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This is a discussion on "Revolutionary New OLC and Scripting" in the Top Mud Sites MUD Coding forum : Originally Posted by KaVir That post is dated 31 July 1994. As I mentioned previously, Merc 2.2 (which TheIsles is based on) wasn't released until October 1993. That just made me chuckle, I hadn't even bothered clicking his link to look at it till you quoted it but yeah....when you provide a link to back up your side of a story and the link actually backs up the other person's more than your own I think it's time to realize that well, just maybe, the other person was actually *gasp* right.... |
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#31 |
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Member
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Re: Revolutionary New OLC and Scripting
That just made me chuckle, I hadn't even bothered clicking his link to look at it till you quoted it but yeah....when you provide a link to back up your side of a story and the link actually backs up the other person's more than your own I think it's time to realize that well, just maybe, the other person was actually *gasp* right.
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#32 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Oh, you're right it is. Well, there you have it. It's actually the post mentioned in a later reply above that shows OLC to be written for CthulhuMUD, my first mud, which became NiMUD.
Although I did mention the release date inside an original release as December 31st, 1993. Merc had just came out when I was starting MUDs. The MUD I started on was a Merc 1.0, called Nameless MUD. By naming my software Nameless Incarnate, I was attempting to keep things documented. Chris Woodward was in the hospital by late 1994, so we certainly couldn't have been developing the software in 1994 together because he was incapacitated. By late 1994 he to leave Penn State during his first semester, and had gained a considerate amount of weight and was actually slightly shorter than me - whereas when I met him he was taller than me and rail thin. By December 13, 1995 he was dead. So, claims made that he somehow continued to work after the initial release is impossible and he did not work on the MUD after early 1994, if at all in 1994. That post must be from a NeXT machine which I had access to after Chris went to college. Before that I had only worked locally using DJ Delorie's GNU C Compiler for MS-DOS, which is where The Isles OLC was original written. Both Chris and I had installed this compiler as per the instructions on the Merc 2.0 port. Since we were already fans of the software, we downloaded the newest version of Merc as soon as it was made available. So, the development occurred almost immediately after Merc 2.2's release and it was later included as an add-on to Envy, but only after ILAB was written a year or so later. I believe Chris was still alive when ILAB was started, because I remember him giving me permission to permit the port, and of course being friends he thought it was a cool thing. Both of us were excited when Jason Dinkel approached us sometime later. This is OT though, we're here to discuss NiMScripts and new OLC features, not Wikipedia or The Isles start date. Last edited by locke : 03-17-2009 at 03:12 PM. |
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#33 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Merc 2.0 released in 1993 : Merc 2.0 Beta released for anon ftp - rec.games.mud.diku | Google Groups
Already on MSDOS: Merc for dos - rec.games.mud.diku | Google Groups Already distributed by April 21: Merc 2.0 Beta - rec.games.mud.diku | Google Groups This is the post that shows Hidden Worlds added their OLC, mid-1993. This was the first one I ever saw on a Merc and it was the inspiration for ours though I never immorted -- Chris Woodward did -- our OLC was released only a few months later: Merc2 Area Editor - rec.games.mud.diku | Google Groups Me announcing CthulhuMUD using my friend Chris Tchou's Andrew account: Cthulhu MUD - rec.games.mud.diku | Google Groups Sept 1, 1993 -- this is precisely the time when we wrote OLC for our MUDs. It was only a few weeks/a month later that it was hacked and stolen, so we then released it publically. I re-released it several times in 1993 and 1994. Cthulhu MUD the saga continues - rec.games.mud.diku | Google Groups Looking for a site Where's Hidden Worlds..?? - rec.games.mud.diku | Google Groups Hidden Worlds goes down Hidden Worlds is back up! - rec.games.mud.diku | Google Groups Hidden Worlds back up! Last edited by locke : 03-17-2009 at 03:01 PM. |
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#34 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
CircleMUD 2.11 now available at ftp.cs.jhu.edu
ub/CircleMUD - rec.games.mud.diku | Google Groups Sept 19, 1993, Circle 2.11 releasedCthulhumud - rec.games.mud.diku | Google Groups User looking for CthulhuMUD October 7th, 1993 C T H U L H U M U D - rec.games.mud.diku | Google Groups CthuhuMUD back on new server CircleMUD 2.20 now available at ftp.cs.jhu.edu ub/CircleMUD - rec.games.mud.diku | Google Groups CircleMUD 2.20 released Nov 17, 1993NiMUD had been created at this point, and my personal "NiMUD" development site, post-Chris Woodward: NIMUD. - rec.games.mud.diku | Google Groups Dec 3, 1993 Evidence that OLC was already written: Looking for online creation code - rec.games.mud.diku | Google Groups Dec 27-31, 1993 .. I gave it to the one person, then I released it because I felt everybody deserved it. Last edited by locke : 03-17-2009 at 03:15 PM. |
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#35 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
What the confusion is about is that I also released one Dec 31, 1994. This was a one year anniversary.
