Game Programming and Development Tools

MITE mud engine – HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

As I'm sure many of you know by now, for the past month and a half I've been working on creating a small but powerful MUD engine that's specifically targeted at making non-D&D style MUDs.

MITE stands for "MUD In The Eyes" (or "MITE Interactive Text Engine" -- pick your favorite). "Mud in the eyes" is a reference to Jesus opening the eyes of the blind.

Currently we're at about 2000 lines of code (including comments and lots of line breaks), so we're keeping everything very compact.

All of the game play is handled with scripts, which are stored in the database, and dynamically compiled when needed and cached for later execution.

It is written in C#, and scripts can be written in either C# or Boo.

It is small, fast, and offers many opportunities for having an extremely customized MUD.

Over the weekend, among other things, I added an IDE so that scripts could be edited and compiled much more easily. Here is a screenshot of the IDE that shows the server running on the very bottom, then the IDE with the "get" script displayed, and then on top is a Telnet session that shows the "get" script in action.

Adam Miller, if you're reading this, I've still got all the love for TigerMUD, I just needed a code base that I could more easily customize, and things like the spell system seemed fairly hard-coded in there. That's why I decided to create MITE.

So just wanted to give everyone an update, that the engine is progressing nicely, and is already at a state where I think playable MUDs could be created.

In Christ,
clint

------------------
http://www.includingjudas.com/christiangame.html

(fixed the screenshot link)

[This message has been edited by HanClinto (edited July 25, 2005).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hey nice to hear that you said non-D&D because we already have many of that type. I couldn't view the screenshots at this time because there was some group error... But anyway.

Interesting scripting language choise that boo, how's it like? Similar to C#?

Ironically that reminds what one character (minsc) in game called baldurs gate says, since you named this Mud in the eyes. "Go for the eyes Boo"
Well that was just silly point from silly game.

Would be great to see something educational made using MITE.

God bless.

------------------
Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1


And the work of righteousness shall be peace; and the effect of righteousness quietness and assurance for ever. - Isa 32:17

[This message has been edited by Jari (edited July 25, 2005).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by Jari:
Hey nice to hear that you said non-D&D because we already have many of that type. I couldn't view the screenshots at this time because there was some group error... But anyway.

Interesting scripting language choise that boo, how's it like? Similar to C#?

Ironically that reminds what one character (minsc) in game called baldurs gate says, since you named this Mud in the eyes. "Go for the eyes Boo"
Well that was just silly point from silly game.

Would be great to see something educational made using MITE.

God bless.



Hey Jari! Thanks for the reply!

There are already several great MUD engines out there for people looking to make standard D&D style MUDs (TigerMUD is one of them that has already been mentioned several times). For some Christians who want to make other types of MUDs (for instance, perhaps a Narnia MUD that doesn't have a built-in spell system for the players to use), options are much more limited.

So MITE aims to be a small, powerful engine that lets people get up and running creating scripts and seeing what they do rapidly.

It's interesting that you said you'd like to see what an educational tool would look like in MITE -- I've been thinking with the scripting capabilities of the engine, it might be kindof cool to have MITE be able to teach people programming with C# and Boo and possibly other languages (such as VB.Net -- really any .NET enabled language).

Boo is actually radically different from C# -- it tries to be closer to Python than C#. Here is a page illustrating the differences between Boo and C#

Cheers!

In Christ,
clint

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
Hey I have a question, MUDs are online right? I like the engine, good job..

------------------
Keep the holy day sacred.......halllllllukan

HeardTheWord

Member

Posts: 224
From: Des Moines, IA
Registered: 08-16-2004
Yes, a MUD is an online text adventure. What I think is really nice about HanClinto's project is that you can take the demo and build a game.

This is still in its baby stages but what HanClinto has accomplished is incredible. I've helped a bit with the networking side of things, and am currently working on dynamic text layouts. Also, there should be color in the next demo among other cool additions.

I know HanClinto is trying to keep everything simple so even a novice could pick this up and do something amazing with it. Although it's not quite there yet, MITE is quite powerful in the right hands.

