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Tele-Arena

Posted: Tue Apr 02, 2013 5:05 pm
by dspain
ok so while awaiting Rick to return i have made a couple options.

option #1: Tele-Arena addon for WG (both 2.0 and NT)

option #2: Tele-Arena standalone server

this will allow sysops to purchase, download, and install a module onto their current system or would allow a user to purchase, download, and install a game sevrer on their computer without the need for bbs software.

i am covering both options because i see the interest in running a bbs dwindle yet i see the interest in some games live on so i figure a standalone server would allow people to run it lightweight and in the background on any pc in the house.

i have placed the newest build of the Tele-Arena WGNT module on arcticzone.dyndns.org so sysops can go have a look at it or even play it a bit.

the standalone is written in c++ and comes in both an x86 or x64 variant with ipv6 capabilities, an email verification system, built in listserver for news and info to be shared among your users, an in game messaging system, and a light http server for hosting basic info about the game.

there will be a code google page but the source will not be made available.

seems Ether has been online for years now with no issues so i am gonna do it in C until Rick says it cannot be done.

Re: Tele-Arena

Posted: Tue Apr 02, 2013 8:23 pm
by frcorey
dspain wrote:ok so while awaiting Rick to return i have made a couple options.

option #1: Tele-Arena addon for WG (both 2.0 and NT)

option #2: Tele-Arena standalone server

this will allow sysops to purchase, download, and install a module onto their current system or would allow a user to purchase, download, and install a game sevrer on their computer without the need for bbs software.

i am covering both options because i see the interest in running a bbs dwindle yet i see the interest in some games live on so i figure a standalone server would allow people to run it lightweight and in the background on any pc in the house.

i have placed the newest build of the Tele-Arena WGNT module on arcticzone.dyndns.org so sysops can go have a look at it or even play it a bit.

the standalone is written in c++ and comes in both an x86 or x64 variant with ipv6 capabilities, an email verification system, built in listserver for news and info to be shared among your users, an in game messaging system, and a light http server for hosting basic info about the game.

there will be a code google page but the source will not be made available.

seems Ether has been online for years now with no issues so i am gonna do it in C until Rick says it cannot be done.
nice. I would like the server version.

Re: Tele-Arena

Posted: Wed Apr 03, 2013 3:17 am
by dspain
frcorey wrote:
dspain wrote:ok so while awaiting Rick to return i have made a couple options.

option #1: Tele-Arena addon for WG (both 2.0 and NT)

option #2: Tele-Arena standalone server

this will allow sysops to purchase, download, and install a module onto their current system or would allow a user to purchase, download, and install a game sevrer on their computer without the need for bbs software.

i am covering both options because i see the interest in running a bbs dwindle yet i see the interest in some games live on so i figure a standalone server would allow people to run it lightweight and in the background on any pc in the house.

i have placed the newest build of the Tele-Arena WGNT module on arcticzone.dyndns.org so sysops can go have a look at it or even play it a bit.

the standalone is written in c++ and comes in both an x86 or x64 variant with ipv6 capabilities, an email verification system, built in listserver for news and info to be shared among your users, an in game messaging system, and a light http server for hosting basic info about the game.

there will be a code google page but the source will not be made available.

seems Ether has been online for years now with no issues so i am gonna do it in C until Rick says it cannot be done.
nice. I would like the server version.
yeah that has gained more attention than the wg addon.

Re: Tele-Arena

Posted: Sat Apr 06, 2013 5:37 pm
by frcorey
dspain wrote:
frcorey wrote:
dspain wrote:ok so while awaiting Rick to return i have made a couple options.

option #1: Tele-Arena addon for WG (both 2.0 and NT)

option #2: Tele-Arena standalone server

this will allow sysops to purchase, download, and install a module onto their current system or would allow a user to purchase, download, and install a game sevrer on their computer without the need for bbs software.

i am covering both options because i see the interest in running a bbs dwindle yet i see the interest in some games live on so i figure a standalone server would allow people to run it lightweight and in the background on any pc in the house.

i have placed the newest build of the Tele-Arena WGNT module on arcticzone.dyndns.org so sysops can go have a look at it or even play it a bit.

the standalone is written in c++ and comes in both an x86 or x64 variant with ipv6 capabilities, an email verification system, built in listserver for news and info to be shared among your users, an in game messaging system, and a light http server for hosting basic info about the game.

there will be a code google page but the source will not be made available.

seems Ether has been online for years now with no issues so i am gonna do it in C until Rick says it cannot be done.
nice. I would like the server version.
yeah that has gained more attention than the wg addon.
yeah dedecated games serveers are hot now.
I played with Ether for a while too. but he never did a editor for it, so you are stuck with the stock world. geez, I'd even like the TA world on a regular mud engine. like rom or smaug or something.
but it's the world that rick owns. i.e. the story line. what happend to that major mud server someone was working on? I wonder if metro would chase a knockoff.

