IDEA for new Source code for Majormud!!!

Post Reply
sensin

IDEA for new Source code for Majormud!!!

Post by sensin »

Being unfamiliar with Circle from the op side, how difficult would it be to maintain mmud's "feel" once ported? I've played many, many muds through the years, but the reason I've always stuck with mmud was because it had a look and feel about it that was unique compared to others. Fundamentally, muds are pretty much the same; it's like comparing Nethack to Angband -- they're more or less the same game, but I love Angband and could never get into Nethack.

While i'm watching the gmud project with interest, I'd also love to see something done that's a little more on the "community" side in that it'd be open source. Anything that keeps mmud alive and pushes it forward, be it open or closed, is a good thing in my book.

I'm no coder (those years are behind me and were not good), but I do enjoy editing and I'd be interesting in monkeying around with this once done.
SouthernCross

Re: IDEA for new Source code for Majormud!!!

Post by SouthernCross »

I have links there to look at, but essentially Circle is a much older source code built around Linux and open source. I is much more updated and has many mods made for it. A majority of other mud's (outside major) run circle, smaug or tiny, there is a handful of other mud's that run their own codebase, often put up by programmers.

Circle, however, is the only codebase that can be more easily adopted to resemble MAjormud, unless you write a parsing system that takes information from the dats to run it (greatermud).

There are a few things i have to take care of on my board this week, but I will have a viewable (not working), example by this weekend. I will post a simple viewer after I port shadowmere into a WLD file. I been having great success at adopting WDD and adding to the Majormud code base. It is nothing to do it the other way around. I will have that ready by this weekend, after i get some other things taken care of.

I am not feeling real up to par rite now, believe I got heat exhaustion from my fishing trip, so going to chill a few days on coding as well. All the new code I added to my BBS is working perfect, so I know some of the ideas I want to implement into an open source will work.
Speed

Re: IDEA for new Source code for Majormud!!!

Post by Speed »

I'm installing my cygwin and am going to take a look at the code for the next couple days. I'll find out where I'm at and decide whether or not I want to go forward with the project. I think I just need to rewrite the spells and fighting code, add in sneak, and tweak some formulas. Text blocks might not be ported directly in as I do not like the way WCC went about them, so those might need to be manually entered. /shrug. The port I'm using is ROT source designed for use on a windows system using Cygwin. It's a ROM derivative, pretty far from Circle or Smaug. I went with this choice because I have the most experience with coding ROM based muds.

About the feel of the game - I don't know if it's possible to replicate the feel that MMud gives. Stock muds out there don't generally have a one second wait between moving rooms, penalize you for extra encumbrance, and the entire way fighting and spells are cast is completely different. It's a coin toss - depends on how much work the developer is willing to put into it.
Plague
Posts: 0
Joined: Sat Mar 28, 2009 2:17 am

Re: IDEA for new Source code for Majormud!!!

Post by Plague »

I for one actually read through your old post and seen alot of great things in your caps, looks like some good work speed, maybe you can also add some seriously new features to make the mud standout, nay I should say better then the WG version. Good shit braski
Speed

Re: IDEA for new Source code for Majormud!!!

Post by Speed »

Son of a bitch. I went to compile the source and it wouldn't compile. I got interested and started digging around and apparently it's the ORIGINAL source for the Windows version of ROT. None of my changes are in it. I'll have to keep digging around to see if I saved this thing anywhere else.
SouthernCross

Re: IDEA for new Source code for Majormud!!!

Post by SouthernCross »

What version of Cygwin are you running still might be saveable.
Speed

Re: IDEA for new Source code for Majormud!!!

Post by Speed »

I'm running whatever version of Cygwin that's latest on their website from this morning. I didn't mean *my* source code wouldn't compile - I meant the source code I have wouldn't compile. Which, the source code I have, turns out to be the original posted WinROT source you can download anywhere on the internet. I could get it to compile in ten minutes, but that's not going to help me. My source code is nowhere to be found at this point. It might be on an old thumb drive or an old hard drive, I will look later today.
Post Reply

Return to “General Majormud/WG Support”