[This message has been edited by HeardTheWord (edited July 25, 2005).]

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
Wow, thats cool *downlaods*

------------------
Keep the holy day sacred.......halllllllukan

Seven7
Member

Posts: 50
From: USA
Registered: 03-16-2005

Boo? Boo-who?! Just another language that will go nowhere.
Whatís your reasoning for choosing such an obscure language?
Why donít you stay with the more classical languages such
as Python or Lua or even XML.

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey Seven7! Thanks for your reply.

Knock knock.

Who's there?

Boo.

quote:
Originally posted by Seven7:
Boo? Boo-who?!

Oh please don't cry!

Sorry, bad knock-knock joke from my childhood.

quote:
Originally posted by Seven7:
Just another language that will go nowhere.
Whatís your reasoning for choosing such an obscure language?

It's a pretty popular scripting language for .NET and Mono.

Basically I chose Boo because I know more people using Boo than IronPython (or PythonNet), and it was an easy thing to implement. I had requests from people using my engine for me to add something easier to use than C#, so I looked at Boo, asked my users what they thought, they replied enthusiastically, and so I acted on it. I added Boo was because it was requested -- if you are a Lua.NET user and would like me to add support for that, hey, sure, no problem. I aim to please.

And Boo may be new, but it's not exactly an unknown language. Boo has an addin for Sharpdevelop, has Debian packages, and is listed as third in the list of Mono-compatible languages.

quote:
Originally posted by Seven7:
Why donít you stay with the more classical languages such
as Python or Lua or even XML.

The great thing about the way I've designed the scripting system for MITE is that it can generically use any scripting interface that provides an interface for .NET. So you want IronPython? Sure! It might take me all of an hour to add it and do some basic testing with my game engine. Basically, all you have to do is implement a small class that takes in code and returns a valid .NET assembly, and you can easily add new languages to MITE.


Thanks for your good questions!

Respectfully,
clint

------------------
http://www.includingjudas.com/christiangame.html

Seven7
Member

Posts: 50
From: USA
Registered: 03-16-2005

Okay far enough, but I think you've missed my point, although not a clear
one. Game developers like to stay with a language that is stable and has
been around the block a few times. "Boo" is just another one of those
obscure language which you'll problably wont see in the gaming
community. I've been in the gaming industry for almost 13 years now, and
not one of the companies that I'm familiar with have used it for scripting.
(It's actually kinda of a pointless languages anyway.) Adding layers of
script complexity to an engine just to make it more easyer for people to
use is a brain swell. I wish I could do that, but I'd never get that
vacation time!


quote:
..if you are a Lua.NET user....

Lua.NET?! No such thing. You can use Lua *IN* a .NET environment but to say
there is a language called "Lua.NET" is nonsense. Lua is not a Microsoft
product, .NET is. I'm assuming its a type-o.

Now you've peeked my curiosity, I'd kinda like to see this "script engine"
of yours. Is this for TGE, Blitz? Blah?

J.

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by Seven7:
"Boo" is just another one of those
obscure language which you'll problably wont see in the gaming
community. I've been in the gaming industry for almost 13 years now, and
not one of the companies that I'm familiar with have used it for scripting.
[B]


Okay, granted, it's not a language that's in popular use in the game industry, but in the open source Mono/.Net community, it's got a decent following. That's where more of my background is, so that's naturally what I drew upon when creating this game engine. Thanks for your words of experience -- it's something I don't have, and something which I really need. Do you have a suggestion for what language I should add support for in my game engine in order to help it gain acceptance? Most other MUD engines I've seen either use straight C or have a proprietary scripting language (done with yacc or something).

quote:
Originally posted by Seven7:
[B]Lua.NET?! No such thing. You can use Lua *IN* a .NET environment but to say there is a language called "Lua.NET" is nonsense. Lua is not a Microsoft product, .NET is. I'm assuming its a type-o.


