Re: Mushclient and Soundpack Development

2018-01-26 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

It's not as crowded as hell, but there're obviously and definitely people on. I'd rather stay away from hell after all the drama I've witness years ago. It's never changed, imho.

URL: http://forum.audiogames.net/viewtopic.php?pid=349543#p349543





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Re: Mushclient and Soundpack Development

2018-01-26 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

Heh ok replied. guess its later in on the day, got a defective laptop, yeah not happy about that 

URL: http://forum.audiogames.net/viewtopic.php?pid=349538#p349538





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Re: Mushclient and Soundpack Development

2018-01-26 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

@ironcross32, sent you a PM about, uh, 30 seconds ago.  Reply quickly, lest I grow exceptionly impatient and do horrible things I'd rather not do, such as throwing tyranical temperamental temper tantrums in which I call you all sorts of childish names and try to hurt your feelings because I'm a child.  :dI've never played any branch of hell myself; I find the concepts rather distasteful, but I suppose everyone's entitled to their brand of humor or something.  lol

URL: http://forum.audiogames.net/viewtopic.php?pid=349504#p349504





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Re: Mushclient and Soundpack Development

2018-01-26 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

Inferno is just meh. Every time I've tried it, there's hardly anyone on, no one talks, and there is no one in FC at all. It's like a dead HellMOO with some changed elements.

URL: http://forum.audiogames.net/viewtopic.php?pid=349497#p349497





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Re: Mushclient and Soundpack Development

2018-01-26 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

I'm actually writing a soundpack for inferno,which could possibly be adapted to hell if you'd like. Inferno is way better than hell when it comes to drama and player killing bullshit, just saying.Anyway, if you need anything explained in details about the basics of writing soundpack, I may be able to help, though I can honestly say I know 0% of proper coding and all I have right now are self-learnt.

URL: http://forum.audiogames.net/viewtopic.php?pid=349477#p349477





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Re: Mushclient and Soundpack Development

2018-01-25 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

Yeah, some of that stuff gets a bit much, importing the plugin and stuff, I learned there is needlessly complex code in -some packs that are completely superfluous, so if you need me to explain things one on one or one on two or whatever, hit me up.I've also been learning some Linux stuff from my server that I host a few things on. I'm pretty good with getting around the OS CLI fashion, and some more advanced things, but not so good at sysadmin type things.

URL: http://forum.audiogames.net/viewtopic.php?pid=349371#p349371





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Re: Mushclient and Soundpack Development

2018-01-25 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

@25, I could offer to help sometime, though I do have my own private projects to work on (which may or may not become public, hello infinite future possibilities). Lua is probably one of the easiest languages to learn, though if your not careful your code can very easily become a massive mishmash, as anything can become. I myself don't even fully understand SP development. 

URL: http://forum.audiogames.net/viewtopic.php?pid=349372#p349372





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Re: Mushclient and Soundpack Development

2018-01-25 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

@23, Oh, I know. I'd always start simple if I were to try to teach someone programming, though for me it's more on the practical side than theoretical. Usually my mind can develop the theoretical aspect on it's own in a way that's natural to me, which is probably computers and what they can do (i.e. programming, troubleshooting, configuration, ...) comes so naturally to me (and might explain my attitude -- I don't really know if it would though). I can pick up a programming language in a few weeks, if not months, using code examples and *a lot* of practice. My speech teacher had a common mantra that I love and use to this day: "Practice, practice, practice." And it's definitely something that works too! One thing I have trouble with, for example, is computer theory (specifically the number sub-theory). I can count in Octal (1, 2, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 16, 17, 20, 21, 23, 24, 25, 26, 27, 30, etc), decimal (obviously) and decimal (0-9, a, b, c, d, e, f, 17, 18, etc) but not very high. Octal would probably come more naturally because it's raw numbers. But bring in hexadecimal with huge numbers (3f31d3392ff139c, for instance, which according to Python, is 284603308801201052) and I could never mentally translate it into numerals. I've read up on OS development at http://wiki.osdev.org, and tried it (all ended in CPU faults, VMware...) and never could wrap my mind around assembly language, though memory came easily (just not the address theory). The only OS development system I've managed to get working is CSMOS (the C# Open-Source Managed Operating System), which doesn't have very much that would allow you to develop a fully-function operating system. But enough of that and back to the original topic.The reason I suggested having the Lua reference manual handy is because, while you'll start basic, you'll build upon it, and before you know it you'll be using tables and metaprogramming-like data types to allow you to accomplish what you want to do. Great analogy, by the way, Iron. That was a good one.

