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From: George N. <no...@ac...> - 2001-03-09 12:33:59
|
Not currently no. If any inclinations are set up, it will ask the user. I do think what you need should be added so I will add a way to turn off incl/talents for a race in the next release. George > -----Original Message----- > From: aim...@li... > [mailto:aim...@li...]On Behalf Of Julie Helms > Sent: Friday, March 09, 2001 2:19 AM > To: aim...@li... > Subject: [Aime-users] new character creation > > > Is there some way (before I go and change code) to set it so that if one > specific race from the list of options is chosen when creating a new > character, than by default the person creating a new character is > not asked > to select inclination or talent? > > ie > > if race 1 is selected - inclination etc is selected as normal > if race 2 is selected - character creation skips inclination/talent > if race 3 is selected - inclination etc is selected as normal > > I dont mind changing code if that is the only way to do it but wanted to > check first before I went ahead with that. > > thanks heaps > > Julie Helms > Deshadow Gorean MUD: http://www.mindspring.com/~mrlhelms/deshadow/ > Ikelos: Land of Illusions: web addy TBA > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users > |
From: Julie H. <jul...@mi...> - 2001-03-09 07:13:23
|
Is there some way (before I go and change code) to set it so that if one specific race from the list of options is chosen when creating a new character, than by default the person creating a new character is not asked to select inclination or talent? ie if race 1 is selected - inclination etc is selected as normal if race 2 is selected - character creation skips inclination/talent if race 3 is selected - inclination etc is selected as normal I dont mind changing code if that is the only way to do it but wanted to check first before I went ahead with that. thanks heaps Julie Helms Deshadow Gorean MUD: http://www.mindspring.com/~mrlhelms/deshadow/ Ikelos: Land of Illusions: web addy TBA |
From: George N. <no...@ac...> - 2001-03-03 16:53:25
|
Hi all! Just a little hint of what is coming...Hal Bonnin (Triangle) is currently working on an offline windows-based builder tool that really sounds like it is going to be good. We have talked some about what he has planned...to include drag and drop rooms, 3D graphical map displays, drag and drop specials, and many other things. I think until it gets a ways along we will not put it on the CVS tree but will release the source. He is going to head the effort so if you would like to help, contact him and see where he may be able to use you. George |
From: George N. <no...@ac...> - 2001-02-26 21:16:55
|
Hi all, Added the first mud to the list of muds developing using AIME. Check it out at http://aime.sourceforge.net/muds.html. If you are working on creating a mud with AIME and would like yours up here, please send me the info on the page, plus anything else you think folks might like to know about it. George |
From: George N. <no...@ac...> - 2001-02-25 13:32:15
|
Hi all, I think I fixed the main bugs that folks have reported to me. Loading races, info files, help files, etc all seems to work fine. The chainmail purchase crash bug has been fixed (though I don't understand why it took so long to emerge, the bug has been there quite some time). Also, the game data save should be fixed as well. I plan to stick these bugfixes into release aime-v.058b but would like to test it first. Anyone want to test the win32 version? I can give you a link to download it from or you can grab it from the CVS tree and try it out. The code was not designed for threads which windows uses, so it may cause race conditions and some bugs. I am watching for that...the only thing that appears to be related to that is when using GMud (doesnt do it for zmud, windows telnet, linux telnet), the password entry line does not appear...nor does what comes after it. Strange, and even stranger is that when I use debug mode and step through it, it all appears fine. It seems to be related to time and maybe since I run the server on the same computer as gmud is on, it returns data too fast for gmud to handle. Be interesting to see if placing the server on a different computer has the same results. Anyways, let me know if you want to test it. George |
From: George N. <no...@ac...> - 2001-02-24 17:10:17
|
Hi all! Had an idea for providing the option to consolidate ports. I noticed that betterbox.net had a builder package that provided a single port. AIME of course uses two ports, one for game and one for building. I was thinking it wouldn't be that hard to provide the option to combine those ports. When the user connects, it checks the ACL for the builder port and if they have access to that port, it gives the a menu choice of which port they would like to connect to. Once they select a port, they are routed to either the game or builder port. It shouldn't be that hard to code in and would give folks the opportunity to use single port packages like at betterbox. Thoughts? George |
From: Thomas G. <ni...@pr...> - 2001-02-20 22:45:08
|
add me to this list please im using the aime engine to build my own mud and i want to know all i can =) |
From: DeStefano, D. <des...@nc...> - 2001-02-15 17:03:57
|