Not really a typo, no. Generally, when there are things called "SomeLanguage.NET", it doesn't mean it's a separate language, but rather that it's a 3rd-party binding to the CLI (common language interface). So that's what I'm talking about when I refer to Lua.NET. (note: when I wrote my previous post, I didn't know there was a binding called Lua.NET -- I just guessed, and I happened to be right. For an extensive list of languages that have bindings to the CLI, here is a decent list)

quote:
Originally posted by Seven7:
Now you've peeked my curiosity, I'd kinda like to see this "script engine" of yours. Is this for TGE, Blitz? Blah?

Thanks for your interest!

It's really not that impressive -- my whole "scripting engine" is seriously under 100 lines of code for each language (and not complex code either). I just use the existing code compilers that come from Microsoft or other groups (such as Boo).

Currently all of this scripting integration is only for my own MUD game engine. I simply use a nice feature of .NET called the Code Dom to compile code (scripts that are stored in the database) at runtime into DLL's that I store in memory, then I reference those DLL's and call the methods in there for my scripts.

This makes it really nice, because all of my engine code (such as managing the database and network connections) is in the base code of the engine, and all of the code that manages gameplay (such as verb actions or other such things) are all handled by scripts. When scripts change, they are recompiled and take immediate effect in the game (makes it really easy to tweak gameplay on the fly).

It's pretty fast (the current slow point from my profiling is the database, not the script compilation/invokation), and it's really easy to maintain (the code to compile C# code or Boo code is under 20 lines of code). Here is an example of how to add embedded Boo scripting to your .NET/Mono program.

If you're interested in taking a look at the code of the game engine, I'd be happy to e-mail you a copy. It's not open-sourced, but I'm not going to sell it or make money off of it, and would be happy to share some of the programming things I've learned. If you're interested, drop me a line at hanclinto at gmail.

Thanks for talking Seven7! I'm very open to critique, and I appreciate you giving me feedback.

Respectfully,
clint

------------------
http://www.includingjudas.com/christiangame.html

Seven7
Member

Posts: 50
From: USA
Registered: 03-16-2005
Hey,

I can't suggest any language for your engine other than the ones I pointed
our previously. I like using the "tried and true languages", like Lua,
Python, or XML. All of these provide low overhead and are popular. If your
comfortable with "Boo", then use it. Granted, using "Boo" in a MUD engine
probably will have little impact on the amount of overhead and speed, but
its better using the classical languages that have been around the block a
few times and tested. I just hope your project doesn't end up on the book
shelf because of difficulties of introducing a weak and un-tested language.

As far as the "Lua.NET" thing, fair enough. I just wanted to be sure
readers understand that its not a language in itself. A person can't go out
to the store and buy "Lua.NET 2005" (or whatever) this is what I was
referring to. I think we are speaking the same thing, but just on different
levels. I'm from the "old school" so when people talk about languages I am
very careful on how the term "language" is used. (I will go to my grave
arguing that HTML is technically not a language, but rather a script!! (But
thatís another topic.)

Hummm... can I say anything nice about Yacc and Lex?
When I was in grad. school, I have to develop an entirely new language, and
I named my newly founded language; "JASAL" which stood for "Just Another
Silly A** Language", (this is before I became a Christian, so I'm sorry for
the "A**" part). The language was a cross breed of C++ and SAS. It took me
about 4 months of development time using Yacc and Lex. I was drinking about
23 pots of coffee a day and noticed my hair was falling out, hand tremors,
caffeine headaches, loss of sleep and hair loss. (Of course I'm joking
here.) I wouldn't recommend rolling out your own script or language,
especially for a MUD game, its just not worth the trouble. Again, if your
comfortable with "Boo" use it. I just wanted to know what amount of
overhead your engine might incur using a weak language.


Jim.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005

quote:
Originally posted by HanClinto:

It's pretty fast (the current slow point from my profiling is the database, not the script compilation/invokation).

I noticed this when I tested the demo you had posted in show case. But why is it so slow? I don't know much about MS access databases but I think you have three reading options/solutions for the database which can make a difference in speed. If you are unaware of this I can get you more info.

