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Something New

Posted: Mon Apr 06, 2009 2:34 pm
by dspain
ok everyone we need something new, not just something that may bring in some new systems, but something that will attract players as well.
so lets kick this around a bit as far as a new game.

Posted: Mon Apr 06, 2009 6:50 pm
by Drex
I though you bought the rights to Usurper, that would be a great module (for wg2.0)

Posted: Mon Apr 06, 2009 8:57 pm
by dspain
Drex wrote:I though you bought the rights to Usurper, that would be a great module (for wg2.0)
not bought got permission from Jakob.
he said he had no problem with me duplicating his game for the WG platform.

Posted: Tue Apr 07, 2009 3:06 am
by Questman
Well, what's the thing that people really want most?

New modules?

Posted: Tue Apr 07, 2009 12:07 pm
by Junior1544
Well, I want a new Tele-arena :lol: but that's already being worked on:)

I've spoken to a few old friends of mine, and they are all much more into world of warcraft right now, so I don't know how to grab new people like that...

Here's one thought I had though... I've also spoken to a few people that still play the very old D&D. Yes, I mean the old one where a group of people sit around a table with a set of dice and all of that...

I would suggest something that works along those lines, where one user can create their very own 'little' world, and invite a couple of people to play D&D with them... I don't know much about being able to play like that, or how you'd translate that to a text based game, but I do know that it is doable...

You could even include one or two small 'adventures' to get a user started in how to play like that...

Any one else think something along those lines would work?

Thanks!
--James

Re: New modules?

Posted: Tue Apr 07, 2009 12:42 pm
by dspain
Junior1544 wrote:Well, I want a new Tele-arena :lol: but that's already being worked on:)

I've spoken to a few old friends of mine, and they are all much more into world of warcraft right now, so I don't know how to grab new people like that...

Here's one thought I had though... I've also spoken to a few people that still play the very old D&D. Yes, I mean the old one where a group of people sit around a table with a set of dice and all of that...

I would suggest something that works along those lines, where one user can create their very own 'little' world, and invite a couple of people to play D&D with them... I don't know much about being able to play like that, or how you'd translate that to a text based game, but I do know that it is doable...

You could even include one or two small 'adventures' to get a user started in how to play like that...

Any one else think something along those lines would work?

Thanks!
--James
well that would be WGME , a module i am developing.
it stands for Worldgroup MUD Engine.
thats where a sysops could pretty much create their own story line and run with it.

i did write something similiar to ad&d back in 1995 for mbbs 6.25 where i developed a gaming engine that took modules, you could have only 1 character but could choose what module to enter.
the moudle menu looked like this.

1) Legends Of The Deep (1-10)
2) Gnome Escape (8-17)
3) Dragonmurk (10-17)

anyhow the concept was to do something similiar to what you are referring but then began playing TA and developing areas for a sysop so i never finished it, IMO thats what our text muds are today, sitting around playing adventures just like back in the tabletop days where the program does all the rolling and what nots.

Posted: Tue Apr 07, 2009 7:19 pm
by Drex
Rick, is mudmagic avail. for WG 2.0?

Posted: Tue Apr 07, 2009 7:39 pm
by dspain
Drex wrote:Rick, is mudmagic avail. for WG 2.0?
yep

Posted: Mon Apr 13, 2009 4:24 pm
by Drex
Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)

Posted: Mon Apr 13, 2009 4:58 pm
by frcorey
like a wg mud engine that can play a merc or smaug world?

Posted: Mon Apr 13, 2009 6:01 pm
by Questman
Drex wrote:Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
I have a module like that - Duplicate IP Control.

Posted: Mon Apr 13, 2009 7:55 pm
by dspain
Drex wrote:Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
already wrote one :)

Posted: Mon Apr 13, 2009 7:56 pm
by dspain
Drex wrote:Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
i have one that allows X amount of connections per IP and also utilities to list clients, etc.....

i think Rick has something similiar to that too as did adventurecomm.

Posted: Mon Apr 13, 2009 7:57 pm
by dspain
frcorey wrote:like a wg mud engine that can play a merc or smaug world?
worldgroup mud engine doesnt load those world databases but is a complete mud engine for wgnt.

Posted: Tue May 05, 2009 3:39 am
by Drex
Questman wrote:
Drex wrote:Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
I have a module like that - Duplicate IP Control.
Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?

Posted: Tue May 05, 2009 10:43 am
by dspain
Drex wrote:
Questman wrote:
Drex wrote:Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
I have a module like that - Duplicate IP Control.
Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?
i actually did a telnet daemon patch for someone last year that does that it should still be up for download, i dont think it expired yet.

basically you set in LEVEL4 how many simultaneous accounts can connect from thesame IP.

the count takes place after entering password so it doesnt interfere with logging in to ghost an account.

after entering password it checks and it its ok you logon if not you get a message and disconnect.

Posted: Tue May 05, 2009 1:12 pm
by banjaxster
Hey Dan where can I download this and is it for worldgroup 3.20/3.30 NT?

Posted: Tue May 05, 2009 10:57 pm
by dspain
banjaxster wrote:Hey Dan where can I download this and is it for worldgroup 3.20/3.30 NT?
yeah its a WGNT only mod.

should be in the main file lib maybe ISVARC.

Posted: Wed May 06, 2009 3:40 am
by Questman
Drex wrote:
Questman wrote:
Drex wrote:Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
I have a module like that - Duplicate IP Control.
Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?
What exactly do you mean - only allowing 5 IPs to signup at once, reserving the other lines to signup? Not sure what you mean.