URL: http://forum.audiogames.net/viewtopic.php?pid=349365#p349365





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Re: Mushclient and Soundpack Development

2018-01-25 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

@ironcross32, thanks.  Honestly, in a world that is quickly becoming a place where programming seems to be something of a literacy, it'd be nice to know a little more than I know now, but you're absolutely right that taking babysteps is a necessity.  I take the same approach with playing games and pretty much everything else in general; in the case of games I'll play it first and get acquainted with the keystrokes, mechanics, sounds, concepts, bla bla bla, then go read the manual, which means I'll probably be stuck with something before I ever hit the manual.  IN the case of coding, I haven't even gotten stuck yet, because I haven't had anyone to constantly motivate me in the right direction.  All the people I know who can code are usually busy with their own projects so I don't fault them for not being able to, but it is a bummer in some ways.  Beyond music, I never could motivate myself to do much of anything else, which is why my wife being around is so good for me; that little woman keeps me on my toes and made me learn simple linux concepts at the very least.

URL: http://forum.audiogames.net/viewtopic.php?pid=349368#p349368





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Re: Mushclient and Soundpack Development

2018-01-25 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

@23, Oh, I know. I'd always start simple if I were to try to teach someone programming, though for me it's more on the practical side than theoretical. Usually my mind can develop the theoretical aspect on it's own in a way that's natural to me, which is probably computers and what they can do (i.e. programming, troubleshooting, configuration, ...) comes so naturally to me (and might explain my attitude -- I don't really know if it would though). I can pick up a programming language in a few weeks, if not months, using code examples and *a lot* of practice. My speech teacher had a common mantra that I love and use to this day: "Practice, practice, practice." And it's definitely something that works too!

URL: http://forum.audiogames.net/viewtopic.php?pid=349365#p349365





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Re: Mushclient and Soundpack Development

2018-01-25 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

Right and that's fine, but what he was saying is he has limited experience with programming. In that case, the goal then is to do as much as possible without introducing abstract programming concepts. The minimalist approach, do as much as you can with whatever you got. Learn only what is necessary to do those tasks. Tables aren't really needed for a basic level, in fact, I can easily see a point where it becomes detrimental to introduce too many concepts too quickly. And building MUSHz probably took years, I know Wayune was one of, if not the main devs, and I don't know if he had help, but that pack grew to this crazy thing, a really good pack, but its just so big. I think for building something like this from scratch, its more important to get the thing functional before adding features like area music and the like.You don't say to an aspiring chef, OK, here's this cooking manual, learn everything in it, then we'll talk. You start them up with small things, and build layers of understanding based on introducing concepts one at a time. If someone knows nothing of cooking, they need to have some basic concepts. So what concepts does a chef need, let's seeHeat - low heat for simmering, medium heat for general cooking, high for boiling, high can burn your food rapidlyGeneral measuring knowledge - of which I have very little, so use siri or alexa Ability to follow instructions, but know where its safe to deviate if needed or desiredThere are more obviously, but my point is you learn some things and work with what you have. When you feel confident with what you're doing, then you hit the books and learn more, you don't try to cram in knowledge, also at least for me, too much theory and not enough practice means I will not learn effectively. I need equal amounts of both. The practical sets the theoretical up in my mind, and makes associations that weren't there before.I have also studied code examples from other packs, because I am not a good programmer, and never claimed to be, but I can get by, if not with a bit more frustration and cussing than some more talented people. Some of these packs are coded terribly, to be frank, and not worth studying at all. It was good that I knew better and didn't do what they did.

URL: http://forum.audiogames.net/viewtopic.php?pid=349364#p349364





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Re: Mushclient and Soundpack Development

2018-01-25 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

@21, true, for a simple soudpack. But when you get into area-based music and such well, go look at alter aeon's plugin source code -- alteraeon.xml -- and you'll see tables in there.

URL: http://forum.audiogames.net/viewtopic.php?pid=349352#p349352





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Re: Mushclient and Soundpack Development

2018-01-24 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

You don't need to know every single thing about lua to make a soundpack. All you really need to know is variables and data types and if statements for certain things.

URL: http://forum.audiogames.net/viewtopic.php?pid=349272#p349272





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Re: Mushclient and Soundpack Development

2018-01-24 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

@Nocturnus, before you start making SPs, I'd highly recommend you learn the Lua language first. Like, the hole thing. Because you'll be using all that knowledge, believe me. And have the Lua reference manual handy too.

URL: http://forum.audiogames.net/viewtopic.php?pid=349255#p349255





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Re: Mushclient and Soundpack Development

2018-01-24 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

yeah no problem, you can add me on skype with bscross32, also I have a teamtalk server which I can fire up, I have more memory on my server now so there's no concern of letting it run 24/7 now, or face time something like that, whatever works for you I'm fine with.

URL: http://forum.audiogames.net/viewtopic.php?pid=349233#p349233





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Re: Mushclient and Soundpack Development

2018-01-24 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

slow?  Bwuh?  whaaat?  Wait!rofl I'm used to dorking around with VIP, which I suppose is the lame mans' way of doing things, so this, this is gonna take some doing/getting used to.  Hopefully I can convince you to chat with myself and my better half at some point when you are available/have free time on your hands, as I do want to get serious with SP's and the like.  I have a vague suspicion once I get a hang of Mush and the way things work as far as triggers and such go I'll have more flexibility and power to do as I wish, but as I said up until now VIP has been the end all/be all, given I'm a sound designer/audio producer first, everything else after, and programmer?  Yeah right; my HTML and PHP scripting knowledge is very basic, I got as far as if and block if statements with VB, and then I metaphorically began banging my head against every metaphorical wall you can think of and throwing temper tantrums that didn't help much of anything, at which point I said I'd come back to it later but never did because I never could get anyone to give me a kick in the pants and a push in the right direction, I suppose.  I'm a man of many talents, a master of none, and where programming is concerned, I doubt I'll ever get there.