------------------
Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1


And the work of righteousness shall be peace; and the effect of righteousness quietness and assurance for ever. - Isa 32:17

kiwee

Member

Posts: 578
From: oxfordshire, england
Registered: 04-17-2004
looking nice

------------------
I Am God's Kid!!

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by Jari:

I noticed this when I tested the demo you had posted in show case. But why is it so slow? I don't know much about MS access databases but I think you have three reading options/solutions for the database which can make a difference in speed. If you are unaware of this I can get you more info.



Hey Jari!

Thanks for the feedback.

As far as that demo goes, if you download the latest version from the showcase, it should be much increased in speed. However, we'll be releasing a new tech demo soon, so you can just wait for that. We'll have a bunch of stuff added, including the new scripting IDE (where you can compile and debug scripts).

Currently we're using ODBC for the database access, which I'm pretty sure is why it's so slow. I would go to ADO.Net, but I want it to be compatible with Mono (and Microsoft has a blocking patent on ADO.Net). I'll be switching to SQL Lite before release, so that should let us have faster schtuff too.

Thanks!

--clint

------------------
http://www.includingjudas.com/christiangame.html

Seven7
Member

Posts: 50
From: USA
Registered: 03-16-2005
HanClinto,

quote:
I'll be switching to SQL Lite ....

Good idea!!

J.

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
When I run MITE, it just says running..and won't let me type. I can't open the IDE or anything

------------------
Keep the holy day sacred.......halllllllukan

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
To run the IDE, you need to run it with the command line option -i.

So for instance, go to Start->Run->Browse, then find the MITE.exe.

Then after you click "open", at the very end of that line, it should something like:

"C:\Documents and Settings\cherron\My Documents\MITE\MITE.exe"

Change it to be

"C:\Documents and Settings\cherron\My Documents\MITE\MITE.exe" -i

by just adding a " -i" to the end.

Then in order to play around in the world, you need to telnet into it. Go to Start->Run again, and type in

telnet localhost 31777

And you will log into your local MITE server (provided you're not being blocked by a firewall).

--clint

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
I get this error

 Application has generated an exception that could not be handled. 
Process id=0xbf4(3060), Thread id=0x464(1124).

Why?

------------------
Keep the holy day sacred.......halllllllukan

[This message has been edited by en972 (edited August 04, 2005).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
At what point to you get that error? Does it tell you what the exception is? (such as SystemNullReferenceException)?

--clint

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
Nope, how do I fix this?

------------------
Keep the holy day sacred.......halllllllukan

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
At what point do you get the error? I guess I'm not clear on exactly what's transpiring when the error takes place. It works for me, and for everyone else on the development team.

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
After I press run with the -i the command prompt pops up along with a window that gives me that error

------------------
Keep the holy day sacred.......halllllllukan

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Is that the error message in its entirety?

But if you run it without the ide, you don't get that error?

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
Uh...I didnt try to run without the IDE.

------------------
Keep the holy day sacred.......halllllllukan

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
What do you get if you *do* try to run it without the IDE? (just run it normally) -- I'm trying to figure out where the error is, and I need more information. If you run it normally, can you telnet into it and login and look around and stuff?

--clint

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
If I run it normally I get just the regular command promp that says MITE, and say Runing... If I try to run the telnet or IDE I get an error.

------------------
Keep the holy day sacred.......halllllllukan

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
So you run the server, it says "Running on port 31777" or something like that, then you try to telnet into it, then it gives you what error? Is it different than the error you get when you try to start the IDE?

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
No, same error

------------------
Keep the holy day sacred.......halllllllukan

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
where can i download MITE?

thanks,
MastaLlama

------------------

http://www.jeremysouthard.org

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Currently there are tech demos available in the "files" area of the Yahoo Group for MITE.

