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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Tue Nov 20, 2007 4:07 am   

CMUD and IRE MUDS
 
You know I am not sure what the problem is. I know you guys are working hard. However, I never had the problems I do now with Zmud or Cmud 1.34.

For instance, stuff like this.

Quote:
Dark Sewer Tunnels.
A runic totem is planted solidly in the ground.
You see exits leading east and southwest.
3390h, 3894m, 16586e, 16600w cexkdb-southwest
west
Dark Sewer Tunnels.
A runic totem is planted solidly in the ground.
You see exits leading north, northeast, southeast, and west.
3390h, 3894m, 16598e, 16600w cexkdb-Dark Sewer Tunnels.
A runic totem is planted solidly in the ground.
You see exits leading east, south, and northwest.
3390h, 3894m, 16596e, 16600w cexkdb-northwest


Quote:
3540h, 3839m, 16594e, 16600w cexkdb-east
east
Main Sewer Pipes Beneath Shallam.
A runic totem is planted solidly in the ground.
You see exits leading east, southeast, and west.
3540h, 3839m, 16592e, 16600w cexkdb-Main Sewer Pipes Beneath Shallam.
A runic totem is planted solidly in the ground.
You see exits leading east and west.
3540h, 3839m, 16590e, 16600w cexkdb-east
Sewers Beneath Zanzibaar Street.
A runic totem is planted solidly in the ground.
You see exits leading east, west, and up.


Quote:
3390h, 3894m, 16600e, 16600w cexkdb-
You begin to wield an ornate steel rapier in your left hand.
3390h, 3894m, 16600e, 16600w cexkdb-
You begin to wield an ornate steel rapier in your right hand.
3390h, 3894m, 16600e, 16600w894 E:16600/16600 W:16600/16600 NL:96/100 cexkdb-


This never happened before until 2.0 versions. The last one I had ATCP checked and the first two quotes I did not.

Also I am not even going to worry about trying to help test. I'm not much good at it anyway because most of my problem end up being some obscure general thing that I have no clue on what is taking place. I do however have one complaint to make before I leave this forum.

Most of the posts I keep seeing are talking about using 2 or 3 windows and multiplayer examples and all kinds of ridiculous stuff. You know that is great for you, but the average player like me doesn't care one bit about multiplaying and having 4 windows open. Why in the world you always use such examples even in the documentation I will never understand. I also notice most of you don't even play IRE which is like the most popular MUDs out there. It seems to me you would spend the greatest amount of time testing on these muds so that confuses me too.

I am not trying to be insulting to anyone. I paid for this product and I would really like a version that works great and can't wait for it to become a reality.
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Guinn
Wizard


Joined: 03 Mar 2001
Posts: 1127
Location: London

PostPosted: Tue Nov 20, 2007 11:21 am   
 
There were always going to be bugs with IRE games and the 2.x releases because ATCP support was only introduced for 2.x onwards. IRE games were no different to any other until 2.x so it's really no surprise at all that are teething problems. That's also why it's still in beta, so that quirks with new features can be ironed out.

The sort of multiplaying examples that use half a dozen windows with obscure looking aliases that reference one aren't simply there to help people that multiplay with 6 characters at once doing obscure things, they're also a form of stress testing. If you can be sure that a program behaves as it should when it's at the ragged edge of what it's designed to do then you can be confident that it'll work in every day usage too - this isn't Vijilante, Fang, JQuilici etc being awkward and trying to be as obscure as possible, it's because this is exactly how you test new software.

Regarding not paying much attention to IRE muds, I'm not quite sure where you could get that from given Zugg has introduced ATCP support specifically for this small group of muds. From a testing POV the only thing that distinguishes IRE from any other is ATCP, so any help you can give on tracking down things like you mentioned in your post will help sorting out IRE.
Anyway, I'm rambling
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Tue Nov 20, 2007 12:38 pm   
 
I will be sad to see you abandon us, sir.

Good beta testing requires many perspectives. In some ways as we test we are like blind men encountering an elephant. We reach out with what senses we have available and try to determine just what the elephant is. Being limited by what we know and can perceive, our reports are defined by a view that is less then the whole. The man standing at the front of the elephant encounters the trunk, touching his head pushing him around, and believes the elephant to be a large snake. The man in the middle feels the lower portion of the rib cage, and has a sense of the massive size but little else. One at the rear of the animal feels the legs as thick as small trees and thinks the elephant stands 30' tall. All are wrong of course, and they argue about it because none of them realize that the others are blind as well.