URL: http://forum.audiogames.net/viewtopic.php?pid=349228#p349228





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Re: Mushclient and Soundpack Development

2018-01-24 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

You need to use lua audio. you need the plugin ID for it, and then you do ppi.load(blablablablablabla), all your triggers will then take the form of ppi.play("path", 0, vol, pan) where that first 0 is the sound slot, you get ten. Forgive me if the syntax is a bit off, I haven't done it in a while. Also, you want to make regex triggers wherever possible, because that way your triggers will not interfere or get crossed up with one another. A lot of packs use wildcard triggers, which is something like [* chat * which works just fine until someone says to you, I wanted to have a chat with Billy. Then your chat sound goes off.You could of course clean this up a bit without using regular _expression_ triggers by just including more of the string, for instance, if your mud puts brackets around its chat channel, supposing it even has one, you could do [chat] *. You don't need that forward star in front of the chat, that's causing issues for people. Learning regex is a %*#$ing pain in the 4$$ so if you go that route, be prepared for it, but it does give you a lot of power and flexibility.Let's say I wanted to buffer all chat messages using the chanelhistory.xml plugin. I didn't want to include the chat string, just the relevant bits, name, and message. You can format this however you'd like, I'll give an example. First, let's say our output from the mud when the chat channel is used takes the following form: [chat] Nocturnus says, "message"Now we have some pieces of information needed to make a regular _expression_. Go in to your triggers list and hit add, then hit alt X to check that box so you don't forget, then alt T again to get back into the trigger, then type in the following^\[chat\] (.*) says, "(.*)"$Alright, so that seems crazy, right? but its not, let me break it down for you. The caret thing which looks like an inverted V means basically beginning of line, in other words, were asserting that this is the beginning of the matching line. Now, you may be asking yourself why are their backslashes in front of the brackets enclosing the chat. Well, that's because brackets are used in regular expressions to create a set. like this: p[aeiou]tter. Now, that regular _expression_ would match patter, petter, pitter, potter, and putter, not all of which are words, but you get the idea. So we need to escape those brackets, which just tells the thing, hey, we're not doing a set, we literally mean brackets, so don't interpret it as a set.Also, why are there parentheses around parts of this _expression_? Parentheses have several meanings, part of which is to start a branch, so you could have (thing1|thing2|thing3), which means either this one, that one, or finally *that* one, not both, not all, but only one. That symbol in the middle there is the pipe symbol, commonly used in unix like operating systems to pipe things into and out of stdin and stdout. Anyway, for our purposes, the parens do another thing, they mark out what's inside them as things we can refer to as wildcards.Now, let's move onto that dot star or dot asterisk syntax. The dot, or full stop means literally any character, remember that example with patter pitter, etc? it could also be written like this: p.tter In this case, it means literally any character can fill the place of that dot, not just vowels, and it will still match. The asterisk is a quantifier, it just means zero or more, and now that I think about it, since we want both those fields to be filled in, it would be more appropriate to change the asterisk to a plus sign, which is also a quantifier meaning one or more.That covers everything for this example except for the dollar sign, which simply means end of line. SO, the caret is beginning of line, and the dollar is end of line. Notice how we included the quotes in the regex rather than just encapsulating them in the .*? I did it that way so the quotes would be left out of that second wildcard to give you flexibility to format it however you wish.Now that that regular _expression_ is finished, you will want to go into the send box and do something like this, then you will go down two and change that combo box to script. Going back up in to the send, do the following:history_add chat=(%1, %2)The %1 and %2 are how you refer to those wildcards in the order they appear inside your regex. You can also format that however you wish, or if you don't want to format it, leave off the parens and delete everything inside them and change it to chat=%0. %0 is the entire matching line.Now, one more thing, you will probably want to create a .lua file for your world which is part of our pack. This is where you link the external file to and is where you put the ppi.load method call. In this file you will want to do something like the following: global path=Getinfo(56) + "/worlds/aardwolf/sounds/"; But what is that Getinfo(56)? All that is saying is give me the path of mushcl

Re: Mushclient and Soundpack Development

2018-01-24 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Mushclient and Soundpack Development

here's an issue I haven't yet been able to resolve; how the blazes do you get more than one sound to play in mush?  I can never seem to get this to happen and so I end up with sounds never playing because mush just plays the last sound triggered.  What am I missing!

URL: http://forum.audiogames.net/viewtopic.php?pid=349196#p349196





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