Is the current engine open source? I'd like to take a poke at it. On 2/10/2011 7:49 AM, Ken Perry wrote:
I am actually one who can say I work with the original Diku team Our mud base is called VME in 1992 the entire Diku team re did the code and created a commercial version. Well truth be known the diku source was not supposed to be open sourced when it was but that is all water under the bridge. Anyway We are originally diku, I signed on in 93 though and am now the sole owner of this code base. If I ever made a million dollars on it I would definitely send a portion of that to the original coders but I have only been able to send them a few thousand here and there over the years. So again ours is what originally was called DikuII and is now VME it has its own proprietary functional language called Dil that is a functional scripting language which I some day would like to replace with a engine that supports multiple languages but that is down the way a ways. Anyway the main mud is Valhalla.com Ken -----Original Message----- From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Alex Midence Sent: Thursday, February 10, 2011 9:18 AM To: programmingblind@xxxxxxxxxxxxx Subject: Re: If else Thanks, Ken. Tri-trees. I will look into it. I personally wouldn't really try to write a game until I have completely gotten my head around the object-oriented features of c++ and learned my way around classes and templates thoroughly. My inclinations don't lie in the direction of coding games though. I want to learn my way around how gui libraries do what they do under the hood. I would like to get to where I can do something about Orca and I want to do it using c or c++ and not Python. I don't understand why it is so completely dependent on at-spi and why it can't be taught to understand other accessibility API's which some of the other widget libraries have built in to them. I want to get down into the guts of the thing and really get my head around it so that some day, that program can render widgets using anything from at-spi to msaa, iaccessible and iaccessible2 to Qaccessibility usable without having the end user so often resort to bugging developers of other open source solutions to modify their code so much when the stuff they use already has accessibility built in though not necessarily with at-spi. It's a very ambitious goal and I will probably get lucky if I can get to where I can watch and understand what others are doing but, sometimes, you gotta aim for 1000 to get 100. Your examples brought back memories and have set my mind to thinking. Of course, some of the muds I've played, (Now, this was years and years ago, mind ... mercmuds, dikumuds and a Circlemud or two ...) just gave the infuriating: "You can't do that." Message whenever it thought I wasn't using proper syntax. The ones that drove me mad weren't even doing something as complex as grabbing a piece of bread from a bag inside a container in my inventory. They were the ones that hadn't coded the ' as an alias for say. So you actually had to type: say 'hello' Or, worse: say "hello." before they'd output what you said. What is the name of your mud? What's its code base? Did you use something like Merc or Dikumud and build on it or did you make yours from scratch? There are Dikumuds out there like Arctic, for instance, who have had so much development of their code that it doesn't even feel like a Dikumud from the end user's point of view. Oh, and how we did complain when they got rewritten! I remember how much we all whined when Moon Gate got rewritten to Moon Gate II. I'm sure Vassago, the guy who ran the thing, got so so sick of us! Back when I mudded, I was on Pomud, Moon Gate, WOT, and a few others. My favorite was Pomud though. Probably long long gone by now, =) Multiclassing non-pk with very nicely implemented magic users , druids and clerics and shape-shifting races. It was a neat mud. I was just a kid then, 18 or 19 and seriously into fantasy novels. Playing those games felt like I stepping into one of those books and being part of the action. It was massively addictive! Alex M. On 2/10/11, Ken Perry<whistler@xxxxxxxxxxxxx> wrote:I want to point out that all these ideas for an adventure game is greattillyou actually try to code one this way. You really need a tri-tree atleastto parse the commands and maybe even some natural language algorithms orthegame is very hard to use and very robotic. For example you need to let people get stuff from a bag let's see a simple command parser which most muds use go word at a time so the only thing you can use is Get item name from bag Well what if you want to get 4 of them from the bag then you have to add complexity to your if statements god forbid your using just if statements Get 4 apples from bag Note that is if someone was smart enough to put an s on apple they are not always. So your parser should be able to take Get 4 apples from bag Or Get 4 apple from bag Of course that brings up another problem maybe someone wants to type real English Get apples from bag That should get all your apples not just one Get all apples Should do the same. Wait what if someone wants to do something like this Get all the apples out of my bag. Wow you just jumped the complexity or what about Get all apples from bill's bag Do you allow it do you understand it? What if you get it from your third bag cause we all know we carry morethanone bag Get apples from 3 bag? Boy that sounds stupid so maybe we should allow Get apples from third bag Hmm Try to figure it out if you're up to 55 though does the person have to type Get apples from the fifty fifth bag? In just these examples you can see adventure games are not as easy towriteif you don't want to make the person learn a language to do it. Now what some people do is make a graphical interface but even that has so many problems with just simple if statements that I can't even go there.Ithink the last I checked my mud has over 616 commands and 224 spells allofwhich have different parsing schemes. I am not saying my mud is perfect either I need to add some language naturalization and maybe when I am done with my current job it will get a huge intelligence overall but the pointisif statements is not always your best method to figure about a command.Ifyou haven't read on tri-trees you might want to. ken -----Original Message----- From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of John G Sent: Thursday, February 10, 2011 2:12 AM To: programmingblind@xxxxxxxxxxxxx Subject: Re: If elseAnother way to do it is this: string direction; cout<< "Which way to go? "; cin>> direction; if !(direction == "north" || direction == "south" || direction == "east" || direction == "west") { cout<< "You go "<< direction<< "."<< endl; } else { cout<< "You can't go that way."; } This way, you use a variable for your direction and introduce an error message if the user doesn't go the right way. is the logical negation symbol (!) just after the "if" intentional??Alex M On 2/9/11, John G<jglists0@xxxxxxxxx> wrote:I think I meant to say Kristoffer in my previous message. At any rate, you're all welcome to contact me directly if you need that extra help with c/c++. kind regards John At 22:34 09/02/2011, you wrote:Hmm, strange. that was what I tried. I'll have another look tomorrow at this. /Kristoffer /Kristoffer ----- Original Message ----- From:<mailto:tyler@xxxxxxxxxxxxx>Littlefield, Tyler To:<mailto:programmingblind@xxxxxxxxxxxxx>programmingblind@xxxxxxxxxxxxxSent: Wednesday, February 09, 2011 11:26 PM Subject: Re: If else if (direction == "north") { std::cout<< "You go north."<< std::endl; } else if (direction =="south") { std::cout<< "You go south."<< std::endl; } On 2/9/2011 3:07 PM, Kristoffer Gustafsson wrote:Hi. Now I've decided that I'll learn to do things both without goto, and with it. Because then I'll maybe discover that goto is bad:) I got one last code question today. I need so that my program can do more than one action. for example of writing a text adventure you want many. I've managed to put an if statement in my code. for example if direction=="south"; { cout<<"you go south."; } Now if I want to go north, how can I do that? I tried if else, but it only says "expected primary expression before else expected. Can you help me with this please? /Kristoffer-- Thanks, Ty__________ View the list's information and change your settings at //www.freelists.org/list/programmingblind__________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind__________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind
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