Re: Tele-Arena

Posted: Tue Apr 09, 2013 4:44 am
by dspain
frcorey wrote:
dspain wrote:
frcorey wrote: nice. I would like the server version.
yeah that has gained more attention than the wg addon.
yeah dedecated games serveers are hot now.
I played with Ether for a while too. but he never did a editor for it, so you are stuck with the stock world. geez, I'd even like the TA world on a regular mud engine. like rom or smaug or something.
but it's the world that rick owns. i.e. the story line. what happend to that major mud server someone was working on? I wonder if metro would chase a knockoff.
not stuck with the stock world too lazy to make a new one, i actually put together a story, created on paper a brand new world, new races, new classes, etc.... and was gonna collaberate with Rick to release Tele-Arena III: The Aftermath in which a cataclysmic event wiped out the old world storms, shit like that, and everyone wakes up on the outer skirts of the deep forest in a small encampment, where you begin your adventuring and eventually get to larger cities, etc... unlike original Ta it had more of an RPG element to it where you not only level your character, but level weapon skills, level schools of magic, crafting skills, etc...

world was enormous, not just 1 area per level bracket, like 5-6 different options per level bracket. and if you wanted to you could practice dual classing so if you're a warrior you may choose to also train as an acolyte and when you promote you become a Paladin, or if you remained sticking with one class you became a knight, etc...

single classes level faster and gain more abilities where dual classes split the exp between both classes and level slower but once you put in the time some of the combos were quite lethal.

it was a great game on paper, would have taken off nicely 4 years ago when i pitched it.

but my new standalone and Wg module are highly customizable with no more crash commands.

Re: Tele-Arena

Posted: Wed Apr 10, 2013 1:09 am
by Iceman
dspain wrote: the standalone is written in c++ and comes in both an x86 or x64 variant with ipv6 capabilities, an email verification system, built in listserver for news and info to be shared among your users, an in game messaging system, and a light http server for hosting basic info about the game.

there will be a code google page but the source will not be made available.
Where could one get the x64 server to try out... will an email verification be needed or just an option?

Re: Tele-Arena

Posted: Wed Apr 10, 2013 2:37 am
by dspain
Iceman wrote:
dspain wrote: the standalone is written in c++ and comes in both an x86 or x64 variant with ipv6 capabilities, an email verification system, built in listserver for news and info to be shared among your users, an in game messaging system, and a light http server for hosting basic info about the game.

there will be a code google page but the source will not be made available.
Where could one get the x64 server to try out... will an email verification be needed or just an option?
completely optional, open file Server.cfg and set the email verify option to 0
which is how it comes default anyhow.

i am gonna compile a new x64 build sometime this week, im finishing up the x86 build in the next 2 days.

you talking abput the x64 for win or osx?

Re: Tele-Arena

Posted: Wed Apr 10, 2013 10:33 pm
by Iceman
dspain wrote: i am gonna compile a new x64 build sometime this week, im finishing up the x86 build in the next 2 days.

you talking abput the x64 for win or osx?
for windows... looking to run it next to worldgroup, heh 3 telnet servers on one machine... I've got a feeling I'm going to need the telnet server update so worldgroup doesn't bind all telnet on the ip to itself... with a dual nic I was able to quickly just put TWGS on its own ip/nic.

Re: Tele-Arena

Posted: Mon Apr 15, 2013 5:01 am
by dspain
Iceman wrote:
dspain wrote: i am gonna compile a new x64 build sometime this week, im finishing up the x86 build in the next 2 days.

you talking abput the x64 for win or osx?
for windows... looking to run it next to worldgroup, heh 3 telnet servers on one machine... I've got a feeling I'm going to need the telnet server update so worldgroup doesn't bind all telnet on the ip to itself... with a dual nic I was able to quickly just put TWGS on its own ip/nic.
ok cool, Arena-Win32-x86 comes off the press first, as it is still compiled using borland c++ 5.5 but 2.0 comes with a x64 compile as well since that version is done using visual studio 10 but the 32bit version does just fine on 64 bit machines, i have 2 instances of it running now, 1 on a x64 windows 7 home premium, and a x64 windows 8 machine, with no issues.

