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Coding stuff

 
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Mon Jun 20, 2005 11:20 pm    Post subject: Coding stuff

What does it take to code a new skill in, or add a new area or something? Does it take an hour to figure out, or a good 5 minutes?
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theobserver
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PostPosted: Tue Jun 21, 2005 12:26 am    Post subject:

The coding time could take hours, days or weeks depending on the complexity of the skill being coded. But the hard part is the creative process of coming up with interesting,balanced skills and spells in the first place. Then there is a lot of math and simulations behind things to ensure the damage scales properly as you increase in level.

You have probarly written a seven line description for your character. Now imagine writing unique descriptions for 70 differnt rooms, 70 differnt mobs and 70 differnt items and you begin to get an idea of how much work goes into building an area.
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Tue Jun 21, 2005 1:29 am    Post subject:

Holy crap! That would suck! Let's see, my character's description has 10 lines, and it took me about... 20 mins to get it all figured out and cool. Man. Why do you do this for free? Do you even play? Or do you you just code day and night? Props, you coders out there. Props.
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marsd



Joined: 16 Jan 2004
Posts: 832
Location: Magewares

PostPosted: Tue Jun 21, 2005 1:13 pm    Post subject:

I'd expect AR's code to be about 400,000 lines correct if I'm wrong Very Happy
The hardest part about programming for a game is not skill idea/originality.. because everything is interlinked, if your singular code snippet you add in is messed up, the whole game balance can change because of that.

if you make a syntax error in C/C++/Java the compiler will not compile. that's not the case in mud... the mud'll just fail. If you make a logical error... well heh, props to you and infinite loops Smile
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Tue Jun 21, 2005 2:18 pm    Post subject:

So, if you mess up one or two letters/numbers in a line, then the WHOLE thing will just give a big 'screw you!' and shut down?
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Sebryn



Joined: 16 Jan 2004
Posts: 1185

PostPosted: Tue Jun 21, 2005 3:41 pm    Post subject:

...hence those mud crashes when Resatimm is around.

:whistling innocently:
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Andur



Joined: 21 Jun 2005
Posts: 53

PostPosted: Wed Jun 22, 2005 12:26 am    Post subject: Correction...

If you make a syntax error in C it will not compile. GCC will let you know all about the syntax error.

If you make a bad reference (ie, invalid pointer), the code will compile, but will crash when the code is referenced.

Second correction...

While I recognize that the coders of AR have put in a large amount of work over the years with regard to new items, the base of the code came from ROM, and I think it's fair to say that without ROM, (Russ Taylor, Jason Dinkel, and the crew), a good number of muds would not be operating today. If you've ever built an area, you used OLC, which was a part of the initial ROM release. The socket code, the nanny functions, all part of the initial ROM release. So, again, not to take anything away from the work AR coders have done, but because of the lovely world of Open Source, we're able to get this work for free, and play for free.

Kudos.
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Wed Jun 22, 2005 2:26 am    Post subject:

Exactly how many time has Resatimm screwed up the mud? Anybody? Resatimm?

Edit: Oh, and how come I was a gnome citizen, and now I'm a halfling?
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Sebryn



Joined: 16 Jan 2004
Posts: 1185

PostPosted: Wed Jun 22, 2005 3:07 am    Post subject:

Too many times to count. :haha, j/k:

As for the gnome/halfling citizen thing - that's based on your post count. I think that viewing your total posts has been disabled for some reason, but that's the reason why.

I think that once you've been here for a certain period of time (registered on the forum, that is) you can change your title to a custom one in your profile.
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Wed Jun 22, 2005 3:33 am    Post subject:

Yeah - I noticed that. Um, in the memberlist, the total number of votes/website were switched around. Maybe it has something to do with that. Hmm.
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theobserver
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PostPosted: Wed Jun 22, 2005 6:29 pm    Post subject:

Sebryn wrote:
As for the gnome/halfling citizen thing - that's based on your post count. I think that viewing your total posts has been disabled for some reason, but that's the reason why.

It is disable to stop people from doing silly things like spamming just to increase their post count/rankings.

And to stop people who have 1000+ posts from feeling bad. Rolling Eyes
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Sebryn



Joined: 16 Jan 2004
Posts: 1185

PostPosted: Wed Jun 22, 2005 6:42 pm    Post subject:

Code:
 #     Username   Location    Joined       Posts 
 1     Sebryn     Texas, USA  16 Jan 2004  882   
 2     Davairus   0x0000      16 Jan 2004  864

Nobody's got over 1000 yet... sheesh...

(oh, wait, maybe you just meant people with lots of posts in general... uh, yeah...)
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theobserver
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PostPosted: Wed Jun 22, 2005 7:50 pm    Post subject:

Removed post count from the memberlist too.

*sticks tongue out*
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marsd



Joined: 16 Jan 2004
Posts: 832
Location: Magewares

PostPosted: Wed Jun 22, 2005 11:21 pm    Post subject:

lol. what a busy modder you've been Smile going insane yet? Lol
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PostPosted: Fri Jun 24, 2005 8:15 am    Post subject:

very interesting...
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marsd



Joined: 16 Jan 2004
Posts: 832
Location: Magewares

PostPosted: Fri Jun 24, 2005 9:56 am    Post subject:

haha actually after giving a thought, it's not difficult to remove post counts.... but it's still there, torkalen just removed that table column from the templates Very Happy
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