You can subscribe to this list here.
2001 |
Jan
|
Feb
|
Mar
(2) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
---|---|---|---|---|---|---|---|---|---|---|---|---|
2003 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(5) |
Nov
|
Dec
|
2004 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
|
Dec
|
From: Joshua M. <j_a...@ya...> - 2004-10-27 21:43:15
|
I've officially passed the maintainership of the MOOP Project to Dusty. He's done all the admin work in the past (mumbledymumble) months, anyway, so it's time to reward him with his name in lights! Unfortunately, we can't afford lights, so all he gets is another permission bit at Sourceforge, but them's the breaks. Welcome your new Fearless Leader, for a better, Moopier tomorrow! Joshua Macy |
From: shro <du...@sh...> - 2003-10-26 22:25:01
|
>%print dir() ['__builtins__', 'caller', 'me', 'player, 'self', 'this', 'user'] >%print time.time() 1067205288.86 > Is there a reason the dir() command does not show imported modules? I have not taken a look yet at that part of the moop codebase but a properly functioning dir() command would make ingame softcode programing easyier (at least for me :) |
From: shro <dus...@sh...> - 2003-10-26 21:37:41
|
I have finished testing & merging the changes I made to my local moop into the cvs moop and today am killing my moop and will be instead running it directly out of CVS. This should provide more of an incentive to help out because you will see your changes in a public shared moop ;) Also it would be nice to schedule times to get together and have developer chats or something of the like. For instance the 2nd & 4th thursday of every month? What times would be good for yall? The location of course would be on moop. I am free PST: weekends noon-6ish monday after 8 thursday after 8 Other days my schedule varies so wildly I never know if i'm free but I could work something out if needed. |
From: shro <du...@sh...> - 2003-10-26 21:16:42
|
> Hey Dusty. Thanks for putting together this list. It gives us an > idea of what's missing. I've made some comments below. Tell me what > you think. OK Will do :) > I believe @wrap & @linelength are already handled by @linelen. yes but @wrap turns this on or if i believe, I would assume moop is now - on- only. > > '@more [rest|flush] -- display suspended output > > '@pagelength > > I think this should be handled by your client. Otherwise you'd be > delving into guessing what window size and terminal the user has. I believe this is a conviniance for people (like me) who connect using telnet. > > '------------ > > '@describe -- setting what others see when they look at you > > This can be done w/ a 'look me'. @describe is used to set your description not view it. Normal users do not have access to wizard only @set command > > '@gender -- changing your player's gender > > '@rename -- changing your name and/or aliases > > These can also be done w/in the current system: > > set me.gender = male # if this property existed > set me.name = 'Some other name' # you can do this at present only wizards can do this. > Changing these properties should prolly only be done by Wizards. yes but as of now we have no way for the user to set gender when they are created. That is ok of course if every moopie in the moop is niether sex ;) > > > '@go <location> - teleport yourself to a given > location > > Wizards can use 'beam' to do this. yes but only wizards. > > '@join <player> - teleport yourself to a player's > location > > I like this idea. me to > > > '@move <obj> to <location> -- teleport an object to a > > given location > 'beam' handles this. Only wizards can beam. @move is a user command that only allows moving of objects user owns. > > '@eject -- expel sth unwanted from your room > > In addition it would be nice to be able to add/rm bans. > > @ban [username | ip | hostmask] > @unban [username | ip | hostmask] Sounds cool! I dont know how easy the ip/hostmask parts will be, is this informationexposed to softcode? > > 'informational > > '----------------- > > 'whereis -- locating other players > > '@locations -- print names and object numbers of all containing > objects. > > '@parents -- print names and object numbers of all ancestors. > > > '@find #<object> - locate an object by number > > '@find <player> - locate a player > > There's a command for this called 'find'. Ex: > This can be done w/ '@commands'. Ex: cool we already have it with a different name, I must have missed it (the original list i was working from was huge!) > > > 'communication > > '--------------- > > 'whisper -- talking privately to someone in the same room > > 'news -- reading the wizards' most recent set of general > announcements > > '@gripe -- sending complaints to the wizards > > '@typo @bug @idea @suggest @comment > > ' -- sending complaints/ideas to the owner of the current > room > > I like these very much. > > > 'creation > > '------------ > > '@recreate -- This is a combination of @create and @chparent. > > '@quota -- determining how many more objects you can build > > '@count -- determining how many objects you already own > > '@audit -- listing all of your objects > > '@add-owned -- adds an object to