I am running ver 0.58 win32 (to just get a feel of the game) and when I tried to buy something from a shopkeeper (chainmail) it crashed the mud. Since this was a stock code and I had not entered any objects I am wondering if the list was there but no actual object of chainmail? Any suggestions? Thanks Rastar |
From: George N. <no...@ac...> - 2001-02-14 03:41:29
|
Hiya all, Just some info on where AIME stands now. I haven't been able to put as much time into it lately as I would have liked, but I have started trying to set aside at least an hour each morning to work on it, so it is progressing slowly but surely. I have taken note of all the bugs people have submitted on the various forums and will address those (unless someone else wants to before me) as soon as I can get to them. I have been working on an MFC "front end" for the windows port of AIME and it seems to be working fairly well. It has two buttons, one for startup mud and one for halt mud, so you can start and stop the mud from the dialog window. I plan to rewrite the Connection and Port classes for the win32 port (linux will still use the old code) that will use windows classes for socket work. I was having some problems with the unix code (as were others) with it intermittently not accepting connections. Hopefully this will fix it. I will get the new code in the CVS tree as soon as I can, and basically all windows-specific code will be in a win32 directory in the base directory. Thats about it, let me know if you have any questions! George |
From: George a. R. N. <no...@ac...> - 2001-01-30 01:03:00
|
> We have downloaded the latest version of Aime and are > quite impressed. > > There are a few things that I am confused about and > would love it if someone could spare the time to > answer a couple of questions. > > When building a new area I have worked out how to > desplay the reload interval but not how to set it. > Its probably very simple but I would appreciate it if > someone could quickly give me the command for it. After loading the area, you can see the reload interval by typing "desc area". You can change it by typing: set area reloadinterval (seconds) > Also with levels, I am presumming that in order to set > for example a warrior/fighter chain so that someon > could specialise in that area and not have the level > just given to anyone you would need to set a certain > skill to have been achieved as well as experience > points? Is this the way that you can,as a builder, > allow player to follow a path to a specific class and > not just achieve any/all level 1 etc. (hope that is > clear - only just getting theangof how levels are used > - lol) In levels, you can set the SpecialReq field to a special. That special will run each time the player is considered for advancing in a level. With this special, you can do any specific checks you want (such as do they hold the pebble of power, have they slain the rabid bunny of happyland, etc) so they can't advance till they accomplish certain things. Or you can check to see if they have advanced in another level to prevent them from advancing in more than one level chain. I haven't looked at this code for a while so it may not completely work as I say. If you find problems, let me know and I can try to find some time to take issue with it. Hope this helps! George (Slate) |
From: Julie H. <mrs...@ya...> - 2001-01-25 09:56:49
|
We have downloaded the latest version of Aime and are quite impressed. There are a few things that I am confused about and would love it if someone could spare the time to answer a couple of questions. When building a new area I have worked out how to desplay the reload interval but not how to set it. Its probably very simple but I would appreciate it if someone could quickly give me the command for it. Also with levels, I am presumming that in order to set for example a warrior/fighter chain so that someon could specialise in that area and not have the level just given to anyone you would need to set a certain skill to have been achieved as well as experience points? Is this the way that you can,as a builder, allow player to follow a path to a specific class and not just achieve any/all level 1 etc. (hope that is clear - only just getting theangof how levels are used - lol) thankyou for your help with my questions Julie Helms __________________________________________________ Do You Yahoo!? Yahoo! Auctions - Buy the things you want at great prices. http://auctions.yahoo.com/ |
From: George a. R. N. <no...@ac...> - 2001-01-17 16:19:49
|
Hi all! Classes are sucking up time as usual but I hope to be able to find = time here and there to devote towards AIME. My goals for the next = version aren't much (as it will probably take me a while to get these = taken care of) but this is it. I plan to move the windows port to MFC = classes for a few items (CSocket, CTime, etc) and have when one starts = the windows binary, it brings up a window that they can set settings = normally done with the command line and start or halt the mud from that = window (and maybe do a few other admin things like close ports). I do = this to fix a few problems some folks are having with the windows port = not accepting connections, and fighting doesn't work in the windows = verison. Once the major bugs are fixed, I hope to release the next = version. Also want to fix a bug some folks are having with saving = races. Thats about it...thoughts? George |
From: Pat M. <pat...@gm...> - 2000-10-19 05:14:33