As beta testers we are in much the same position, we can only see a small portion of a problem. Few of us realize just how blind we are. Your perspective has an incalculable worth to me as it constantly reminds me that I am blind too. I will sorely miss your presence.
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Rorso
Wizard


Joined: 14 Oct 2000
Posts: 1368

PostPosted: Tue Nov 20, 2007 1:15 pm   Re: CMUD and IRE MUDS
 
oldguy2 wrote:

Why in the world you always use such examples even in the documentation I will never understand. I also notice most of you don't even play IRE which is like the most popular MUDs out there.

The documentation really needs more beta testing. There's probably a lot of issues with it.
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Caled
Sorcerer


Joined: 21 Oct 2000
Posts: 821
Location: Australia

PostPosted: Tue Nov 20, 2007 1:28 pm   
 
I've noticed a few active testers play IRE. Fang for example, and even Vigilante if his debug logs are anything to go by.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Tue Nov 20, 2007 5:34 pm   
 
Quote:
I also notice most of you don't even play IRE which is like the most popular MUDs out there.

Sad to see you go, but I personally *do* play IRE muds (which is why I added ATCP support) and most of my own testing does not involve lots of windows.

I've never been able to figure out why you have a lot of bizarre problems, but I'll miss your input because I *am* interested in new and novice users even though beta testers tend to be more advanced users, and I am worried if there are problems like that in CMUD. I just wish we could figure out how to reproduce them.

Also, remember that IRE has it's own bugs with ATCP (like you need to turn MCCP OFF when using ATCP). Of course, you could just turn off ATCP in CMUD (it is off by default for new users).

Quote:
The documentation really needs more beta testing.

It's easy to bash it, but if anyone would ever post something specific about a certain topic that needs to be fixed, there are several of us who could fix it. But we can't fix it if we don't know what's broken. And very few of the examples I have seen require a complex window setup. Those that do are shown because creating multiple windows for chat captures is one of the most common things that people do in zMUD/CMUD. As Guinn mentioned, most of the complicated examples are only within this Beta forum and are done to stress-test CMUD and not intended for normal playing.
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Wed Nov 21, 2007 4:02 am   
 
Well I did have MCCP disabled the entire time. I guess it is just the IRE muds themselves based upon this thread http://forums.zuggsoft.com/forums/viewtopic.php?t=28909. I was just saying I never had it happen before until the 2.0 versions. The problem is when it starts appending those lines to the end of my prompt, it is skipping a lot of important messages I need for curing and stuff when text is coming really fast in combat and so on.
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Seb
Wizard


Joined: 14 Aug 2004
Posts: 1269

PostPosted: Wed Nov 21, 2007 7:30 pm   
 
oldguy2, did you have these problems with all the CMUD 2.0x Beta versions or only 2.10 and 2.11? I wonder if it was caused by #ALARMs operating in parallel threads, since I know you make extensive use of #ALARMs, and this has been changed back in 2.12 so that, by default, they do not run in background threads. Might be worth giving 2.12, or 2.13 when it is released later today, a quick try...
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ralgith
Sorcerer


Joined: 13 Jan 2006
Posts: 715

PostPosted: Wed Nov 28, 2007 2:05 pm   
 
since I'm a little lost here, what is IRE?
grin
I use a LOT of very complex triggers, but I don't play an IRE MUD (or I'd know what it is, yes?)
so I'm curious.
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Wed Nov 28, 2007 2:11 pm   
 
I'm not sure what IRE means, probably Iron Realms Engine or something like that. But it refers to several popular MUDs on the same code base including Aetolia, Iron Realms, Lusternia and a few others.
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Malach
Apprentice


Joined: 03 Nov 2007
Posts: 132

PostPosted: Wed Nov 28, 2007 2:28 pm   
 
Iron Realms Entertainment. It's a company that runs several muds with very complicated PK systems. Achaea, Aetolia, Imperian, and Lusternia at the moment.
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