your .owned_objects property > > '@sort-owned -- sorts your .owned_objects property > > '@verify-owned -- verifies your .owned_objects property > > '@classes -- listing all of the public classes available for your use > > '@realm -- listing the parenting tree for objects owned by one or > more players > > '@move -- moving *your* objects from place to place > > 'beam' handles @move. only wizards can beam. > > 'topology > > '----------- > > '@add-exit -- adding other players' exits from your rooms > > '@add-entrance -- adding other player's entrances to your rooms > > '@remove-entrance > > '@remove-exit > > I'm not clear on what the above 4 do. Is it different than this? > > @create $exit as north @dig will create an exit and an entrance in both rooms linked to each other (a total of 4 objects) MOO's of course dont have $blah so these commands may not me needed in moop, however the would be a nice conveniance for those migrating from MOO > > > '@entrances -- listing all of the conventional entrances to your > rooms > > This can be done w/ @exits entrance != exit ? > > '@resident -- listing or changing the residents of your rooms > Could you explain this one further? a resident is someone who has your room as .home > > 'descriptions > > '--------------- > > '@rename -- setting the name and aliases of your objects > > '@describe -- setting what others see when they look at your objects > > '@messages -- listing and setting the other descriptive texts on an > object > > ' > > 'locking > > '----------- > > '@lock -- restricting use of and access to your objects > > '@unlock -- unrestricting use of and access to your objects > > ' > > 'containers > > '-------------- > > 'put -- putting an object into a container > > 'remove -- taking an object out of a container > > '@lock_for_open -- setting the lock for opening a container > > '@unlock_for_open -- clearing the lock > > '@opacity > > What's @opacity do? I have no idea, I will check it out when I find a moo that hasn't been taken down. > > > 'editors > > '----------- > > '@notedit <note_object> invokes the Note Editor (edits > note text) > > '@notedit <object>.<prop> invokes the Note Editor > (edits text property) > > '@send <list of recipients> invokes the Mailer > (edits a mail msg) > > '@answer [<msg_number>] [<flags>...] invokes the Mailer > (edits a reply) > > ' > > > '-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > -=-=-=-=- > > ' > > 'more on communication: > > ' > > 'mail > > '-------- > > '@mail -- seeing a table of contents for a collection of email > messages > > '@read -- reading individual messages > > '@next -- reading the 'next' message > > '@prev -- reading the 'previous' message > > '@send -- composing and sending a message to other players > > '@answer/@reply -- replying to one of the messages in a collection > > '@forward -- resending one of the messages in a collection somewhere > else > > '@rmmail -- discarding some subset of a collection > > '@unrmmail -- undoing the most recent @rmm on a collection > > I would prolly be a good idea to add a @savemail, meaning that any > mails marked for deletion (by @rmmail) will be purged. Also @reply > should be added. > > It would be interesting if we could implement a mail system on the > soft code level. There could be a robot named Postman. To get your > messages, you'd have to 'summon' him. Then any messages you send > would have to be written up as letters and handed to him. Then he > would run off and send a messenger to notify the recipient. Just an > idea. or mailboxes, or a post office. There are a few different cool ways we can implement this. The last thing I would want moop to become is generic mud rip-off. We should be as creative as possible to make moop truly unique! > > '@renumber -- renumbering the messages in a collection > > '@mail-option -- describes and sets various customization flags > > ' > > 'For viewing collections other from your own, the following commands > are useful: > > '@rn -- list those collections that have new messages on > them > > '@subscribe -- indicate that you want @rn to report on a given > collection > > ' and add yourself to its .mail_notify list > > '@skip -- ignore any remaining new messages in a given > collection > > '@unsubscribe -- ignore a given collection entirely from now on. > > ' and remove yourself from its .mail_notify list > > What does a 'collection' mean? A mail spool? I would asume it is like a folder. > > 'notes > > '-------- > > 'read -- reading the text on the note > > 'write -- adding text to a note > > 'erase -- removing all the text from a note > > 'delete -- deleting one line of text from a note > > '@notedit -- general editing on the text of a note > > 'encrypt -- restricting who can read a note > > 'decrypt -- undoing a previous encryption > > 'help letters -- on special 'letter' notes > > 'burn -- Destroy the named letter irretrievably. > > This can all be done using soft code. > > > 'gagging > > '----------- > > '@gag -- add one or more players to your gag list > > '@ungag -- remove a player from your gag list > > '@listgag/@gaglist -- list the players you currently have gagged > > We should prolly add @ignore/@unignore/@ignorelist as aliases to the > above commands. I didn't know we had ignore. > > > 'spoofing/security > > '--------------------------- > > '@paranoid -- keeping a record of messages your character hears. > > This should be done on the client level, like w/ tinyfugue, a logged > telnet session or whatever. I disagree, I think the purpuse of this is more to provide a certifiable log that wizards can use when dealing with reports of abuse. If someone harases a user they @log/@paranoid it (whatever) it is then logged to the server and a wizard can review it. This will prevent hesaid/she said issues. > > > '@check -- looking at that record to determine responsibility for > messages. > > What does the above mean? example: Yuut creates a cube object that every 2 minutes outputs: daveron says "Fred smells like a monkey" if see that message and then do @check it will tell me something like: last message generated by #85 <A small metal cube> owned by Yutt > > > '@sweep -- checking who is listening in on your conversation. > there are a few instances when you can hear someone who is not in the same room as you. > How does one listen in on a conversation in moop? get 2 people, then proceed to listen to in on thier conversation. > > 'spelling > > '----------- > > '@spell a word or phrase - Spell check a word or phrase. > > '@spell thing.prop - Spellcheck property. value must be string or lst > of strngs. > > '@spell thing:verb - Spellcheck verb. Only quoted strings in verb are > checked. > > '@spellproperties object - Spell check all text properties of an > object. > > '@spellmessages object - Spell check only message properties of an > object. > > '@cspell word - Spellcheck word, offer suggestions about right > spelling. > > '@complete prefix - List all words in dictionary with given prefix. > > '@addword word - Add a word to your personal dictionary. > > '@rmword word - Remove a word from your personal dictionary. > > '@adddict word - Add a word to the global dictionary. > > '@rmdict word - Remove a word from the global dictionary. > > I don't think we should add the above set of commands to moop. I > don't see it being used. nor do I > > 'rooms > > '--------- > > '@rooms - see a list of the rooms you know by > name > > '@addroom <name> <number> - remember a room by name > > '@rmroom <name> - forget about a room's name > > How would @addroom & @rmroom work? @addroom My favorite room #13 @beam me My favorite room (transported to #13) @rmroom My favorite room @beam me My favorite room (error) > Anyway, I hope I don't sound too critical, but I see a lot of > programming projects that start adding and adding features to > themselves. What results is bloated applications. Since moop was > designed to allow users program objects w/in the system, I think we > should try our best to have most new additions be in soft (rather than > hard) code. That way the server code base will be small & fast & easy > to maintain and the rest will be managed by wizards. I agree almost every command on here could be implemented in softcode. If not we should not add them to hardcode but instead just provide the hooks to allow the softcode to do what it needs to do. as for bloat, we could (as was discussed before) create them as bootstrap files. with one for instance mooaliases.txt that contains all the moo commands that contain equivlent moop comman, using the moo command would run the equvlent moop command and print out a message explaining the proper moop command to use. The entire mail system we could put in mail.txt speaking of which, should we create a seperate bootstaps directory in cvs to keep the bootstrap files? Of course we would also need to update moopdirect to import from the right place. This would have the added benefit of keeping a user from bootstraping the wrong file , such as one of the .py or .dat files. While that would produce errors you never know if it might contain something that would parse and do somthign bad. (especialy if it was a session log) > Sincerely, > Matt Dunford > |
From: shro <du...@sh...> - 2003-10-26 20:49:39
|
I am copying this e-mail to moop-devs and moop-imps mailing lists. Anyone still interested in helping out should subscribe to moop-devs (at sourceforge site) so those of us on both don't get lots of duplicate mail. Also so that we have one address to use. --original email-- Hey Dusty. Thanks for putting together this list. It gives us an idea of what's missing. I've made some comments below. Tell me what you think. On Wed, Oct 22, 2003 at 01:13:26AM -0700, SourceForge.net wrote: > Task #87693 has been updated. > > Project: Moop > Subproject: Moop Core > Summary: missing moo commands > Complete: 0% > Status: Open > Authority : daveron > Assigned to: freeman, daveron, acklen > > Description: 'system > '----------------- > '@lastlog -- finding out when some player last connected to the MOO > '@wrap -- adding word-wrap to the lines you see > '@linelength I believe @wrap & @linelength are already handled by @linelen. > '@more [rest|flush] -- display suspended output > '@pagelength I think this should be handled by your client. Otherwise you'd be delving into guessing what window size