aquarius Posted January 23, 2008 Report Posted January 23, 2008 SSRev, Subpace Revival Team: Get rid of all the Hyperpace is a fine example. Cussing is forbidden, and enforced nearly 24/7. When pub chat gets out of hand, rioting or discussing a mature topic, they use ASSS's capability of disabling pub chat. Viola. I find chatting in hyperpace to be a break from the corrupted portion of the community. Examples, maybe proof of this minor law, lies in the fact that HS is surprisingly popular. Come look at the size of spec chat. Recompile a client distribution. And move it forward into the matrix that is the internet. Many people download the game. When they do, for the first time, they hit Play. It says 'invalid password for specified user'. We need to generate random names. Simply execute some code when Continuum is run for the first time after install. Also, include every zone with a ping on the default zone list. I bet 40% of players or more have never hit the download more zones button. I didn't discover that world until after a year of Trench Wars had ruined my skills. Linux users will love this game. It is lightweight. We must put together a package for ubuntu, as well as other large linux distros, that configures Wine/Continuum. Given that our most talented creative writers come up with something the distros can't refuse, Ubuntu and such will also love this game, and include it in their package repository. Linux users will have a ball here. This action will guarantee a boost in ASSS module developers, and contributions to a new client. In other words, lots of dev in all areas. Search engine optimization: Setup a Drupal site.Drupal, as far as I have noticed, is a partner in crime with Google. This CMS is stunningly google friendly. On top of the googley core modules, there are modules that perform additional SEO tweaks and produce googley sitemaps. lots of people are searching for us and not finding us !@#$%^&*S: We need to keep the few module-makers busy. By convincing large zones, mainly TW, EG, Chaos, and DSB, to make the switch. I personally know there are 3-4 active module developers at this time. And I don't think they would have a problem porting these large zones to ASSS. !@#$%^&*SDocs: Do!@#$%^&*entation. The staff of these large zones are going to need fluent do!@#$%^&*entation. Or should I say simple. The current do!@#$%^&*entation is very fluent. We need to make some wiki pages for the average joe operating in ASSS. I need some rest. Pick it up where I left off fellas.
rootbear75 Posted January 23, 2008 Author Report Posted January 23, 2008 (edited) !@#$%^&*SDocs: Do!@#$%^&*entation. The staff of these large zones are going to need fluent do!@#$%^&*entation. Or should I say simple. The current do!@#$%^&*entation is very fluent. We need to make some wiki pages for the average joe operating in ASSS.i can try to start working on that... should be able to in the next few weeks Edited January 23, 2008 by rootbear75
Hoch Posted January 23, 2008 Report Posted January 23, 2008 People should not concern themselves withthe legality or illegality of SS. The reasonfor this is that the costs involved in initiatinga claim would far outweigh the benefits thata person initiating that claim would receive.Also, there is an issue of enforceability. But do not take this to mean that you shouldnot adhere to international copyright laws -Hoch
Dav Posted January 23, 2008 Report Posted January 23, 2008 also with legality is the fact that if something was going to happen it most likely would have a long time ago.
aquarius Posted January 23, 2008 Report Posted January 23, 2008 I say 20 things about starting the revolution and one simple question about legal issues. And everyone talks about the legal question. Reflection of real life, eh?
rootbear75 Posted January 24, 2008 Author Report Posted January 24, 2008 you can disable pub chat in subgame as well... *lockpublici think
Hoch Posted January 24, 2008 Report Posted January 24, 2008 I say 20 things about starting the revolution and one simple question about legal issues. And everyone talks about the legal question. Reflection of real life, eh? Hahahah! I am a barrister Though IP law doesnot form part of my practice. -Hoch
»freakmonger Posted January 24, 2008 Report Posted January 24, 2008 !@#$%^&*S: We need to keep the few module-makers busy. By convincing large zones, mainly TW, EG, Chaos, and DSB, to make the switch. I personally know there are 3-4 active module developers at this time. And I don't think they would have a problem porting these large zones to ASSS. I know Dev guys in Chaos are wanting to switch to ASSS, but its hard to get people to accept change. They like it the old way (subgame)
»doc flabby Posted January 24, 2008 Report Posted January 24, 2008 There is a cheatsheet to help converts from subgame. http://wiki.minegoboom.com/index.php/!...ands_Cheatsheet
aquarius Posted January 24, 2008 Report Posted January 24, 2008 I can switch most zones over to ASSS myself, if they are willing. It's simple. Also, we don't have to worry about converting many subarenas and programming new modules for them. Only the ones that use a bot. Trench Wars will take a little while to convert their TWBot over to a module.