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#36 |
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Re: Revolutionary New OLC and Scripting
Simply something that piqued my curiosity, why were you posting under the name Donald H. Jones and signing the posts Herb Gilliand in the signature?
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#37 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Revolutionary New OLC and Scripting
Yup, but I was talking about Merc 2.2, which The Isles was based on. I just downloaded Merc 2.2 and The Isles to verify the dates, and noticed that the date I gave previously was incorrect - sorry about that. Merc 2.2 was actually released 24th November 1993. I may have been thinking of 13th October 1993 because it was the date Merc Industries dissolved.
I also noticed this header in the scr.c file in The Isles distribution: Code:
/* * Nimud scripts. * This script parser was begun on 5/7/94 by Herb Gilliland * (aka Locke of The Isles). It was written to allow a more advanced mud * software to come into play. The next_command() and multi_interpret() * routines were derived from the MOBprograms in Merc 2.2, and the work of * the buggy code of Natasha. I found the whole MOBprograms to be bugged * to hell, and, since I myself didn't want to remain with the primitive * and crude script language that I developed, I wanted to make something * that was really useful. I must thank the writers of MudOS (LpMUD) and * all MOOs, MUSEs, MUSHes and MUCKs, this really is based on the ideas * made by them. * Enjoy. * See adjoining text for information on the syntax. */ |
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#38 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
It was my friend's email - he owned the account and I asked for access to it. I didn't have internet access, I was only 13 and my parents didn't have the internet. I was mainly into BBSes right before that.
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#39 | |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Quote:
Thanks for proving something I asserted earlier, KaVir. Except, I must admonish the above statement because: the only thing remotely inspired by MOBProgs is a single function, do(); There are over 150 functions in the language. The list is too big to post here, but it accounts for a very small percentage of the work. I doubt a single line looks like MOBProgs. You've also proven that The Isles was based on Merc 2.0, not Merc 2.2, initially. What kind of Merc do you think I was running in September, 1993? Obviously a Merc 2.0 or 2.1, perhaps even 2.1c Last edited by locke : 03-17-2009 at 09:01 PM. |
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#40 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Revolutionary New OLC and Scripting
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However the degree of inspiration and derivation isn't the issue here. All I'm pointing out is that your Nimud scripts were based on the MOBprograms code shipped with Merc 2.2, which means you couldn't have started work on them until Merc 2.2 had been released on 24th November 1993. However that is a moot point anyway, as you state within the code that you started work on the Nimud scripts 7th May 1994. Quote:
"The Isles is a modified Merc 2.2 source code, with many features not present in the original Merc source." "We wanted a different system altogether, and we were pretty sure that this feature (present in CthulhuMUD, a long gone god) would be the ticket." "Changed armor to resemble (vaguely) the CthulhuMUD/Aldara3 setup (damagable)." However once again this isn't important to the point in question, which is whether or not DG Scripts copied parts of the Nimud Scripts as you have suggested. We know that Worlds of Carnage was the first Diku to implement a scripting system. That system inspired others, including Cythera, LegendMUD, and the version implemented in Merc 2.2. It is possible (although this is only speculation) that Death's Gate MUD also drew some inspiration from Worlds of Carnage, but it couldn't have copied the Nimud scripting system because it predates it. |
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#41 | ||||
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
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We've already established -- including my admittance that they are probably not related in the source code aside from the MS-DOS Batch file language variable syntax (which may have earlier roots), that is DG and NiMScripts -- any continued nitpicking is to appease your ego and has no real point in this discussion. Quote:
Along with OLC, the HIT_FUN() feature was added for CthulhuMUD. At the same time we added "hit_suck_disarm" (for the Lovecraftian Flying Polyp attack) and "hit_vorpal" (for the vorpal sword), which has become a popular, signature feature of NiMUD. Quote:
Quote:
Keep in mind there is still the Diku][ scripting language (is that DG? I don't think it is..) which is pretty good too, but many of the features present in NiMUD aren't present anywhere else and NIMScripts is far beyond the competition. I'm sure a better (or maybe a rehashed or even stolen version, preferably not -- preferably one with attribution as the license suggests, and of course non-commercial) of NIMScripts or DG or any language will be in the future of MUD software. I personally wouldn't write such a thing today if I undertook a new project. NIMScripts is the first to offer a suite of online developer tools for MUD scripts that are truly enriched with a real-time debugger, building relationships and a core function list that is extensive. The whole package is mature, so I feel confident it will be well received by someone. Last edited by locke : 03-18-2009 at 05:05 PM. |
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#42 | |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
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If you are doing this to somehow prove something, it's only really proving me that you are for some reason obsessed with this topic and thus acting out some inner urge to do harm to others. I suggest taking a break from the computer for a while and relax yourself. |
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#43 | |
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Re: Revolutionary New OLC and Scripting
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As far as NiMUD being far beyond any competition I'd have to disagree. It looks like it can do some things DG cann;t do but the reverse appears to be true as well. Moreso though I'd rank LexiScript as being above both. LexiScript is used in LexiMUD (a CircleMUD Derivative which no current version has been released to the public, it is the code that Aliens Vs. Predators runs on) and is derived directly from DG. LexiScript is not publicly available but goes well beyond DG and from what I can tell from your posts, well beyond NimScript as well. I have access to a copy of LexiMUD (a smaller MUD than AvP that is ran by a staff member of AvP with the owner of AvP's permission) and have played around with LexiScript on it and can vouch that unlike DG LexiScript is fully OO and whereas DG can do most anything in-game. Raze the Dead's (another LexiMUD) entire combat system is written in LexiScripts which is something that from what you've posted does not appear to be within NimScript's capabilities. |
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#44 | |
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Re: Revolutionary New OLC and Scripting
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a.) I don't stalk you. b.) Your reputation in the MUD community has been in shambles for almost a decade, I haven't harmed it irreparably, and in fact nothing online can cause irreparable damage to your reputation. It's the internet, none of us know you in real life, everything is more or less anonymous. c.) If you feel unsafe because of what some meanie on the forum said I'd suggest going and giving mommy a big hug so she can make it all better. d.) I'm not Owen. Yes he is scum for breaking the Merc license, the DIKU license, and your license, but I'm not him, he's not in this discussion and he has nothing to do with this discussion. e.) Tyche (I assume you meant Tyche anyway, his name is Jon Lambert, not Jason Lambert.) is not a crook. You've claimed once before on TMC that he was "irreputable" and I laughed at you then. He is thought by many to be 'THE' best coder in the MUD community and one of the most knowledgeable when it comes to random facts like when specific pieces of code were written. If Tyche edited Wikipedia pages regarding your OLC it was to make them be more accurate, period. |
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#45 | |||
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
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Regardless of that, I'm telling you, as one of the authors, that yes indeed we started with a version of Merc prior to 2.2 - this is apparent from the r.g.m.d and from my own recollection, since I remember updating OLC to work with 2.2 shortly before the code was released. No, I do not think DG scripts is based on NIMScripts for crying out loud! Quote:
The one change I would make if I cared would be to use this.that, but I've done it another way. It's truly arbitrary and not something I'm interested in wasting my time with. I can do anything I want in NIMScripts already, though occaisionally I do see a need to add a function here or there. Also, I've never bothered to use my extended data types in the language, even though I spent time programming them. Those functions are very MUSH-like / LISP-like, and could be used to traverse various lists and/or trees and/or multi dimensional arrays stored in variables. Instead of %actor.name% it's name(%actor%), big deal. It wouldn't take long for me to add functionality there to do that . . . but I think it would only further confuse matters. Code:
LIST-FUNCTIONS (Script)
Functions that manipulate string lists (list/stacks); lists are
space-seperated and can use double quotes (") to contain multiple words in
a single list entry; similar to an array or linked list, but for strings.