and terminal the user has. > '@version -- printing the MOO server version number > '@memory -- gives info about server memory usage. useless for non- wizards. > '@uptime -- amount of time since the last restart of the server. > ' > 'players > '------------ > '@describe -- setting what others see when they look at you This can be done w/ a 'look me'. > '@gender -- changing your player's gender > '@rename -- changing your name and/or aliases These can also be done w/in the current system: set me.gender = male # if this property existed set me.name = 'Some other name' # you can do this at present Changing these properties should prolly only be done by Wizards. > '@lastlog -- finding out when some player last connected to the MOO > ' > 'movement > '------------ > 'go - move Verbs like 'go' can be added to $exit objects w/ @cmd. > '@go <location> - teleport yourself to a given location Wizards can use 'beam' to do this. beam me to #13 which will take you to Ground Zero on moop.shro.net. > '@join <player> - teleport yourself to a player's location I like this idea. > 'manipulation > '---------------- > 'remove from -- move object from inside container into your inventory. > 'put/insert -- take an object from your inventory and place it in a container These are actions that can be added (and I think already are) to container objects on the soft code level. > '@move <obj> to <location> -- teleport an object to a given location 'beam' handles this. > '@eject -- expel sth unwanted from your room In addition it would be nice to be able to add/rm bans. @ban [username | ip | hostmask] @unban [username | ip | hostmask] > 'informational > '----------------- > 'whereis -- locating other players > '@locations -- print names and object numbers of all containing objects. > '@parents -- print names and object numbers of all ancestors. > '@find #<object> - locate an object by number > '@find <player> - locate a player There's a command for this called 'find'. Ex: find daveron > '@find :<verb> - locate a verb on an object in your vicinity This can be done w/ '@commands'. Ex: @commands me > 'communication > '--------------- > 'whisper -- talking privately to someone in the same room > 'news -- reading the wizards' most recent set of general announcements > '@gripe -- sending complaints to the wizards > '@typo @bug @idea @suggest @comment > ' -- sending complaints/ideas to the owner of the current room I like these very much. > 'creation > '------------ > '@recreate -- This is a combination of @create and @chparent. > '@quota -- determining how many more objects you can build > '@count -- determining how many objects you already own > '@audit -- listing all of your objects > '@add-owned -- adds an object to your .owned_objects property > '@sort-owned -- sorts your .owned_objects property > '@verify-owned -- verifies your .owned_objects property > '@classes -- listing all of the public classes available for your use > '@realm -- listing the parenting tree for objects owned by one or more players > '@move -- moving your objects from place to place 'beam' handles @move. > 'topology > '----------- > '@add-exit -- adding other players' exits from your rooms > '@add-entrance -- adding other player's entrances to your rooms > '@remove-entrance > '@remove-exit I'm not clear on what the above 4 do. Is it different than this? @create $exit as north > '@entrances -- listing all of the conventional entrances to your rooms This can be done w/ @exits > '@resident -- listing or changing the residents of your rooms Could you explain this one further? > 'descriptions > '--------------- > '@rename -- setting the name and aliases of your objects > '@describe -- setting what others see when they look at your objects > '@messages -- listing and setting the other descriptive texts on an object > ' > 'locking > '----------- > '@lock -- restricting use of and access to your objects > '@unlock -- unrestricting use of and access to your objects > ' > 'containers > '-------------- > 'put -- putting an object into a container > 'remove -- taking an object out of a container > '@lock_for_open -- setting the lock for opening a container > '@unlock_for_open -- clearing the lock > '@opacity What's @opacity do? > 'editors > '----------- > '@notedit <note_object> invokes the Note Editor (edits note text) > '@notedit <object>.<prop> invokes the Note Editor (edits text property) > '@send <list of recipients> invokes the Mailer (edits a mail msg) > '@answer [<msg_number>] [<flags>...] invokes the Mailer (edits a reply) > ' > '-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=- > ' > 'more on communication: > ' > 'mail > '-------- > '@mail -- seeing a table of contents for a collection of email messages > '@read -- reading individual messages > '@next -- reading the 'next' message > '@prev -- reading the 'previous' message > '@send -- composing and sending a message to other players > '@answer/@reply -- replying to one of the messages in a collection > '@forward -- resending one of the messages in a collection somewhere else > '@rmmail -- discarding some subset of a collection > '@unrmmail -- undoing the most recent @rmm on a collection I would prolly