|
I installed the debian (woody) aime (v 0.57) package, but I have been unable to log in as the master user. I can log in as regular users just fine. The package is missing the "makepasswd" utility that the README mentions. Is this a bug, or am I missing something? Also, when I try to log in as the user specified as the MasterUser in the config file, it asks if I would like to create a new user. It lets me do so, and the user does not have master status. I tried setting the MasterPasswd to "" , hoping I would not need "makepasswd" and aime crashed after it had asked me all the race and talent questions. Another question: How much disk space and how much bandwidth can I expect aime to use. I know this would vary wildy, but could I get a rough estimate. -- Pat Mahoney <pat...@gm...> For children with short attention spans: boomerangs that don't come back. |
From: <ja...@ch...> - 2000-09-19 15:49:50
|
Hi all, Just got back from a long weekend, so here's the problem I'm having: Special's name is: shell_dig trigger: ondig etc. Code: send_actor("You uncover a shell.\n"); send_room_except(get_name("actor"), " digs around in the sand.\n"); clone_object("shell@gorn", "inloc"); When this is triggered with a 'dig' command on the game port, the mud crashes, boots me off both ports, and the errlog says: Mud received signal 11. Shutting down server. (signal handling) It also says "error writing to game data file (save_game_data)", don't know if they are related. Any ideas, etc would be appreciated, I'm real new with the AIME system, so I may be doing something wrong. Jacob C. |
From: George a. R. N. <no...@ac...> - 2000-08-30 23:48:43
|
Some have noticed a problem with version 0.56. When saving races, the races will disappear on you. This problem seems to have been fixed in version 0.57, which should be out by the end of this week. If you want, I can send you the pre-release 0.57 so you can work on races. George |
From: George a. R. N. <no...@ac...> - 2000-07-19 18:01:58
|
James, My goal with the AIME codebase is to provide max functionality and flexibility to mud implementors with the most efficient code possible. = It should also be as easy to maintain as possible. I will continue to use = OO and its features as long as it helps me meet that end. I am open for any = new features that come out in C++ as long as they improve the AIME code and = are stable. This was really my first major OO project so I have learned much = along the way. Of course this means some of the older code may not be written = as efficiently or cleanly as possible and so will need some tweaking, so I would love to have you tidying things up as you deem necessary. And I = am still learning so even the newer code could possibly be done better. = Let me know if you want me to add you to the developers list so you can start coding. And I agree, a mud could be considered a subclass of a simulation. George ----- Original Message -----=20 From: "james muncy" <kb...@fo...> To: "aime-devel" <aim...@li...> Sent: Wednesday, July 19, 2000 12:08 PM Subject: [Aime-devel] 00 c++ ?? > Greetings, > I considering spending some time playing with you > and your code, but if and only if you are really serious > about oo. Is there a particular document you refer to about > oo principles? > As I see it, Aime is now a working code base and you will be under > a lot of pressure to add features for the builders without > thinking of the long term. > Also, are you open to adopting the newer features of c++ > as they become functional and reliable? > I'm just an egg, but I have spent the last year going though > Bjarne Stroustrup's c++ programming language, 3rd; and I'm > desperate to find a project advanced enough to learn from > but to which I would be able to make a contribution. > So, I'd be more interested in cleaning and tuning rather > than extending the code. > Long term, isn't a mud a subclass of a simulation? > -- > James Muncy 377 Miami Tr. Bremen, IN 46506 > 219-546-4371 kb9mnx AT fourway DOT net >=20 >=20 >=20 > _______________________________________________ > Aime-devel mailing list > Aim...@li... > http://lists.sourceforge.net/mailman/listinfo/aime-devel |
From: George a. R. N. <no...@ac...> - 2000-07-13 11:08:54
|
Amerist, Not yet, but that would be included in the user's manual that I am trying to create. Rank indicates your ability to perform that ability and experience indicates how much experience you have in that ability. As you use the ability, the experience goes up and so does rank. Currently, the first 5 ranks take 30 additional experience each to go up, 5-10 takes 100 each, 10-20 takes 200, etc. This system will probably change slightly but that will be the general idea. George ----- Original Message ----- From: "Amerist" <kyt...@cr...> To: <aim...@li...> Sent: Tuesday, July 11, 2000 10:31 PM Subject: [Aime-users] Questions About Skills and Spells > Something from the user's point of view... > > SKILLS/SPELLS: > > Is there a tutorial anywhere, or information that explains what exactly > "rank" and "experience" added to a skill/spell mean for it? > > Amerist. > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/mailman/listinfo/aime-users |
From: Amerist <kyt...@cr...> - 2000-07-12 03:51:28
|
Something from the user's point of view... SKILLS/SPELLS: Is there a tutorial anywhere, or information that explains what exactly "rank" and "experience" added to a skill/spell mean for it? Amerist. |