example: word word "multiple words" words
index: 1 2 3 4
push(s,v) pushes string v onto stack s
pop(s) pops the top value off the stack and returns it
lrem(s,v) similar to strp(), removes all occurances of v from s
sort(s,m) not implemented
lrnd(s) returns a random value from stack s
lshift(s) shifts all values of the stack one left
rshift(s) shifts all values of the stack one right
empty(s) returns true if stack s is empty
users returns a stack of all of the connected users
foreach(s,c) not implemented, executes code c with %stack% variable s
each(s) not implemented
Quote:
Some of the combat-related functions are heal(), hurt(), bomb(), healall(), elude(), setposition(), setkarma(), foe(), has(), check() and skill(), for example. I suppose you could also include things like maxhits(), str(), int(), etc.. also the bonus() function. Part of my argument for it being the best is because of the live debugger and other features. But if you're here just to one-up me, stick it in your rear instead. Last edited by locke : 03-19-2009 at 02:01 AM. |
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#46 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
I don't see how me posting the IP of the person who changed the Wikipedia page and asking if it was you was " vigilante-ism" I believe it's 100% logical that I'd have suspected it was you considering DG Scripts has had a Wikipedia page for over four years and not until earlier this month around the same time you came back to the MUD Community had anyone ever edited it to hint that it was derived from NiMScript. As for your WHOA comments, I sincerely feel you suffer from paranoia and need to seek mental help.
a.) I don't stalk you. "Where does Locke live??" -- Fizban b.) Your reputation in the MUD community has been in shambles for almost a decade, I haven't harmed it irreparably, and in fact nothing online can cause irreparable damage to your reputation. It's the internet, none of us know you in real life, everything is more or less anonymous. Actually, I don't think my "reputation is in shambles", only you, a hater, seems to think that way. I cannot speak for those who dislike me: they will always be there, misunderstanding me and spending their time pointlessly arguing with me. I have helped you, period. Chris did not want to release the code at all, it was I who released OLC after convincing him to permit it. As for the opinions of the folks at MudBytes, or Kyndig, those people have proven to be sub-par, violent and probably unhappy people. I cannot help them further. I certainly don't gauge my entire life's work on the work I do in this community. If I did I'd be a destitute hippie living out of garbage cans and mudding at the public library. (Not to mention apparently Owen Emlen's personal slave.) I'm sure KaVir and Tyche will chime in at some point to join in the Locke bashing contest. Maybe you could get Kyndig over here to threaten me again? Or maybe Samson can come and complain about people using his open source software. Why don't you pick on somebody you're own size, instead of bothering someone who helps you and your community for $0? Hey, maybe Owen will buy a house with all of my hard work. c.) If you feel unsafe because of what some meanie on the forum said I'd suggest going and giving mommy a big hug so she can make it all better. Mom's dead, kid. She's been dead since I was 8 years old. It goes to show how little you really know about me. d.) I'm not Owen. Yes he is scum for breaking the Merc license, the DIKU license, and your license, but I'm not him, he's not in this discussion and he has nothing to do with this discussion. No one is accusing you of being Owen. I've called Owen but he has yet to return my calls; but he has a public life, I'm sure I'll get a chance to talk to him if I feel it's necessary. e.) Tyche (I assume you meant Tyche anyway, his name is Jon Lambert, not Jason Lambert.) is not a