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    What is a MUSH?

    Scheduled Pinned Locked Moved Game Gab
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    • D
      Darren @Polk
      last edited by Darren

      @Polk You could certainly do that (with a lot of work) but the end result would be more like MUCK’s MPI language than MUSH softcode. Do you really want to tackle server development on top of game development though?

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      • PolkP
        Polk @Darren
        last edited by Polk

        @Darren You are asking the guy who shoehorned lua into Rhost, mind you. 🙂

        But yes at this point I’m honestly considering developing this in the form of an Evennia (WoD) MUSH in a Box.

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        • D
          Darren @Polk
          last edited by Darren

          @Polk I honestly thought that you would be the last person to go that route (since you dislike DJANGO) but yeah it’s certainly doable. It wouldn’t even be the first such attempt.

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          • PolkP
            Polk @Darren
            last edited by

            @Darren I’ve been convinced to give Django another shot given that it’s been over a decade since my nightmare experience with it.

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            • PolkP
              Polk
              last edited by

              Current plan, with a nod to @Jennkryst

              https://github.com/stevensmedia/EtherBox/blob/master/PLAN.md

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              • I
                icanbeyourmuse @Polk
                last edited by

                @Polk I would offer to help with stuff but I know nothing of mummies. I’ve preferred Sin Eaters and Possessed. But I can attempt if you end up needing help. Not so much with the code stuff but theme writign and the likes.

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                • PolkP
                  Polk @icanbeyourmuse
                  last edited by

                  @icanbeyourmuse I may need help.

                  Particularly with the Traditions side. When you’re talking late 19th century all my favorite kinds of Traditions mages are still in the Order of Reason/Technocratic Union. 🙂

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                  • FaradayF
                    Faraday @Polk
                    last edited by Faraday

                    @Polk said in What is a MUSH?:

                    @Darren That’s a really old post.

                    Now there’s this:

                    https://www.evennia.com/docs/latest/Components/FuncParser.html?highlight=parse

                    The function parser really isn’t the same thing as softcode. It’s cool, don’t get me wrong, but–unless I’m really missing something; please correct me if I’m mistaken–you can’t build out an entire +combat system with persistent commands and data storage just using inline function evaluations like you can with softcode.

                    I’m not saying you can’t layer a scripting language (like softcode, or Lua, or whatever) on top of Evennia (or Ares for that matter). But it’s not built-in and would IMHO take an immense amount of work to achieve parity with MU softcode. If softcode is really a thing you need for your game, you’re probably better off just using a platform that has it (Rhost, Tiny, Penn, etc.).

                    ETA: I realize we’re talking about Evennia, but in case anyone cares here’s an article about why Ares doesn’t have softcode either.

                    PolkP D 2 Replies Last reply Reply Quote 1
                    • JennkrystJ
                      Jennkryst @Polk
                      last edited by

                      @Polk said in What is a MUSH?:

                      As for Mummy? You can probably build one with the Gods & Monsters rule set. Perhaps tied to House Shaea.

                      For X20, the Mummy rules can be found on one whole page of that one Vampire book; it amounts to 'they can learn any Thaumaturgy or Necromancy discipline or ritual without a teacher, instead of Vitae they have Sekhem, the pool is equal to their Humanity rating (Or Path of Typhon rating, if ebil mummies), and then a couple other things.

                      And I know el zilcho about Changeling. I’m opening this Mage-only, but if it works out I will probably break down and throw in Werewolf. There is that Old West Werewolf book whose name I forget.

                      Just pretendy-fun-time and nom nom nom creativity. GOOD NEWS! Since this is before the moon landing, there are no Arcadian Sidhe! Really, wild west would probably be a lot more Gallain, so native kiths that use Gnosis instead of Glamour, even, but maybe an influx of Kithain. I dunno.

                      Mummy Pun? MUMMY PUN!
                      She/her

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                      • PolkP
                        Polk @Faraday
                        last edited by

                        @Faraday See, I don’t care about coding entire game systems in softcode.

                        I’m trying to bring softcode to its roots, which is for lighter duty tasks than that.

                        In the old school MUSH engines you were supposed to be coding expansive systems in C, for crying out loud.

                        Everything we do these days with dozens of nested functions of one liner softcode, including your own epic and beloved FS3, is pushing the system far beyond its ever expected limits.

                        Heck back then it would have been too slow on the by modern standards tiny, slow, low-memory, multi-user systems MUSHes were running on.

                        So we may be talking past each other here. I don’t see softcode as something to build an entire stat system in. I see it as something for simple, relatively uncomplicated tasks, within a safety sandbox so players can use it.

                        That’s the key. I want softcode for PLAYERS. Not for game CREATORS.

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                        • D
                          Darren @Faraday
                          last edited by Darren

                          @Faraday You are correct, the function parser isn’t currently up to the task of replicating the functionality of softcode, but it could be, with a bit of work. Pretty much everything is in place already, you’d just have to implement a lot of functions and figure out how you’re going to tie it into the rest of the game. Again, the end result is going to look more like MPI rather than softcode.

                          By default, the funcparser is disabled. When enabled, func calls in output are processed. You can also call it manually, which is what I do for my messages (@SUCCESS, etc). I also use it for room descriptions for dynamic formatting and data generation. This gives me some of the functionality of softcode without having too much overhead. I haven’t thought too much about how you might tie in into the rest of the game to give true softcode functionality. I’m sure it’s possible to do.