Re: Tele-Arena

Posted: Mon Apr 15, 2013 3:50 pm
by frcorey
dspain wrote:
frcorey wrote:
dspain wrote: yeah that has gained more attention than the wg addon.
yeah dedecated games serveers are hot now.
I played with Ether for a while too. but he never did a editor for it, so you are stuck with the stock world. geez, I'd even like the TA world on a regular mud engine. like rom or smaug or something.
but it's the world that rick owns. i.e. the story line. what happend to that major mud server someone was working on? I wonder if metro would chase a knockoff.
not stuck with the stock world too lazy to make a new one, i actually put together a story, created on paper a brand new world, new races, new classes, etc.... and was gonna collaberate with Rick to release Tele-Arena III: The Aftermath in which a cataclysmic event wiped out the old world storms, shit like that, and everyone wakes up on the outer skirts of the deep forest in a small encampment, where you begin your adventuring and eventually get to larger cities, etc... unlike original Ta it had more of an RPG element to it where you not only level your character, but level weapon skills, level schools of magic, crafting skills, etc...

world was enormous, not just 1 area per level bracket, like 5-6 different options per level bracket. and if you wanted to you could practice dual classing so if you're a warrior you may choose to also train as an acolyte and when you promote you become a Paladin, or if you remained sticking with one class you became a knight, etc...

single classes level faster and gain more abilities where dual classes split the exp between both classes and level slower but once you put in the time some of the combos were quite lethal.

it was a great game on paper, would have taken off nicely 4 years ago when i pitched it.

but my new standalone and Wg module are highly customizable with no more crash commands.
a whole new world?
that would blow off the old TA world license.
but would that be like making a new game based on the majormud storys?
it would be like I wanted to do with Kyrandia.

Re: Tele-Arena

Posted: Mon Apr 15, 2013 6:20 pm
by dspain
frcorey wrote:
dspain wrote:
frcorey wrote: yeah dedecated games serveers are hot now.
I played with Ether for a while too. but he never did a editor for it, so you are stuck with the stock world. geez, I'd even like the TA world on a regular mud engine. like rom or smaug or something.
but it's the world that rick owns. i.e. the story line. what happend to that major mud server someone was working on? I wonder if metro would chase a knockoff.
not stuck with the stock world too lazy to make a new one, i actually put together a story, created on paper a brand new world, new races, new classes, etc.... and was gonna collaberate with Rick to release Tele-Arena III: The Aftermath in which a cataclysmic event wiped out the old world storms, shit like that, and everyone wakes up on the outer skirts of the deep forest in a small encampment, where you begin your adventuring and eventually get to larger cities, etc... unlike original Ta it had more of an RPG element to it where you not only level your character, but level weapon skills, level schools of magic, crafting skills, etc...

world was enormous, not just 1 area per level bracket, like 5-6 different options per level bracket. and if you wanted to you could practice dual classing so if you're a warrior you may choose to also train as an acolyte and when you promote you become a Paladin, or if you remained sticking with one class you became a knight, etc...

single classes level faster and gain more abilities where dual classes split the exp between both classes and level slower but once you put in the time some of the combos were quite lethal.

it was a great game on paper, would have taken off nicely 4 years ago when i pitched it.

but my new standalone and Wg module are highly customizable with no more crash commands.
a whole new world?
that would blow off the old TA world license.
but would that be like making a new game based on the majormud storys?
it would be like I wanted to do with Kyrandia.
well TA doesn't have a story, that's what i was gonna incorporate into it.
TA was just a general hack and slash game with a teleconference like interface.

Re: Tele-Arena

Posted: Thu Apr 18, 2013 6:30 pm
by Toyduck
dspain wrote:
frcorey wrote:
dspain wrote: not stuck with the stock world too lazy to make a new one, i actually put together a story, created on paper a brand new world, new races, new classes, etc.... and was gonna collaberate with Rick to release Tele-Arena III: The Aftermath in which a cataclysmic event wiped out the old world storms, shit like that, and everyone wakes up on the outer skirts of the deep forest in a small encampment, where you begin your adventuring and eventually get to larger cities, etc... unlike original Ta it had more of an RPG element to it where you not only level your character, but level weapon skills, level schools of magic, crafting skills, etc...

world was enormous, not just 1 area per level bracket, like 5-6 different options per level bracket. and if you wanted to you could practice dual classing so if you're a warrior you may choose to also train as an acolyte and when you promote you become a Paladin, or if you remained sticking with one class you became a knight, etc...

single classes level faster and gain more abilities where dual classes split the exp between both classes and level slower but once you put in the time some of the combos were quite lethal.

it was a great game on paper, would have taken off nicely 4 years ago when i pitched it.

but my new standalone and Wg module are highly customizable with no more crash commands.
a whole new world?
that would blow off the old TA world license.
but would that be like making a new game based on the majormud storys?
it would be like I wanted to do with Kyrandia.
well TA doesn't have a story, that's what i was gonna incorporate into it.
TA was just a general hack and slash game with a teleconference like interface.
Did you ever finish your general MUD engine? Not related to any of the existing MUDs?