be a good idea to add a @savemail, meaning that any mails marked for deletion (by @rmmail) will be purged. Also @reply should be added. It would be interesting if we could implement a mail system on the soft code level. There could be a robot named Postman. To get your messages, you'd have to 'summon' him. Then any messages you send would have to be written up as letters and handed to him. Then he would run off and send a messenger to notify the recipient. Just an idea. > '@renumber -- renumbering the messages in a collection > '@mail-option -- describes and sets various customization flags > ' > 'For viewing collections other from your own, the following commands are useful: > '@rn -- list those collections that have new messages on them > '@subscribe -- indicate that you want @rn to report on a given collection > ' and add yourself to its .mail_notify list > '@skip -- ignore any remaining new messages in a given collection > '@unsubscribe -- ignore a given collection entirely from now on. > ' and remove yourself from its .mail_notify list What does a 'collection' mean? A mail spool? > 'notes > '-------- > 'read -- reading the text on the note > 'write -- adding text to a note > 'erase -- removing all the text from a note > 'delete -- deleting one line of text from a note > '@notedit -- general editing on the text of a note > 'encrypt -- restricting who can read a note > 'decrypt -- undoing a previous encryption > 'help letters -- on special 'letter' notes > 'burn -- Destroy the named letter irretrievably. This can all be done using soft code. > 'gagging > '----------- > '@gag -- add one or more players to your gag list > '@ungag -- remove a player from your gag list > '@listgag/@gaglist -- list the players you currently have gagged We should prolly add @ignore/@unignore/@ignorelist as aliases to the above commands. > 'spoofing/security > '--------------------------- > '@paranoid -- keeping a record of messages your character hears. This should be done on the client level, like w/ tinyfugue, a logged telnet session or whatever. > '@check -- looking at that record to determine responsibility for messages. What does the above mean? > '@sweep -- checking who is listening in on your conversation. How does one listen in on a conversation in moop? > 'spelling > '----------- > '@spell a word or phrase - Spell check a word or phrase. > '@spell thing.prop - Spellcheck property. value must be string or lst of strngs. > '@spell thing:verb - Spellcheck verb. Only quoted strings in verb are checked. > '@spellproperties object - Spell check all text properties of an object. > '@spellmessages object - Spell check only message properties of an object. > '@cspell word - Spellcheck word, offer suggestions about right spelling. > '@complete prefix - List all words in dictionary with given prefix. > '@addword word - Add a word to your personal dictionary. > '@rmword word - Remove a word from your personal dictionary. > '@adddict word - Add a word to the global dictionary. > '@rmdict word - Remove a word from the global dictionary. I don't think we should add the above set of commands to moop. I don't see it being used. > 'rooms > '--------- > '@rooms - see a list of the rooms you know by name > '@addroom <name> <number> - remember a room by name > '@rmroom <name> - forget about a room's name How would @addroom & @rmroom work? Anyway, I hope I don't sound too critical, but I see a lot of programming projects that start adding and adding features to themselves. What results is bloated applications. Since moop was designed to allow users program objects w/in the system, I think we should try our best to have most new additions be in soft (rather than hard) code. That way the server code base will be small & fast & easy to maintain and the rest will be managed by wizards. Sincerely, Matt Dunford |
From: Joshua M. <j_a...@ya...> - 2003-10-13 17:16:09
|
I've added Luke Parrish (freeman) as a developer. I tried adding Matt and Dusty, but the Sourceforge ids that Luke gave me didn't work... |
From: Joshua M. <j_a...@ya...> - 2001-03-02 12:05:27
|
I'm cc'ing the moop-imps and moop-devs lists on this exchange, in case anyone else is interested and has anything to add. Getting together on Mike's moop (if it's up again) would be great. I believe I have a character Joshua on there (you should see it asleep in the Newbie room). What time zone are you in, so we can coordinate? Joshua --- Jason Horn <jas...@us...