Category: Areas/Zones

Spells and Sample Zones Added to ModernMUD

I wasn’t sure whether I’d ever end up working on the ModernMUD project again. Turns out that the answer is yes. Today I added four sample zones, a bunch of spells, and a sample help file to the open source project on GitHub. It’s available here:

Zone Editor Manual Online

The zone editor’s documentation is fairly sparse, but at least it’s available on the web now:

New Editor Builds

For this build, version 0.59, the name has been changed from “Basternae Editor” to “ModernMUD Editor”. This is because I’m in the process of open-sourcing the codebase, and the editor will work not only for Basternae, but any MUD based on the same codebase. Other than the name change, there are a few stability fixes,

Sniktiorg’s Zones

Sniktiorg, one of the most creative and prolific zone creators in the world of MUDs, has granted Basternae 3 permission to use his areas. Woohoo! I’ll attach them as I get them converted to the new format and figure out where in the world they should go.

Another Editor Update

In the process or editing roads on the surface map to set each section of road to the right tile (east-west, corner pieces, t-intersections, etc.) I found that the editor needed some updates to accommodate the tile system. I’ve released version 0.57 of the editor today, with map terrain editing (not useful for regular zone

Editor Version 0.56 Update

Working on a zone always results in editor improvements, so here’s what we get this release: * Changed the error window shown for “Check Area” to a scrollable list so all errors can be seen. * When items in the list of errors found by “Check Area” are double-clicked, the object, room, or mob will open in

Grey Elf Hometown Layout Finished

I have the general layout of the Grey Elf hometown finished now. There’s a lot of work still to do — room descriptions, shops, mobs, objects, etc., but the layout is done and the repopulation points have been set. Here’s what it looks like:

Editor Version 0.55 Update

I spent a little while working on the Grey Elf hometown today. That sort of thing always results in editor changes. Version 0.55 was released today with these two changes: * Added the “Check Area” command to the tools menu. Right now it only checks for missing descriptions on rooms, objects, and mobs. * Added

Zone Format XML Schema

I used the Microsoft XSD.exe tool to generate an XML schema file from the zone classes. That probably means nothing to most readers of this blog, but here’s the .XSD for the Basternae 3 zone format: Basternae 3 Zone Format XSD No reason really, just in case someone might be an XML tinkerer and wants

More Zones Attached To The Map

These zones have been attached to the world map: L’ristrizzen (Drow Elf HT) Ixxillian (Enslaver HT) Malch’hor Ganl (Goblin HT) Autumnglen (Centaur HT) Plateau of the Temple Court of the Muse

Editor Version 0.54 Update

Using the editor has inspired a fresh new batch of improvements. Here they are: Mob Editing * New mobs now default to having memory. * Fixed a navigation bug with creating new mobs. * Fixed a problem that would prevent setting mob sex. * Added a clone button for ease of creating similar mobs. Room

Zones Converted and Connected

Nauraki was actually the first one to give zone permissions when the Basternae 3 project started, but the converter wasn’t working well enough to convert them way back then. These zones by Nauraki have been converted: The Plateau of the Temple Court of the Muse L’Ristrizzen (Drow Elf HT) Phiadnae Flats The Village of Shadowfall

Connecting Rooms Made Easy

In Bast1 and Bast2, when a zone was added, one had to edit both zones, adding an exit to each room. When a zone was moved or connected in a different direction, the old exits had to be deleted and replaced with exits in the new direction. This wasn’t too bad, but I always found

Editor Version 0.53 Update

This editor update is mainly about making it easier to edit load commands and object values. Here are the changes: Reset Editing * Object, room, mob, equipment slot, door state, and direction selector buttons have been added to the reset editing screen to make it easier to choose values. Object Editing * Added select buttons

Client Version 0.17 – Attack of the Programmer Art

This update adds worldmap support. Here are some examples: Plains between the southeastern swamp and the blast crater. On the road in the western forest. Underground near the river crossing. East of the mountains where the desert runs north into tundra and then glacier. As a reference image, here’s the first map location in WinTin.Net

Zones From Dubar

We’ve kind of hit the jackpot here. Dubar, one of the most prolific zone writers in the history of MUDdom, gave permission to use his zones. Here’s what I’ve converted: Air Plane Load Grid The Buffalo Tribe (Barbarian HT) The Granite Spire Autumnglen (Centaur HT) The Fields of Elysian The Goblin Camp Gagga’Jobo Caves Malch’hor

Version 0.52 Editor Update

The one we’ve all been waiting for — the editor version with custom action editing. Changes include: * Added ‘edit custom actions’ button to objects and mobs that lets you add triggers and scripts. * Updated help files to include screen shots and more info for some topics, and updated the zone guide section of

Custom Action Editing

I’ve got custom action editing working in the zone editor now.  Here’s an example: To create an action, you select items from the drop down list to build a sentence describing the trigger and the resulting action. After you have an trigger added, you can add additional actions by selecting the item in the list

Custom Actions: Our Version of Scripting

Some MUDs, including Basternae 2 and those derived from the Envy family tree, support MobProgs. Some MUDs, inlcluding Basternae 2 and those derived from the Diku/Envy family tree, used custom C code (“spec_fun” code) to add special abilities to mobs and objects. MobProgs are useful, but they can be a pain to edit because they’re

Version 0.51 Editor Update

Here’s another editor update: Object Editing Changes * Added spell editing to certain types of objects (wands, staves, potions, scrolls, etc.)  The spell can be selected from a drop down list, or typed in manually for custom spells that aren’t in the editor.  That means you can declare spells that don’t exist yet and when