However, I just stayed up 'till 2:30 AM last night getting a new tech demo ready, I can e-mail you a preview of it if you like. Here are some screenshots from the new IDE that just got fully working last night:
The verbs/scripts table -- this shows all of the verbs and scripts that are in the database, and how they relate to each other (you can also edit them here).
The objects/attributes table -- this shows all of the objects and attributes that are in the database, and how they relate to each other (surprise, you can also edit these here).
The script editor -- this allows you to edit and compile the scripts, and if there are errors, it will tell you where they are and hilight them for you.

E-mail me at hanclinto at gmail (dot com) if you're interested in checking out the new version.

Cheers!

--clint

------------------
http://www.includingjudas.com/christiangame.html

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
*drool*

dang, i'm super duper impressed by these screenshots! i just emailed you!

thanks,
MastaLlama

------------------

http://www.jeremysouthard.org

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Okay, new demo is released in the showcase area. I look forward to people trying it out!

Documentation is still thin at the moment, I'm working on it! We'll have several tutorial servers that illustrate the engine to people as we go along.

--clint

------------------
http://www.includingjudas.com/christiangame.html

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hi Clint. I'm just testing the game and it looks great! It was nice surprise to see that you have made an IDE too. Though I don't quite get the logic behind the tree view when there is "Add room" and under that is another "add room". And I don't know is this a bug or not but I typed whoami and it displayed the info but when then I decided to type whoami again it didn't display the info any more. Also if you type some command that doesn't exist you don't get any error message. But you probably knew all that.

Well I better try to learn more about the IDE before I say anything else.

God bless.

------------------

Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1

And the work of righteousness shall be peace; and the effect of righteousness quietness and assurance for ever. - Isa 32:17

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey Jari!

Thanks for the feedback!

You weren't the only one confused by the verbs/scripts screen, so after reading your post, I took a screenshot, and added a few captions to explain it a little bit.

If you want, check it out here! It's in PNG format, so it's a little big, but if I went to JPG it was too grainy.

The short of it is that "scripts" are things that the server can execute, and "verbs" are the first words that users type in a command. So when a user types "get hairbrush", "get" is the verb.

Not all scripts are intended to be run as user commands, some are just utility-scripts (like subroutines), that perform actions, such as "FIND_OBJECT_IN_ROOM" is used to locate target objects, and return them to a calling script.

So verbs point to scripts, and I wanted to make an easy way to see what scripts were in the database, along with what verbs point to them (that's the "View By Scripts" section. I also wanted to be able to see what commands are available to the users, and what scripts they point to (that's the "View By Verbs" section).

So in the Verbs/scripts tab, the button on the left ("Delete Script") applies to scripts, while the 3 buttons on the right apply to verbs (sorry, I know this was confusing, I'll add tooltips and better organization and stuff for the next version).

Similarly, in the objects/attributes tab, the buttons on the left apply to objects, the buttons on the right apply to attributes.

I hope that helps!

Respectfully,
clint

------------------
http://www.includingjudas.com/christiangame.html

en972

Member

Posts: 562
From: NOT TELLING!
Registered: 08-27-2004
Hey,

That explained alot for me as well. Though I have a question. Is there going to be documentation on learning boo? I know the boo website has tutorials but I'm just curious if you will add them into your documentation.

------------------
Oh you program? Awsome! I try to get in a little....I spend most of my time debugging.

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Not sure if I'll do tutorials on Boo for the Alpha -- if I have time, I'll try to make a small sample database that uses Boo exclusively. Most of the scripting I do is in C# just because I'm more comfortable there, but I'd like to be supportive of Boo and other languages as well.

Work on MITE is progressing nicely, PTL! Here's a new screenshot showing off a new sample database that I started from scratch last night.

This sample will be included in the alpha release that is coming this Friday. Stay tuned! Many bug fixes and a couple of IDE improvements have already been included since the pre-alpha release -- if you have feedback and suggestions, now's the time to get them in!

--clint

------------------
http://www.includingjudas.com/christiangame.html

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hey, that helps a lot, thanks!
One note though about the script creation; when I pressed the new script button and the view was changed to script editor tab, I went changing the script id using the arrow keys and when I compiled the script it wasn't saved, at least not under that script id, which was currently displayed.
I hope that made sense.