Re: Tele-Arena

Posted: Sun Apr 21, 2013 7:39 am
by dspain
Toyduck wrote:
dspain wrote:
frcorey wrote: a whole new world?
that would blow off the old TA world license.
but would that be like making a new game based on the majormud storys?
it would be like I wanted to do with Kyrandia.
well TA doesn't have a story, that's what i was gonna incorporate into it.
TA was just a general hack and slash game with a teleconference like interface.
Did you ever finish your general MUD engine? Not related to any of the existing MUDs?
i did but not alot of interest in someone wanting to test it.

it was basic with a small town all shops working and a small path to a graveyard and a graveyard where you could fight zombies and skeletons.

added alot of custom systems not found in alot of existng muds for wg like crafting and gathering skills.

the one i tested with was Blacksmithing where you could make your own weapons out of metals found either by mining or killing elementals of that metal type, for the test i put copper elementals in the game that had a 10% chance on death to have 1-3 copper ore on them, you smelt ore into bars, 1 pre per 1 bar, then in town you create the items, copepr dagger, copper mace, copper sword, and copper axe could be made.

was just somethign i was playing with, i personally ran around killing skeletons and zsombies and then over to the elementals an killed them and got sort of bored testing an engine with no feedback.

find me some interest i may resurrect it again.

its just a mud engine in sqlite that sysops can use to create their own game.

Re: Tele-Arena

Posted: Sun Apr 21, 2013 4:31 pm
by frcorey
dspain wrote:
Toyduck wrote:
dspain wrote: well TA doesn't have a story, that's what i was gonna incorporate into it.
TA was just a general hack and slash game with a teleconference like interface.
Did you ever finish your general MUD engine? Not related to any of the existing MUDs?
i did but not alot of interest in someone wanting to test it.

it was basic with a small town all shops working and a small path to a graveyard and a graveyard where you could fight zombies and skeletons.

added alot of custom systems not found in alot of existng muds for wg like crafting and gathering skills.

the one i tested with was Blacksmithing where you could make your own weapons out of metals found either by mining or killing elementals of that metal type, for the test i put copper elementals in the game that had a 10% chance on death to have 1-3 copper ore on them, you smelt ore into bars, 1 pre per 1 bar, then in town you create the items, copepr dagger, copper mace, copper sword, and copper axe could be made.

was just somethign i was playing with, i personally ran around killing skeletons and zsombies and then over to the elementals an killed them and got sort of bored testing an engine with no feedback.

find me some interest i may resurrect it again.

its just a mud engine in sqlite that sysops can use to create their own game.
yeah it's no fun just playing with yourself.

Re: Tele-Arena

Posted: Mon Apr 22, 2013 12:12 am
by Toyduck
dspain wrote:
Toyduck wrote:
Did you ever finish your general MUD engine? Not related to any of the existing MUDs?
i did but not alot of interest in someone wanting to test it.

it was basic with a small town all shops working and a small path to a graveyard and a graveyard where you could fight zombies and skeletons.

added alot of custom systems not found in alot of existng muds for wg like crafting and gathering skills.

the one i tested with was Blacksmithing where you could make your own weapons out of metals found either by mining or killing elementals of that metal type, for the test i put copper elementals in the game that had a 10% chance on death to have 1-3 copper ore on them, you smelt ore into bars, 1 pre per 1 bar, then in town you create the items, copepr dagger, copper mace, copper sword, and copper axe could be made.

was just somethign i was playing with, i personally ran around killing skeletons and zsombies and then over to the elementals an killed them and got sort of bored testing an engine with no feedback.

find me some interest i may resurrect it again.

its just a mud engine in sqlite that sysops can use to create their own game.
I am still looking for a complete mud engine I can use to create worlds in. Right now I'm using separate engines (3) using telnet from WG.

