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Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Tue Aug 13, 2002 12:09 am
by Darklord
Aiight, so I've finally cracked under the pressure and considered the possibility of writing new games for WorldGroup :) Only problem is, I don't have a WG Dev Kit... anyone have one I can glance at? If it's fairly straightforward, I'll definitely buy one so I can do some legit WG module creation.



DoorMUD won't ever be ported to WorldGroup (too much recoding), but any future game I write could definitely be ported... over the next year, I plan on writing a full new MUD, a trivia game, and a LORD/Usurper-style RPG.



All my new games use a highly portable framework... porting to a new BBS platform only requires changing about 200 lines of code, which rocks. So far I have native support for Synchronet, WildCat WinServer, and MysticBBS... hopefully a stand-alone telnet/rlogin server version soon... and maybe even the native WorldGroup support!



So if I do go thru w/ this (again, i REALLY need to see what the WG Dev Kit looks like first tho before I decide to buy one), are sysops + players even interested in new WG games? If so, what price range do you see as reasonable?

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Tue Aug 13, 2002 12:34 am
by drcorey
Originally posted by Darklord

Aiight, so I've finally cracked under the pressure and considered the possibility of writing new games for WorldGroup :) Only problem is, I don't have a WG Dev Kit... anyone have one I can glance at? If it's fairly straightforward, I'll definitely buy one so I can do some legit WG module creation.



DoorMUD won't ever be ported to WorldGroup (too much recoding), but any future game I write could definitely be ported... over the next year, I plan on writing a full new MUD, a trivia game, and a LORD/Usurper-style RPG.



All my new games use a highly portable framework... porting to a new BBS platform only requires changing about 200 lines of code, which rocks. So far I have native support for Synchronet, WildCat WinServer, and MysticBBS... hopefully a stand-alone telnet/rlogin server version soon... and maybe even the native WorldGroup support!



So if I do go thru w/ this (again, i REALLY need to see what the WG Dev Kit looks like first tho before I decide to buy one), are sysops + players even interested in new WG games? If so, what price range do you see as reasonable?



gee, I wonder who this is...:)

I have one and actively use it, docs are really poor, programmers notes are poor too, mostly it's just the basics, how to build and handle the ancient btrieve databases, which is the heart of worldgroup. the full dev kit is about 99% of the worldgroup source code in Borland C++ 5.00, and this is the only compiler that will make usable exes and dlls for worldgroup 3.2 "I have tryed" course this is just for the original code thou, people were using all types of compilers, one person even ported wg libs to visual C, I heard, email me and I'll give you my phone number if you have questions, the main server's code is about 13 megs, I have paid as much as 100.00 for a game, oltima 2000 was 99.00. email me if you want a copy of my wg 3.2 dev kit.

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Tue Aug 13, 2002 6:42 pm
by Darklord
Originally posted by drcorey





gee, I wonder who this is...:)

I have one and actively use it, docs are really poor, programmers notes are poor too,



Docs are really poor? Hrm... that's not a good thing...:(



mostly it's just the basics, how to build and handle the ancient btrieve databases, which is the heart of worldgroup.



You're forced to use btrieve in any WorldGroup module you write?!? If that's the case, I don't know if I'm gonna bother w/ this...:(



the full dev kit is about 99% of the worldgroup source code in Borland C++ 5.00, and this is the only compiler that will make usable exes and dlls for worldgroup 3.2



Hmm... I don't need the worldgroup source code, I just need to be able to write modules (or do you need the full wg source for that? I'm confused now)



The Borland C++ 5 thing isn't a problem, that's what I use already for all of my C++ coding.



email me and I'll give you my phone number if you have questions, the main server's code is about 13 megs, I have paid as much as 100.00 for a game, oltima 2000 was 99.00. email me if you want a copy of my wg 3.2 dev kit.



Awesome, thank you. But I don't have your email address :( Tried emailing your old one last week and my mail bounced.