From: Kit D. <kit...@cr...> - 2000-07-11 23:57:27
|
The web page: http://aime.sourceforge.net/specials.html Now has a problem URL because: ----------------------- Each function provides a different ability to the coder and therefore needs different parameters passed into it. A list of all functions along with what parameters they expect can be found in the Special Functions List. ----------------------- ^^^^^^^^^^^^^^^^^^^^^^ The words reading "Special Functions List" don't point to the right URL they point to http://aime.sourceforge.net/speciallist.html and not to /functions.html I didn't check to see if there was another place that needed changing, I just noticed this one. Amerist. |
From: George a. R. N. <no...@ac...> - 2000-07-10 11:51:19
|
AIME users, Specials functions on the builder tutorial = (http://aime.sourceforge.net/functions.html) have been updated and now = accurately reflect all the functions that are currently out there. Some = functions, however, have changed and will be different on version 0.55 = (the webpage represents version 0.56). Plans for many more specials = functions are in the works...if you know of some you would like to see, = please let me know at no...@ac.... A similar list of specials = triggers are being developed and should be finished sometime in the next = couple days. George |
From: George a. R. N. <no...@ac...> - 2000-07-06 22:49:17
|
Hey Amerist! Be happy to help you convert SMAUG code. It won't be that hard, just need to modify the converter to convert it for you. Though I do kindof have a lot on my plate so if you can gather up some information for me, it will speed things up quite a bit. What version of smaug are the zone files? Can you get the format of the zone files with a description of each entry? And finally, could you send me one of the zone files? Plus, we do have a builder port on the AIME codebase. It is not too tough to use and then she can see your zones in the game easily and timely instead of having to wait for a convert and insert of the files. George ----- Original Message ----- From: "Amerist" <kyt...@cr...> To: <aim...@li...> Sent: Thursday, July 06, 2000 4:45 PM Subject: [Aime-users] Converting simple SMAUG areas to AIME > Hails! > > How difficult would it be to convert a SMAUG area that simply has locations > in it (i.e. no items, no code, and no MOBS) into AIME format? > > My partner and I who are working on setting up a new MUD (slowly) got > ourselves ahold of the SMAUG codebase and a windows editor that does areas > (ORB) but have decided to ditch it and use this project instead because I > decided that SMAUG was going to just be too much of a pain in the rear and > I found the idea of a C++ MUD codebase to be very nice. > > My partner is no coder, and works best on her one home machine so I was > letting her write things in ORB, which means that we have some incomplete > SMUAG areas laying around. If it's not /too/ difficult; then I think it'd > be useful to let her keep using that and simply covert them over using a > script or something. > > ( I hope that that person who said something about a windowed builder for > AIME is still around, I'd love to use that myself, once it's done. ) > > I noticed that this list hasn't gotten much traffic in the longest time, so > I thought that I'd add my thoughts to it for the time being. > > Are other comments welcome? > > Amerist. > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/mailman/listinfo/aime-users |
From: Amerist <kyt...@cr...> - 2000-07-06 21:47:56
|
Hails! How difficult would it be to convert a SMAUG area that simply has locations in it (i.e. no items, no code, and no MOBS) into AIME format? My partner and I who are working on setting up a new MUD (slowly) got ourselves ahold of the SMAUG codebase and a windows editor that does areas (ORB) but have decided to ditch it and use this project instead because I decided that SMAUG was going to just be too much of a pain in the rear and I found the idea of a C++ MUD codebase to be very nice. My partner is no coder, and works best on her one home machine so I was letting her write things in ORB, which means that we have some incomplete SMUAG areas laying around. If it's not /too/ difficult; then I think it'd be useful to let her keep using that and simply covert them over using a script or something. ( I hope that that person who said something about a windowed builder for AIME is still around, I'd love to use that myself, once it's done. ) I noticed that this list hasn't gotten much traffic in the longest time, so I thought that I'd add my thoughts to it for the time being. Are other comments welcome? Amerist. |
From: George N. <no...@ac...> - 2000-05-18 12:05:04
|
Hello! For all current and future AIME codebase users, wanted to offer my help in getting your mud started. At least until I get too much on my plate, I will offer my help to assist you all in learning how to use the code and assist you in implementing your ideas with the mud. Contact me at no...@ac... if you would like assistance. If you happen to find a crashbug, please let me know what you did so I can squash those little nuisances in the distribution code. Also, until I write the conversion tool, if you need help converting your area files into a newer version of the codebase, please let me know. Have fun! Slate |