Re: Tele-Arena

Posted: Mon Apr 22, 2013 2:17 am
by frcorey
Toyduck wrote:
dspain wrote:
Toyduck wrote:
Did you ever finish your general MUD engine? Not related to any of the existing MUDs?
i did but not alot of interest in someone wanting to test it.

it was basic with a small town all shops working and a small path to a graveyard and a graveyard where you could fight zombies and skeletons.

added alot of custom systems not found in alot of existng muds for wg like crafting and gathering skills.

the one i tested with was Blacksmithing where you could make your own weapons out of metals found either by mining or killing elementals of that metal type, for the test i put copper elementals in the game that had a 10% chance on death to have 1-3 copper ore on them, you smelt ore into bars, 1 pre per 1 bar, then in town you create the items, copepr dagger, copper mace, copper sword, and copper axe could be made.

was just somethign i was playing with, i personally ran around killing skeletons and zsombies and then over to the elementals an killed them and got sort of bored testing an engine with no feedback.

find me some interest i may resurrect it again.

its just a mud engine in sqlite that sysops can use to create their own game.
I am still looking for a complete mud engine I can use to create worlds in. Right now I'm using separate engines (3) using telnet from WG.
last big rain I had a complete engine in mud.
hmm, had to call a tow truck.

Re: Tele-Arena

Posted: Mon Apr 22, 2013 8:43 am
by dspain
Toyduck wrote:
dspain wrote:
Toyduck wrote:
Did you ever finish your general MUD engine? Not related to any of the existing MUDs?
i did but not alot of interest in someone wanting to test it.

it was basic with a small town all shops working and a small path to a graveyard and a graveyard where you could fight zombies and skeletons.

added alot of custom systems not found in alot of existng muds for wg like crafting and gathering skills.

the one i tested with was Blacksmithing where you could make your own weapons out of metals found either by mining or killing elementals of that metal type, for the test i put copper elementals in the game that had a 10% chance on death to have 1-3 copper ore on them, you smelt ore into bars, 1 pre per 1 bar, then in town you create the items, copepr dagger, copper mace, copper sword, and copper axe could be made.

was just somethign i was playing with, i personally ran around killing skeletons and zsombies and then over to the elementals an killed them and got sort of bored testing an engine with no feedback.

find me some interest i may resurrect it again.

its just a mud engine in sqlite that sysops can use to create their own game.
I am still looking for a complete mud engine I can use to create worlds in. Right now I'm using separate engines (3) using telnet from WG.
i can send ya a small one i did and you can check it out.

if will probably fit what you are seeking to do and with sqlite the database is so hackable its not even funny, very easy to add stuff.

Re: Tele-Arena

Posted: Mon Apr 22, 2013 7:39 pm
by Toyduck
dspain wrote:
Toyduck wrote:
dspain wrote: i did but not alot of interest in someone wanting to test it.

it was basic with a small town all shops working and a small path to a graveyard and a graveyard where you could fight zombies and skeletons.

added alot of custom systems not found in alot of existng muds for wg like crafting and gathering skills.

the one i tested with was Blacksmithing where you could make your own weapons out of metals found either by mining or killing elementals of that metal type, for the test i put copper elementals in the game that had a 10% chance on death to have 1-3 copper ore on them, you smelt ore into bars, 1 pre per 1 bar, then in town you create the items, copepr dagger, copper mace, copper sword, and copper axe could be made.

was just somethign i was playing with, i personally ran around killing skeletons and zsombies and then over to the elementals an killed them and got sort of bored testing an engine with no feedback.

find me some interest i may resurrect it again.

its just a mud engine in sqlite that sysops can use to create their own game.
I am still looking for a complete mud engine I can use to create worlds in. Right now I'm using separate engines (3) using telnet from WG.
i can send ya a small one i did and you can check it out.

if will probably fit what you are seeking to do and with sqlite the database is so hackable its not even funny, very easy to add stuff.
Sure, I'd be willing to check it out, see what I could do.

Re: Tele-Arena

Posted: Thu Apr 25, 2013 6:34 am
by dspain
Toyduck wrote:
dspain wrote:
Toyduck wrote: I am still looking for a complete mud engine I can use to create worlds in. Right now I'm using separate engines (3) using telnet from WG.
i can send ya a small one i did and you can check it out.

if will probably fit what you are seeking to do and with sqlite the database is so hackable its not even funny, very easy to add stuff.
Sure, I'd be willing to check it out, see what I could do.
cool as soon as i finish up the Tradewars II addon ill compile a fresh build.

Re: Tele-Arena

Posted: Fri Apr 26, 2013 8:37 pm
by Toyduck
cool as soon as i finish up the Tradewars II addon ill compile a fresh build.
Great, say when
:)