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	<title>playerkill</title>
	<link>http://www.playerkill.com</link>
	<description>home of ultraviolence</description>
	<pubDate>Sat, 07 Apr 2007 18:46:43 +0000</pubDate>
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		<title>OLC</title>
		<link>http://www.playerkill.com/2006/06/04/olc/</link>
		<comments>http://www.playerkill.com/2006/06/04/olc/#comments</comments>
		<pubDate>Sun, 04 Jun 2006 21:57:17 +0000</pubDate>
		<dc:creator>dantes</dc:creator>
		
		<category>Uncategorized</category>

		<guid isPermaLink="false">http://www.playerkill.com/?p=8</guid>
		<description><![CDATA[Wikipedia has an article about Online creation which has my name in it. It also has a bit of inaccuracy about the derivation of my code from way back when.  I corrected a bit of it, but I&#8217;m not sure I really want to wade in and change more - it&#8217;s ancient history at [...]]]></description>
			<content:encoded><![CDATA[<p>Wikipedia has an <a href="http://en.wikipedia.org/wiki/Online_creation">article about Online creation</a> which has my name in it. It also has a bit of inaccuracy about the derivation of my code from way back when.  I corrected a bit of it, but I&#8217;m not sure I really want to wade in and change more - it&#8217;s ancient history at this point.  Still, you can judge for yourself: here&#8217;s the version of the OLC that was in the CircleMUD version of Ultraviolence, circa 1998 or so, directly descended from the CircleMUD patch I released: <a href="/code/iedit.h">iedit.h</a>, <a href="/code/iedit.c">iedit.c</a>, <a href="/code/redit.h">redit.h</a>, <a href="/code/redit.c">redit.c</a>, and the never before released (by me) <a href="/code/medit.h">medit.h</a> and <a href="/code/medit.c">medit.c</a>. This code is definitely not pluggable into a standard CircleMUD distribution, since it obviously depends on a whole lot of custom crap from the original Ultraviolence (which includes.. guns and ammo, if you look at iedit.c. How prophetic). OasisOLC&#8217;s medit doesn&#8217;t derive from this either.
</p>
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		<title>Telnet and Editing</title>
		<link>http://www.playerkill.com/2006/05/23/telnet-and-editing/</link>
		<comments>http://www.playerkill.com/2006/05/23/telnet-and-editing/#comments</comments>
		<pubDate>Tue, 23 May 2006 22:35:55 +0000</pubDate>
		<dc:creator>dantes</dc:creator>
		
		<category>Uncategorized</category>

		<guid isPermaLink="false">http://www.playerkill.com/?p=7</guid>
		<description><![CDATA[I ported over some descriptor code from Suave today. For those actually following along, &#8220;Suave&#8221; actually is the &#8220;Son of UltrAViolencE&#8221;; it&#8217;s my cute term referring to the sword &#38; sorcery mud codebase that I&#8217;ve been kicking round for well over a decade now. &#8220;Lemud&#8221; is the codebase that branched off from Suave early on [...]]]></description>
			<content:encoded><![CDATA[<p>I ported over some descriptor code from Suave today. For those actually following along, &#8220;Suave&#8221; actually is the &#8220;Son of UltrAViolencE&#8221;; it&#8217;s my cute term referring to the sword &amp; sorcery mud codebase that I&#8217;ve been kicking round for well over a decade now. &#8220;Lemud&#8221; is the codebase that branched off from Suave early on and became the Ground Zero knockoff that is running here.</p>
<p>Some time ago in the Suave codebase, I had upgraded the connection code to support the <a href="http://www.zuggsoft.com/zmud/mcp.htm">Mud Client Compression Protocol</a>. In doing that, I went all out in trying to properly support the odds and ends of the telnet protocol, so I actually read <a href="http://www.cse.ohio-state.edu/cgi-bin/rfc/rfc860.html">RFC 860</a> and <a href="http://www.cse.ohio-state.edu/cgi-bin/rfc/rfc1184.html">RFC 1184</a>. I really can&#8217;t remember the compelling reasons for doing this. I may have been trying to deal with the very crufty telnet client that comes with Windows. Was I trying to beat something into line mode? In any event, all that&#8217;s now in the Ultraviolence code now<br />
running (MCP isn&#8217;t actually compiled in at the moment, but the code is now there). Perhaps someone&#8217;s connection will be improved, perhaps not.</p>
<p>Suave also had a very full OLC, and had a simple line based text editor that I brought over to boot. The only exposure here is if you write a message on the board.</p>
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		<item>
		<title>Style, Not Substance</title>
		<link>http://www.playerkill.com/2006/05/15/style-not-substance/</link>
		<comments>http://www.playerkill.com/2006/05/15/style-not-substance/#comments</comments>
		<pubDate>Mon, 15 May 2006 21:18:20 +0000</pubDate>
		<dc:creator>dantes</dc:creator>
		
		<category>Uncategorized</category>

		<guid isPermaLink="false">http://www.playerkill.com/?p=6</guid>
		<description><![CDATA[Now we have a logo and a suitably somber style sheet. Now we just need some content. I&#8217;ll start off with the most irritating bug at the moment: whenever the death count changes - a player kills someone - the player&#8217;s health is restored to full health points. This is not a deliberate reward! I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>Now we have a logo and a suitably somber style sheet. Now we just need some content. I&#8217;ll start off with the most irritating bug at the moment: whenever the death count changes - a player kills someone - the player&#8217;s health is restored to full health points. This is not a deliberate reward! I&#8217;ve changed the core routine for this a bunch of times and have yet to get it right. It really shouldn&#8217;t be that hard.</p>
<p>Besides fixing this bug, I have a lot of ideas on where next to start improving things. One of the top on the list is to start moving away from X, Y names for rooms. This makes it too easy to locate some prey, just &#8220;where&#8221; and the person&#8217;s location instantly shows up. Perhaps this should only be possible with some sort of gizmo, i.e. military satellite uplink/GPS doohickey; a preferable method that still preserves game play is to start sectioning the maze into rooms with the same name - &#8220;An abandoned warehouse&#8221;, &#8220;The dockyard&#8221;. A player who has been through the whole maze gets a vague idea where that should be, without honing in too closely on the exact location.
</p>
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		<item>
		<title>In The Beginning</title>
		<link>http://www.playerkill.com/2006/04/25/in-the-beginning/</link>
		<comments>http://www.playerkill.com/2006/04/25/in-the-beginning/#comments</comments>
		<pubDate>Tue, 25 Apr 2006 22:27:35 +0000</pubDate>
		<dc:creator>dantes</dc:creator>
		
		<category>Uncategorized</category>

		<guid isPermaLink="false">http://www.playerkill.com/?p=3</guid>
		<description><![CDATA[I thought Ultraviolence needed a blog, so here it is. It currently looks a lot like my other web site, doesn&#8217;t it? I&#8217;ll tinker around with the graphics and style sheet in a bit.

]]></description>
			<content:encoded><![CDATA[<p>I thought Ultraviolence needed a blog, so here it is. It currently looks a lot like <a href="http://www.levork.org/">my other web site</a>, doesn&#8217;t it? I&#8217;ll tinker around with the graphics and style sheet in a bit.
</p>
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