rootbear75 Posted January 24, 2008 Author Report Posted January 24, 2008 (edited) There is a cheatsheet to help converts from subgame. http://wiki.minegoboom.com/index.php/!...ands_Cheatsheetit doesnt have enough commands on there.. there are only a few i usd the cheatsheet for a bit, and tbh, it didnt help that much Edited January 24, 2008 by rootbear75
aquarius Posted January 24, 2008 Report Posted January 24, 2008 Use the actual do!@#$%^&*entation. userguideHTML version: http://!@#$%^&*s.yi.org/!.../userguide.html PDF version: http://!@#$%^&*s.yi.org/!...s/userguide.pdf Writing modules: http://wiki.minegoboom.com/index.php/Writing_Modules In C: http://wiki.minegoboom.com/index.php/Writing_Modules_In_C In Python: http://wiki.minegoboom.com/index.php/Writi...dules_In_Python Installing modules: http://wiki.minegoboom.com/index.php/Installing_New_Modules Don't be afraid to ask questions. Visit ASSS Questions Forum There are plenty of custom modules already created and available to the public. Visit ASSS Custom Projects And most of all, if more people convert to ASSS or begin new projects utilizing ASSS, there would be a whole lot more '!@#$%^&*s custom projects'.
rootbear75 Posted January 24, 2008 Author Report Posted January 24, 2008 (edited) those are more for server owners and sysops to read.the cheatsheet is "supposed" to be for Joe Moderatorthats the problem, its not complete enough to help i mean if you think about, there is also a huge logistical problem getting all of the moderators trained IF TW does decide to go to ASSS Edited January 24, 2008 by rootbear75
aquarius Posted January 24, 2008 Report Posted January 24, 2008 It will just take some adjusting. Subgame is super easy, ASSS is easy. Once learned, ASSS makes many repe!@#$%^&*ive tasks super easy compared to subgame. I would never switch back, subgame is too hard. It is a matter of learning the new syntax of the subgame commands, and learning the new ASSS commands. Actually, Joe Mod won't need to learn the new ASSS commands until he wants to host an event that depends on them. And I forgot, bots can be loaded to ASSS, so TW, and such, can use their bots.
rootbear75 Posted January 24, 2008 Author Report Posted January 24, 2008 Subgame is super easy, [...]subgame is too hard. oookay??
»freakmonger Posted January 24, 2008 Report Posted January 24, 2008 Yes, training mods would take some time, but subgame commands would still work (sgcompat module)
aquarius Posted January 24, 2008 Report Posted January 24, 2008 Yea, it could be setup so that staff doesn't even know the difference. Bots, subgame commands. Until they realize that ASSS has somewhat of a 'root power' into the client/server connection, and can do magical things. Such as the 'you are attached to me!' packet
»doc flabby Posted January 24, 2008 Report Posted January 24, 2008 (edited) those are more for server owners and sysops to read.the cheatsheet is "supposed" to be for Joe Moderatorthats the problem, its not complete enough to help i mean if you think about, there is also a huge logistical problem getting all of the moderators trained IF TW does decide to go to ASSSThe biggest issue is not the staff, its the bots..Staff are easy to retrain. Bots not so easy... smong made it for me, at the time i wasnt very familiar with any commands, and i was trying to setup a ASSS zone for the first time.I put it up on the wiki with the intention people would add to it, ...This never happened. Edited January 24, 2008 by doc flabby
aquarius Posted January 25, 2008 Report Posted January 25, 2008 if mervbot can run on ASSS, can't the others?
rootbear75 Posted January 25, 2008 Author Report Posted January 25, 2008 if mervbot can run on ASSS, can't the others?since when can merv run on ASSS?
»CypherJF Posted January 25, 2008 Report Posted January 25, 2008 if mervbot can run on ASSS, can't the others?since when can merv run on ASSS? It always has as it supports the Subspace 1.34 protocol. That's all which is necessary (and perhaps sysop privileges?).
»freakmonger Posted January 25, 2008 Report Posted January 25, 2008 So far hybrid hasn't had any problems on ASSS. But I havn't done any extensive testing.
rootbear75 Posted January 25, 2008 Author Report Posted January 25, 2008 cause i thought merv basically translated !commands into a script which ran *commands i didnt know it did ?commands.. or am i completely off on how MERVBot works
aquarius Posted January 25, 2008 Report Posted January 25, 2008 thats probably why you need the merv-on-!@#$%^&*s module, which i'm thinking translates commands as well maybe it's a requirement to enable sgcompat to get the bots to function properly all i know is it works
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