and TNL and such

  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 functional websocket client is configured for the test port.
     Seems ready to be enabled on main game, haven't bothered because haven't
     customized a web client yet.
        Recent versions of FluffOS now do more of the websocket stuff for you
        but I haven't looked into that yet
    -Wrote a websocket client, and a thing for it to use Grapevine network
    -Basic proof of concept things for automatic spell checking and so on.
    -Enabled I3 for testing and pointed it at my own I3 server I wrote long ago,
     seems sketchy but client side is mainly where bugs are.  Our channels don't
     work with it well.

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, checksums and such.
       There are already some FTP servers out there, each one had problems last
       time I tried, might be okay starting from one of those.
NOTE: Lailoken wrote one that seems pretty good
    -Maybe add other transfer systems
    -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. 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 a web-based collaborative text editor, haven't decided which
       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
       Look through existing, sort out accurate, and clarify any of the
       wish list items
    -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.
       Others are focused on the classes right now.
    -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 or mastermind as POC before making
       some minigames that are part of the MUD.
 Stuff players might care about---
    -Enable some features that MUD clients have
       Mudlet does GMCP IRE.Compose which is a popup text window,
       I figured out how to make Compose work (Jan '20) and will utilize soon.
       Will eventually give data to assist mappers.
       Several clients have maps showing points and connections
       BeipMU has a graphical tile map in addition to the usual style
       Mushclient is capable of some scripting I haven't tried yet
    -Rework the character creation process and some related things.
       I think it is the only thing that corrupts characters nowadays.
    -A bunch of areas are partly done and can be completed.
    -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.  The system that runs it will have features
       added like redirects and searches.
    -Web site will eventually have far more on it
       Nicely customized web MUD clients to work on wide variety of 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 other than 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

Long term things that I plan to do eventually but am not touching at all now:
 -Ship thing
    ...debating on changing it into a graphical HTML5 game connected to MUD
 -MSDP support maybe, is like GMCP but FluffOS doesn't support it, not sure
  if there are any clients that do MSDP but not GMCP
 -MUD eXtension Protocol lets the game offer extra formatting options.
  You can insert pictures, clickable links that will send a command back to the
  game, drop-down menus, and so on.  Maybe you would look at a box, and the
  game would suggest 'open box', and that would be clickable.  Look at a shop
  listing and it might have a drop-down box to examine a weapon, compare to
  what you have wielded, or buy it.  Exits might be clickable.
  It will take some work to implement well, only did small part of this so far.
  Clients have varying levels of support.
 -Greatly improve negotiation stuff
 -Fix up I3 intermud client stuff
 -Link the Grapevine intermud up to channel system
 -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.
 -FluffOS v3 bugs... I don't want to be responsible for FluffOS, but still
    nice to know if there are crashers to block and so on
    Enker is doing some of that now
 -Look for archives of old web sites related to the MUD from Esperville days
 -Go through old files and recover some stuff I was doing on TimMUD.

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