------------------

Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1

And the work of righteousness shall be peace; and the effect of righteousness quietness and assurance for ever. - Isa 32:17

Seven7
Member

Posts: 50
From: USA
Registered: 03-16-2005

I took a brief look at the scripting your using for "MITE", how are
you parsing your scripts? I'm assuming you've made your own script
language and you wrote your own parser?

Also, how is SQL lite working out for you? Did you change?

Jim.

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey guys! Thanks for the replies!

quote:
Originally posted by Jari:
when I pressed the new script button and the view was changed to script editor tab, I went changing the script id using the arrow keys and when I compiled the script it wasn't saved, at least not under that script id, which was currently displayed.
I hope that made sense.

Yes, I think that makes sense.

ScriptID is an autonumber field, so you can't "assign" it per-say -- when creating a new script, leave the scriptID to be 0, then save and compile it, and it will assign it a new autonumber.

Wow, thanks for pointing out to me just how counter-intuitive that is. Thanks! I'll have to think of a better way to do that.

quote:
Originally posted by Seven7:

I took a brief look at the scripting your using for "MITE", how are
you parsing your scripts? I'm assuming you've made your own script
language and you wrote your own parser?

One of the reasons I chose C# was so that I could use as much stuff built-into the language as possible. I'm using something called the CodeDOM to compile the code -- the scripting language is actually C# or Boo (another .NET language), and I compile it just the way Visual Studio compiles C# code -- by accessing the appropriate class and compiling. It's very slick and clean, though it can be memory intensive at times. However, it compiles it to memory just like any other executable -- it's pretty nice. So no, I didn't write my own parser -- one just uses C# or Boo directly.

quote:

Also, how is SQL lite working out for you? Did you change?

Haven't changed over to SQL Lite yet -- though I'm looking forward to being away from Microsoft Access -- I'm still getting functionality put into the engine design before I switch over to SQL Lite. I think SQL Lite is a beta feature (and alpha is this Friday).

Thanks for the replies!

------------------
http://www.includingjudas.com/christiangame.html

Seven7
Member

Posts: 50
From: USA
Registered: 03-16-2005

I'm not much of a C-Sharp (C-Dull) guy. I've played with it, but never had
much of a use for it. Its been years since I've done any MUD games. My
first game was a MUD engine back in the days were Dungeons and Dragons was
starting to be developed on computers. I(we) used Perl as a script to
handle game play. Its amazing how far developers have gott'en! I think I'll
have to study the script better and 'get a feel' for what your doing.

quote:
...Microsoft Access...

I'll bring over the Holy water.

riflefire
Member

Posts: 57
From:
Registered: 08-25-2003
Hey Everyone,

The current version of the MITE engine Demo Game is now running as close to 24/7 as i can manage.

(Note: the system may be down from time to time due to upgrades and due to weather or attempts to fix crashes! Usually the Demo will be back up within 10 mins of a crash, so try back in approximately 10 minutes. (This is if my crash detector works right!))

If your using basic Telnet via a DOS prompt window or XP's command prompt window, type:
TELNET riflefire.net 31777

IF your using something like ZMUD, then the settings are
HOST: RIFLEFIRE.NET and PORT: 31777

Please remember that this is a work in progress demo game. So lots of features are not yet in the demo game. An remember: VERSION 1.0-Alpha is due out this FRIDAY! Soon as i get it from Clint, it will be up.

Also, remember to type QUIT to leave the demo game or your character will
stay in the game visible for all to see and interact with, even if your not there!

RF

riflefire
Member

Posts: 57
From:
Registered: 08-25-2003
Btw, I am updating the files in the DEMO mud every time Clint has any new stuff for it. So thats why you have to keep signing up. Its a new database being installed each new version instead of me going in and installing the new material. Its just easier to overwrite with the updated copy. Keep coming back and taking a look as it grows.
Thanks,
RifleFire

[This message has been edited by riflefire (edited August 24, 2005).]