crook. You've claimed once before on TMC that he was "irreputable" and I laughed at you then. He is thought by many to be 'THE' best coder in the MUD community and one of the most knowledgeable when it comes to random facts like when specific pieces of code were written. If Tyche edited Wikipedia pages regarding your OLC it was to make them be more accurate, period. I didn't really mention Tyche. I don't consider him to be a nemesis, but I do expect him to chime in when others do. REALLY? Thanks for clearing that up! I was blaming someone named Jason Lambert from my university, who seemed to know a bit about the situation when he confronted me. He's a bully (JLambert), though, too -- at least to me. He has made them inaccurate and, along with Nandesuka, has redacted evidence and frankly, I ****ing hate those people. I hate them for their slander, their malicious behavior and complete irrationality. I hate Nandesuka for bothering me in my personal e-mail, for maliciously permitting users to post personal data about me, for lying about my dead friend and obscuring our impact. OLC is a part of a number of MUDs, not "just a couple" or "a few" but dozens of MUDs. I do have to say though that JLambert, whomever that is, has not won every battle. But, let me quote you this "greatly improved article" on its perception of what my MUD contributed to the open source community: "The in 1994 released Merc derived codebase The Isles featured online creation, written by Christopher Woodward, and dubbed OLC by co-developer Herb Gilliland." With a reference that reads "Herb Gilliland, Christopher Woodward (1994) The Isles 1.1" even though it was released in December, written in September and was copyrighted in October! 1) "The in 1994 released" ??? I think you guys need a B-12 shot for being such ignoramouses. 2) I wrote OLC for years after Chris wrote it. He only worked on the project for a month or two, and the version I released had plenty of code in it from me. Specifically, the ability to type the names of bits instead of writing just numbers which is what Chris wrote. I did dub it OLC though, at least that phrase is correct. We did not copy it from Kalgen, we did not model it after Hidden Worlds per se, we wrote it ourselves. 3) All you do is censor the author. Screw them and screw Wikipedia. It bothers me how much you losers lie about things just to make yourselves look better -- to whom one can only imagine. Last edited by locke : 03-19-2009 at 12:59 AM. |
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#47 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Listen to the sound of one hand clapping:
Code:
Code:
()
JL
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LJ
_,--"""""""---.
,' `.
/ \
J L
F L
J J
| J
___L______________ J
/,---------------. "". J
JJ / \/ | J J
LL J J | L J
JJ J # J # | L |
\\__`.___,_`.____,' F |
""-.---------....___/ |
|_T--+---+--.,._ |
|--|----\---\-`. |
|__|____J___J_ F F
_|__|____|___|_/ L
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|____________________M-K
Last edited by locke : 03-19-2009 at 02:04 AM. |
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#48 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Listen to the sound of one hand slapping:
Code:
.uuu
z@#"%c .uuzm**"""""*%mu.. z*"` .e@#N
@!!!R. #c .z*" ^*c z dT!!!!!>
'!!!!!!N "i u*" #s :" @?!!!!!!!R
t!!!!!!!#u "i .@ ^$ :R!!!!!!!!!X
'!!!!!!!!!#c "i:# ?> R!!!!!!!!!!X
'!!!!!!!!!!!N @ 4W!!!!!!!!!!!>
'!!!!!!!!!!!!Ru" ?!!!!!!!!!!X
'X!!!!!!!!!!!9~ . . 'X!!!!!!!!!6
R!!!!!!!!!!tF z$#` h &!!UR!!!!!F
?!!!!!$X!!!$ .@ X $WTR!!!!!X
M!!!!!i#U!E . @F ! FdR!!!!!!f
'X!!!!!#c'?u@#"*$N. :$ F'9!!!!!!!@
9!!!!!!!?NM ^*c dF ' @!!!!!!!X>
R!!!!!!!!& "e d K<!!!!!!!XF
'X!!!!!!!M> ^N f < E!!!!!!X"
t!!!!!!!# ^N :" .e$"^ Fn!!!!!XP
#X!!!!!!ML *c z" .e$$$$$ M'!!!!W*
"*UX!!X@t ^%u. ""**#).zd$$#$$$$$$$ <\*@**"
'N 4$$$$$@$$$)$$#$$k4$$$$$$$$$E :$
?> "$$$$$$":$$$W$$$ "$$$$$$$$ %
:" ? ^#*" S "$$$$$ ?