Posted: Wed May 06, 2009 4:01 am
by Drex
Questman wrote:
Drex wrote:
Questman wrote: I have a module like that - Duplicate IP Control.
Rick, anything along the lines of only allowing 5 accounts (IP's)to signup to registera new account?
What exactly do you mean - only allowing 5 IPs to signup at once, reserving the other lines to signup? Not sure what you mean.
A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.

telnet daemon patch

Posted: Fri May 08, 2009 2:25 am
by banjaxster
Hey Dan,
I went to your bbs looking for the telnet daemon you said you had and couldnt find it,can you tell me the file name?
Thanks

Posted: Fri May 08, 2009 3:37 am
by Questman
Drex wrote: A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.
Hm. Situations where the same outward facing IP is presented for users in a NAT would break that, but it could be done.

So basically, you want to map IP -> accounts, and if # accounts >= a set number, reject the signup if it comes from a 'saturated' IP.

What if an account logs in from like 4 IPs normally? Does it count as 1 for each IP?

Posted: Fri May 08, 2009 4:21 am
by Drex
Questman wrote:
Drex wrote: A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.
Hm. Situations where the same outward facing IP is presented for users in a NAT would break that, but it could be done.

So basically, you want to map IP -> accounts, and if # accounts >= a set number, reject the signup if it comes from a 'saturated' IP.

What if an account logs in from like 4 IPs normally? Does it count as 1 for each IP?
As in bold yes... but the dupip module takes care of a fourth login, possibly the 2 can be combined?? Not sure.

Re: telnet daemon patch

Posted: Fri May 08, 2009 7:19 am
by dspain
banjaxster wrote:Hey Dan,
I went to your bbs looking for the telnet daemon you said you had and couldnt find it,can you tell me the file name?
Thanks
ok ill recompile one and put it up.

Posted: Fri May 08, 2009 7:21 am
by dspain
Drex wrote:
Questman wrote:
Drex wrote: A mod that would only allow an IP to get to the "New" user signup feature to a set limit, like 5 times (or only 5 accounts per IP) Reason is I allow 5 accounts/ only 3 on at a time, but looking up one user I seen he had 9 accounts created.
Hm. Situations where the same outward facing IP is presented for users in a NAT would break that, but it could be done.

So basically, you want to map IP -> accounts, and if # accounts >= a set number, reject the signup if it comes from a 'saturated' IP.

What if an account logs in from like 4 IPs normally? Does it count as 1 for each IP?
As in bold yes... but the dupip module takes care of a fourth login, possibly the 2 can be combined?? Not sure.
what if they say go to my bbsand rlogin/telnet to ya and use 3 then do it again from Rick's bbs and do another 3 wouldnt it use our IP's as the origin?

Posted: Fri May 08, 2009 9:13 pm
by Drex
Yeah many ways around this, then again not all boards allow telnet out, and I disabled everthing except telnet service. No problem though, I can keep searching/deleting accounts over 5.

Posted: Mon May 11, 2009 3:12 pm
by banjaxster
hey questman whats your duplicate control cost?
I looked on you website and didnt see it

Posted: Tue May 12, 2009 2:58 am
by Questman
$25

Let me think more about this, Drex.. might be a way to do it where it's useful.

Help

Posted: Tue May 19, 2009 3:50 pm
by ccs
Questman wrote:
Drex wrote:Yeah Mud Magic needs a lot of work. Thinking of other handy things a utility that writes the IP (say into the company slot and can't be editted) and then an option only to allow 3 of the same IP's to connect at a time....some thing like the Control module. (for WG2.0)
I have a module like that - Duplicate IP Control.
Yea I need a new copy or code for the dupip module you gave me.. it stopped working...

Joe

dupip module

Posted: Sun May 31, 2009 8:37 pm
by banjaxster
Questman where can I download your module and try it and if i like it pay for it?

Posted: Sun May 31, 2009 11:51 pm
by Drex
Its well worth the money...very happy with it.

Here's an Idea

Posted: Mon Jun 01, 2009 4:51 pm
by Dead Puppy
Just throwing this one out there.... I to this day still logon to non-major BBS's for one game that still draws many...BarrenRealmsElite. I think that this game did two things:
1. Created a great strategy game like risk where you had only so many turns per day so everyone started on the same level and even if you got a late start the game was reset like every Six MOnths.
2. (and the reason I bring this up) InterBBS operability. I think the best thing this brought to us was a home BBS mentality where it was your team vs. the other BBS's. If there were enough in the league you would even have allies within the game and enemies.

Just a thought. I think if you could do something w/ Inter BBS it would help to get something new and fresh into the mix.

Dave

Bre

Posted: Mon Jun 01, 2009 10:00 pm
by banjaxster
I have BRE on my door game server and its connected to a league.

Hello?

Posted: Thu Jun 04, 2009 1:08 am
by banjaxster
Can someone tell how to contact Questman?

Re: Hello?

Posted: Fri Jun 05, 2009 9:11 am
by Stoneslinger76
banjaxster wrote:Can someone tell how to contact Questman?
e-mail questman(at)themajorbbs.com.

Posted: Sat Jun 06, 2009 4:54 pm
by Questman
Sorry about the late replies - been readying a major release at the day job.

Also close to putting up new sites for both elwynor and this project. Finally got the Wiki ready to go!!