BTW, still wondering about that doormud bug report you posted on my other message board... were you just running v0.97 or what? If not I need a lot more info to figure it out, please see my posts on there... much thanks!

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Tue Aug 13, 2002 7:04 pm
by drcorey
Originally posted by Darklord





Docs are really poor? Hrm... that's not a good thing...:(



You're forced to use btrieve in any WorldGroup module you write?!? If that's the case, I don't know if I'm gonna bother w/ this...:(



I'm not sure, I think wg4 will use both btrieve and ODBC.



Hmm... I don't need the worldgroup source code, I just need to be able to write modules (or do you need the full wg source for that? I'm confused now)



well, I can send you the dev docs and you can ask for the code you want to see,

and I can just send you the baseline and 1 modual so you can see how they work together.



The Borland C++ 5 thing isn't a problem, that's what I use already for all of my C++ coding.



ya, but very hard to find too.



Awesome, thank you. But I don't have your email address :( Tried emailing your old one last week and my mail bounced.



corey@tsgc.dyndns.org or drcorey@avon.net

first is bbs other one is external email.



BTW, still wondering about that doormud bug report you posted on my other message board... were you just running v0.97 or what? If not I need a lot more info to figure it out, please see my posts on there... much thanks!



will do. soon.

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Sat Aug 17, 2002 5:52 am
by Panterra X
scrap wg... if you guys are gonna bother make your own game servers bundles with your mud or whatever it may be.. id have a telnet and rlogin setting.. wg is dead... why bother..

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Mon Aug 19, 2002 1:17 am
by Darklord
Originally posted by Panterra X

scrap wg... if you guys are gonna bother make your own game servers bundles with your mud or whatever it may be.. id have a telnet and rlogin setting.. wg is dead... why bother..



Already planning on having built-in telnet and rlogin servers... will probably be coding them in a few months. The problem there is that WG sysops will be reluctant to run the games in this manner. WG's outbound rlogin module is majorly buggy, you have to use a separate computer for any non-WG rlogin servers, which is a pain in the arse.



As for the "why bother"... again, my current doorgame framework is very portable, moving it to a different platform usually only requires changing about 200 lines of code (which is very, very little).



The actual porting to WG would be pretty easy. The hard part would be learning the WG development kit and all that stuff.

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Mon Aug 19, 2002 2:49 am
by Panterra X
i believe i got around that rlogin problem without another computer.. i just added another nic to my puter and ran rlogin servers on that ip.. dont even have to connect the cable ;) i think it just has to be a ip other than the one running wg..

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Tue Aug 20, 2002 11:49 am
by Darklord
Originally posted by Panterra X

i believe i got around that rlogin problem without another computer.. i just added another nic to my puter and ran rlogin servers on that ip.. dont even have to connect the cable ;) i think it just has to be a ip other than the one running wg..



Seriously? Whoa! :thumbu: That's the first time I've ever heard of someone getting WG and an rlogin server to run on the same computer... definitely good news!



Can anyone else give this a try and confirm that this works???

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Tue Aug 20, 2002 12:56 pm
by iNViSiGOD
I ran my TWGS on a seperate computer on the default rlogin port and connect to it thru worldgroup just fine. It just wont work with anything else i found. :angry:

Re: Curious about the WG Dev Kit... anyone have one? [Archive] - ForumsHQ

Posted: Wed Aug 21, 2002 12:41 am
by Darklord
Originally posted by iNViSiGOD

I ran my TWGS on a seperate computer on the default rlogin port and connect to it thru worldgroup just fine. It just wont work with anything else i found. :angry:



WG's outbound rlogin seems to run fine as long as the other rlogin server (TWGS, Synchronet, another WG system, whatever) is on a separate computer... but gettin them on the same comp, that's the tricky part. Hopefully the above method works reliably, b/c having to put the other server on a separate computer is def a pain!