F L d$L X
& t$i @$$$ f
* $$$$$$$$$$\& @
'*. W'$$$$$$$$FM h u#
^*muz* % $$$$$$": `"
# ^**" d
"***"
Last edited by locke : 03-19-2009 at 02:04 AM. |
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#49 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Revolutionary New OLC and Scripting
Quote:
I do think it's valuable to trace back the origins of specific codebases, and even of notable features such as OLC and scripting - but this has to be done with great care, to ensure that we record history, not revise it. It's insulting to other mud developers (such as Thoric and myself) when you incorrectly claim that our work is based on yours - but far more importantly it can also cause serious confusion should other people read those claims before they can be corrected, and potentially devalue accurate sources by providing conflicting information. That's why I felt it was important to verify the implication about the origin of DG scripts immediately. Quote:
So less than 5 hours before the end of 1993 you'd decided to give the code "soon", to one person, and made clear that it wasn't a public release. Now perhaps in those 5 hours you did suddenly change your mind and decide to make an immediate public release - but there's no evidence that even suggests that might have been the case. On the other hand, there is a post you made on 29th July 1994 in which you state that you've just released The Isles 1.0 with OLC. So while you might not like the revised article, it does fit with the verifable facts. |
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#50 | |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Quote:
I called this version 15 and the next 16, even though they predated the Isles 1.1, which is the cited one. The reason these versions predate The Isles 1.1 is because they were the original versions that were released as "The Isles" with little or no mention of NiMUD. The Isles 1.1 was an oversight of my childhood, it could have been called something else. People virally downloaded TheIsles15.tar.gz and its sequel source TheIsles16.code.tar.gz, but complained about it not being 100% compatible with Merc 2.2. (They had to install it themselves.) It took a year before someone, Jason Dinkel, ported it. In the beginning I wanted "TheIsles" to be as popular as "Merc", but I didn't have the desire to actually follow through and ended up making NiMUD instead when it became apparent the only thing they wanted was OLC. Since then, NiMUD has garnered its own following, but at the time these things were rather new. It's certainly not very fraudulent that I claim the October 1993 copyright date. Even if you claim there is no proof or something, the fact remains that it WAS written in 1993 and not in 1994, if you want to take this as fact. Plus, as the co-author and primary project lead, I'm TELLING YOU, it was available in 1993 and at the end of 1993 it was released to some group of MUDders. It was basically anybody who wrote me an email got a copy. That's a pretty liberal distribution scheme, and this is how someone ELSE may have uploaded it to Thoric in 1994. If you took personal feelings into the equation because someone asserted something on Wikipedia, and it was later disproved, you should be happy that this happened at least in one way: you got to clear up any misperceptions and you were able to provide corrolated evidence, helping to shape the picture in some pseudo-accurate way. Harboring a grudge about it won't get you very far, nor will it make you happy; instead, you should just let it go. I *STILL* remember you saying something positive about Worldgen.c, but anyway since then you've adamantly denied it. That's pretty sad. I mean that literally, not tongue-in-cheek. Like: "That's sad, Kavir, thought you were a fan." |
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#51 | ||
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Re: Revolutionary New OLC and Scripting
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Then again I'm not convinced that "NIMScripts is far beyond the competition" either, and that was your wording. It might be better suited for some tasks, it may even be a bit better overall, but it is you and not me that is claiming said superiority. As for the comment of Lexi being incomparable due to not being released below are examples of two scripts written in it. Lexi Code:
if %actor.staff%
if %cmd% == slay
if %character(%arg[1]%)%
set victim %character(%arg.1%)%
if !%actor.variable(slay_victim)%
send %victim% %actor.name% helps you become part of the dead.
else
set slay_victim %actor.slay_victim%
eval slay_victim %slay_victim%
send %victim% %slay_victim%
end
if !%actor.variable(slay_self)%
send %actor% You help %victim.name% become part of the dead.
else
set slay_self %actor.slay_self%
eval slay_self %slay_self%
send %actor% %slay_self%
end
if !%actor.variable(slay_others)%
echoaround2 %actor% %victim% %actor.name% helps %victim.name% become part of the dead.
else
set slay_others %actor.slay_others%
eval slay_others %slay_others%
echoaround2 %actor% %victim% %slay_others%
end
eval death %victim.maxhp% * 2
damage %victim% %death%
else
send %actor% Slay whom?
end
elseif slaymessage == %cmd%
set car %arg[1]%
popfront arg
if %car% == self
set %actor%.slay_self %arg%
send %actor% Slay message sent for yourself.
elseif %car% == victim
set %actor%.slay_victim %arg%
send %actor% Slay message set for the victim.
elseif %car% == others
set %actor%.slay_others %arg%
send %actor% Slay message set for everyone but you and the victim.
else
send %actor% Type slaymessage self <message> to set the message you see when you slay someone.
send %actor% Type slaymessage victim <message> to set the message the person you are slaying seed when slain.
send %actor% Type slaymessage others <message> to set the message people in the other than yourself anf the victim will see.
send %actor% Use variables in these messages as you normally would, ie. %%actor.name%%.