> wrote: > > My 'vision'? The same thing we do every night, > >Pinky, try to take over the world! Soon moop will > >replace both the operating system and then network, > >and then... > > :) Works for me! > > >them in the bootstrap moop. So one of the things I > >envision is a repository of loadable files ala > >bootstrap that contain useful objects, including one > >or more files that implement a mud-like environment: > >characters (w/ classes, attributes, levels, and the > >whole FRP megillah), monsters, combat system(s), > > That would be great. I'm a hack -n- slash dnd type person. > But, I think it would be great to offer other > alternatives as well. > > >capability that I want to add: the ability to dump any > >object (or the whole thing) into a bootstrap file that > >would recreate the object. This is essential, in my > >mind, to supporting the sharing of moop code. > > That would be great. Especially for sharing 'zones'. > > > If you're interested in moop, and would like to lend > >a hand, it would be extremely useful to have a someone > > Count me in! I really like Python so far. I'm green, real green, > but I > want to learn. I've programmed a little C in the past, and took a > java > class (a long time ago). Python is much easier for me. > > I'd love to help do whatever. Maybe we can get together and chat > sometime, > maybe on the moop thats up? I created a char there named Jason a > while > back. > > -j > > > ______________________________________________ > FREE Personalized Email at Mail.com > Sign up at http://www.mail.com/?sr=signup __________________________________________________ Do You Yahoo!? Get email at your own domain with Yahoo! Mail. http://personal.mail.yahoo.com/ |
From: Joshua M. <j_a...@ya...> - 2001-03-02 11:57:52
|
--- Joshua Macy <j_a...@ya...> wrote: > Date: Thu, 1 Mar 2001 10:00:56 -0800 (PST) > From: Joshua Macy <j_a...@ya...> > Subject: Re: moop > To: Jason Horn <jas...@us...> > > > My 'vision'? The same thing we do every night, > Pinky, try to take over the world! Soon moop will > replace both the operating system and then network, > and then... > > No, my basic vision is to bring Moop back from the > dead, and make it a viable alternative to other > MOO/Mud environments out there. I don't have a lot of > experience with Muds and MOOs, and I'm a coder at > heart, so almost as soon as I start playing in a > system I want to tinker with it, but the most popular > systems are (IMO) pretty hideous from a coder's > perspective. The biggest attraction of moop to me is > the unification of the system language and the > scripting language, plus that language is Python, > which I love to work on. Since this is a labor of > love, that's important. If I had to write it in C or > C++, I'd find some other way to spend my free time. > > Now, in order to make it a viable alternative, I > think it needs more "batteries included." The basic > boostrap setup produces a primitive, but usable, MOO > environment; if you have builders they can start to > work. Pure users, though, won't have much to do until > the builders have been at it a while--they're much > more likely to find interesting locales and objects in > older established MOOs. People who are more > interested in Mudding, though, don't find much for > them in the bootstrap moop. So one of the things I > envision is a repository of loadable files ala > bootstrap that contain useful objects, including one > or more files that implement a mud-like environment: > characters (w/ classes, attributes, levels, and the > whole FRP megillah), monsters, combat system(s), > treasure, and so forth. Implementors will be able to > share innovations easily, and plain-old-users will get > the benefits of cross-fertilization. > > Currently I'm the only developer, since nobody has > expressed interest. I don't know how many (if any) > users are out there. Michael Pelletier has set up a > public moop (although last I checked a day or so ago > it was down). I haven't really tried publicizing the > resurrection of moop yet, since I'm trying to get > together a 2.0 release that will take it beyond the > AccesSoft 1.1. 2.0 will basically be a clean-up and > make ready for Python 2.1+ (eliminating deprecated > modules, etc) but there's at least one major > capability that I want to add: the ability to dump any > object (or the whole thing) into a bootstrap file that > would recreate the object. This is essential, in my > mind, to supporting the sharing of moop code. > Currently the database saves only via pickling (a > non-human readable format that can only be > reinstantiated safely into the moop from which it was > saved). > > If you're interested in moop, and would like to lend > a hand, it would be extremely useful to have a someone > who is familiar with mudding to tell me what are all > the "must haves" that mudders will expect. I would > love to be bombarded with feature requests, even, or > maybe especially, if they have to do with > implementations of objects and behaviors (like > character classes and magic spells) instead of > underlying coding things (like supporting saving to > PostgreSQL instead of mySQL--as if anyone was > currently running a moop big enough to require either > <snort>). > > Joshua > > --- Jason Horn <jas...@us...> wrote: > > What is your 'vision' for moop? How many people are > > helping work on it? > > > > I'm very new at python (<6 months), thus at this > > time I wouldn't be much > > help at all in the coding area. I have mudded for > > about 9 years. So, from > > a user standpoint, I can offer suggestions. > > > > -j > > > > > __________________________________________________ > Do You Yahoo!? > Get email at your own domain with Yahoo! Mail. > http://personal.mail.yahoo.com/ > __________________________________________________ Do You Yahoo!? Get email at your own domain with Yahoo! Mail. http://personal.mail.yahoo.com/ |