                          TBH I really don’t feel the need for softcode at all (I can say the same about Ares).

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                          • S
                            STD @Polk
                            last edited by

                            @Polk said in What is a MUSH?:

                            I see it as something for simple, relatively uncomplicated tasks, within a safety sandbox so players can use it.

                            That’s the key. I want softcode for PLAYERS. Not for game CREATORS.

                            I’m not sure what tasks players would need solved that are uncomplicated. Could you give an example of what you have in mind? Since as far as I know, any routine tasks that a player would be interested in (multi descing, handling XP spends) would either be too complex or already handled.

                            PolkP 1 Reply Last reply Reply Quote 2
                            • PolkP
                              Polk @STD
                              last edited by

                              @STD See I’m miscommunicating something here. Things like XP are coded game systems.

                              A player might do something like desc a house.

                              RozR PavelP 2 Replies Last reply Reply Quote 0
                              • RozR
                                Roz @Polk
                                last edited by

                                @Polk said in What is a MUSH?:

                                @STD See I’m miscommunicating something here. Things like XP are coded game systems.

                                A player might do something like desc a house.

                                I mean, that’s not really player softcode, either? I think every MU* I’ve been on have had game systems for players to be able to desc their stuff.

                                she/her | playlist

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                                • PavelP
                                  Pavel @Polk
                                  last edited by

                                  @Polk said in What is a MUSH?:

                                  Things like XP are coded game systems.

                                  True, but they’re also traditionally softcode.

                                  Whereas things like

                                  @Polk said in What is a MUSH?:

                                  desc a house.

                                  are traditionally hardcode. (Yes, some places have it as softcode, but @desc is hardcode and more usual).

                                  So what you’re really thinking of is having more tools available to players that many places have often left in the hands of coders or staff?

                                  He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                                  BE AN ADULT

                                  PolkP 1 Reply Last reply Reply Quote 0
                                  • RozR
                                    Roz
                                    last edited by Roz

                                    I can understand the delineation between gamewide code and player code here – for systems like Ares and Evennia, all the game-wide code ends up as hardcode. So I understand it more as the ‘systems installed by staff that are accessible to the whole game’ vs ‘code written by players just accessible on their own player bit’ as the delineation we’re doing here. But surely descing builds is going to be a gamewide system, not something a player would need their own custom code for. So I’m also curious what sort of player code you’re imagining.

                                    she/her | playlist

                                    PavelP 1 Reply Last reply Reply Quote 1
                                    • PavelP
                                      Pavel @Roz
                                      last edited by

                                      @Roz said in What is a MUSH?:

                                      I can understand the delineation between gamewide code and system code here

                                      Yeah, the hardcode/softcode delineation doesn’t make much sense here.

                                      He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                                      BE AN ADULT

                                      RozR 1 Reply Last reply Reply Quote 0
                                      • RozR
                                        Roz @Pavel
                                        last edited by

                                        @Pavel said in What is a MUSH?:

                                        @Roz said in What is a MUSH?:

                                        I can understand the delineation between gamewide code and system code here

                                        Yeah, the hardcode/softcode delineation doesn’t make much sense here.

                                        Lol thank you for bringing my attention to the fact that I wrote the WRONG WORD there. I meant gamewide code vs player code.

                                        she/her | playlist

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                                        • M
                                          mietze
                                          last edited by

                                          I never paid attention because I don’t code and am not a technical person. But I do remember problems on ancient wod games where players would set code on themselves that would cause issues like lag or were exploits.

                                          I always assumed that was the reason why a lot of games stopped letting people custom stuff. I don’t know if lag is a problem now though. This was in the days of dial up internet.

                                          FaradayF 1 Reply Last reply Reply Quote 0
                                          • FaradayF
                                            Faraday @mietze
                                            last edited by Faraday

                                            @Pavel said in What is a MUSH?:

                                            Yeah, the hardcode/softcode delineation doesn’t make much sense here.
                                            @Roz said in What is a MUSH?:

                                            Lol thank you for bringing my attention to the fact that I wrote the WRONG WORD there. I meant gamewide code vs player code.

                                            Yeah I don’t want to nitpick wording, but I think it’s an important distinction because “hardcode” and “softcode” have very heavy connotations in traditional MU circles. The idea that “hardcode” is this heavyweight thing that can’t easily be changed (and generally shouldn’t be messed with in most cases) and that “softcode” is where you put your game-specific commands like sheets and multi-descers.

                                            None of that applies to platforms like Evennia and Ares, which is why neither use those terms. Their code is server-side (like traditional hardcode) but flexible and game-specific (like traditional softcode).

                                            So when Ares/Evennia devs say “you don’t need softcode” that doesn’t mean there are no multidescers, sheets, or commands to describe rooms. It just means those things are coded as server-side game code not coded-thru-MU-client game/player code.

                                            @mietze said in What is a MUSH?:

                                            I always assumed that was the reason why a lot of games stopped letting people custom stuff. I don’t know if lag is a problem now though. This was in the days of dial up internet.

                                            The main issue is actually security. Unless you have things meticulously locked down, it’s very easy for malicious players to exploit coded systems when you let them write their own code. This is doubly true in Evennia and Ares due to the underpinning languages (Python/Ruby).

                                            It’s so easy to shoot yourself in the foot and compromise your game (or even your entire server) if you don’t have things set up right. And for what? So someone can code their own Falcon Controller or use a different syntax for the multi-descer instead of the built-in one? It’s just not a good tradeoff IMHO.

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