end
else
return 0
end
else
return 0
end
The differences aren't gigantic between the two in that example, but the LexiScript is 4 lines shorter than the DG version would be (I wrote a DG version and originally tried posting it but it made this post too many characters for the forum to allow me to post). The main difference in this instance is mostly that DG has no popfront, echoaround2, [#] support, puts %% around commands as well as variables (lexi does not), and uses different syntax to save variables to a players pfile than lexi. Below is another example of lexi, this time doing something DG would have a MUCH harder time being made to do if even possible. Code:
if (%actor.level% < 101)
return 0
halt
end
set coordlist 0x0
set masterroomlist %self.room%
set checklist %self.room% 0 0
set lowy 0
set lowx 0
set highy 0
set highx 0
while (%checklist.count%)
if (%checklist.strlen% > 15000)
send %actor% Area too large!
halt
end
popfront checklist room
popfront checklist coord1
popfront checklist coord2
set coord %coord1%x%coord2%
set index %coordlist.find(%coord%)%
set statuslist.%index% %statuslist.word(%index%)%0
set exitlist n e s w
foreach exitlist dir
if (%dir% == n)
set newcoord1 %coord1%
eval newcoord2 %coord2% + 1
elseif (%dir% == e)
eval newcoord1 %coord1% + 1
set newcoord2 %coord2%
elseif (%dir% == s)
set newcoord1 %coord1%
eval newcoord2 %coord2% - 1
elseif (%dir% == w)
eval newcoord1 %coord1% - 1
set newcoord2 %coord2%
end
set newcoord %newcoord1%x%newcoord2%
set newcoordIndex %coordlist.find(%newcoord%)%
#if the direction exists and the room in that direction is not already used
if (%room.newexit(%dir%)% && %room.newexit(%dir%).room% && !%masterroomlist.find(%room.newexit(%dir%).room%)%)
#if there is nothing in the new spot
if (!%newcoordIndex%)
pushback coordlist %newcoord%
pushback statuslist 0
pushback checklist %room.newexit(%dir%).room% %newcoord1% %newcoord2%
#if the new spot has a coordinate and is not a room already used
elseif (!%masterroomlist.find(%room.newexit(%dir%).room%)%)
pushback checklist %room.newexit(%dir%).room% %newcoord1% %newcoord2%
end
#add room to the masterlist
pushback masterroomlist %room.newexit(%dir%).room%
#no exit
elseif (!%room.newexit(%dir%)% || !%room.newexit(%dir%).room%)
#north is special because an extra coordinate is used to top off the room under it
if (%dir% == n)
if (%newcoordIndex%)
set statuslist.%newcoordIndex% %statuslist.word(%newcoordIndex%)%s
else
pushback coordlist %newcoord%
pushback statuslist s
end
if (%newcoord2% > %highy%)
set highy %newcoord2%
end
elseif (%dir% == e && %coord1% > %highx%)
set highx %coord1%
elseif (%dir% == s && %coord2% < %lowy%)
set lowy %coord2%
elseif (%dir% == w && %coord1% < %lowx%)
set lowx %coord1%
end
set statuslist.%index% %statuslist.word(%index%)%%dir%
end
done
done
set statuslist.1 %statuslist.word(1)%X
while (%highy% >= %lowy%)
set tempx %lowx%
if (%line%)
set line %line%.
else
set line .
end
while (%tempx% <= %highx%)
set coordcheck %tempx%x%highy%
set coord %coordlist.find(%coordcheck%)%
set eastcoord %eval(%tempx% + 1)%x%highy%
set eastcoordcheck %coordlist.find(%eastcoord%)%
set westcoord %eval(%tempx% - 1)%x%highy%
set westcoordcheck %coordlist.find(%westcoord%)%
if (!%coord% && ((!%eastcoordcheck% && !%westcoordcheck%) || !%statuslist.word(%westcoordcheck%).contains(e)%))
set line %line%..
elseif (!%coord% && %eastcoordcheck% && %westcoordcheck%)
set line %line%.
else
if (%statuslist.word(%coord%).contains(w)%)
set line %line%|
elseif (!%statuslist.word(%westcoordcheck%).contains(e)%)
set line %line%.
end
#use background colors so we can have an underscore for original room if the room has a south
if (%statuslist.word(%coord%).contains(X)% && %statuslist.word(%coord%).contains(s)%)
set line %line%_
elseif (%statuslist.word(%coord%).contains(X)%)
set line %line%.
elseif (%statuslist.word(%coord%).contains(?)%)
set line %line%?
elseif (%statuslist.word(%coord%).contains(s)%)
set line %line%_
else
set line %line%.
end
if (%statuslist.word(%coord%).contains(e)% && (!%eastcoordcheck% || !%statuslist.word(%eastcoordcheck%).contains(w)%))
set line %line%|
end
end
eval tempx %tempx% + 1
done
set line %line%$_
eval highy %highy% - 1
done
if (%arg.1% == noecho)
send %actor% $_%line%
else
echo $_%line%
end
Looking at your list: push(s,v) pushes string v onto stack s pop(s) pops the top value off the stack and returns it Lexi has both. DG does not, but it can emulate the behavior of them like this: Let's use the following string for setup in all of the below scenarios: set string apples pears oranges set string peaches %string% string now equals peaches apples pears oranges set string %string.cdr% string now equals pears oranges set string %string.car% string now equals apples You can also use extract to retrieve a specific word from a string like so: extract word2 2 %string% word2 now equals pears Continuing with your list: lrem(s,v) similar to strp(), removes all occurances of v from s DG can not do this, I'm less certain concerning Lexi though as I'm not as versed with Lexi as i am DG. Lexi can do everything else on the list, including these: foreach(s,c) not implemented, executes code c with %stack% variable s each(s) not implemented foreach is in fact used in the above example. Truly, NIMScript looks decent perhaps better than DG and Lexi, I just don't see it as "far beyond the competition" which is in fact what you advertised it as being. |
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#52 | |||||||
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Re: Revolutionary New OLC and Scripting
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#53 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Revolutionary New OLC and Scripting
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I've denied it because it never happened. What possible motive could I have for lying about it? |
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#54 | |
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Re: Revolutionary New OLC and Scripting
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#55 | |||||||||
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Quote:
I'm not talking WoC and I'm just asserting that we have information here that isn't taken into consideration on the Wikipedia page. Who cares. Quote:
The fact that you can deploy every aspect of the MUD uniquely using NIMScripts is very advanced for Diku. Quote:
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NIMScripts: Code:
%s% pears; %s% peaches %s%; %s% oranges %s%; %s% apples %s%; Quote:
Code:
%apples% word({apples oranges},2) word({apples oranges faces places},1);
%apples% word(%apples%, 2);
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Already done with above, the word() function does this. Quote:
There is no need to write a foreach() because it is handled this way, which is why it is not implemented: Code:
%somelist% {a b c d e f};
label(loop);
if ( wordcount(%somelist%), { goto({endloop}); } );
* perform some operation on the list
%somelist% pop(%somelist%);
goto({loop});
label(endloop);
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Last edited by locke : 03-19-2009 at 03:35 PM. |
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#56 | |||
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
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By the way, I of course worked on Aldara3 with Morg, mainly vicariously by sharing code directly with him, so the Morgenes era of Armageddon means an era where I was contributing in some form. I'm not claiming that Morg didn't come up with many features on his own, but I can assert that I shared information with Morg. If he chooses to deny this, well, that's his problem. I met Morg in 1999 at Tyr Na Nog in Raleigh-Durham, NC, but the meeting was a bit brief. Quote:
Ego, groupthink. I don't know how your brain is structured, ask yourself that question. Last edited by locke : 03-19-2009 at 03:46 PM. |
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#57 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Revolutionary New OLC and Scripting
An individual's memory is hardly verifiable evidence, and you're going to find it particularly difficult persuading me that you've got a good memory while making up things like "I *STILL* remember you saying something positive about Worldgen.c".
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You want to know where I drew inspiration for my world generation? MUD-DEV, primarily from Nathan Yospe's descriptions of his Physmud++ engine. |
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#58 | ||
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Well, I don't have any more time to play, kids, gotta get back to more important matters. Take care and good luck. |
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#59 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Revolutionary New OLC and Scripting
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Talk about Déjà vu... Wikipedia:Mediation Cabal/Cases/2006-01-24 Online Creation - Wikipedia, the free encyclopedia |
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#60 |
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Banned
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
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Re: Revolutionary New OLC and Scripting
Take care and good luck
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