I tried to make my single-player game work with QuestNet server (I installed the options and such), but even if the game runs fine on Quest, it crashed the QuestNet server...
You could do it more easily by running several servers on different portsI can see a number of problems though - for example, what happens if one person wants to use an object, and the other wants to drop it? I haven't looked at any general MUD clients - is there a standard protocol they tend to use? If there are a few particularly popular clients you'd like to see support added for, let me know and I'll take a look into it.
with the release candidate it no longer crashes the server, just the player application (and with a message before crashing, so it's better in a way )
But if we have to remove commands such as "playerwin" etc. to make it compatible, it's less interesting. Could it be possible to declare the game as single player, and run it as it on a server anyway, with no change in the code ?
But is there a way to limit the number of players in a game ? As I said, for ex. allowing only a certain number of players if one has a certain type of adventure in mind. What would happen if 50 players log in (in the case the server has the appropriate licence for this) when the game is supposed to be for only 5 players max ?
start <normal game start point>
player startscript {
inc <numplayers>
if ( %numplayers% > 5 ) {
msg <This server is full.>
disconnect <%userid%>
}
}
disconnect dec <numplayers>
I though rather 2 pple would interact with each other by playing two characters, not 2 players playing one character.
I haven't looked at any general MUD clients - is there a standard protocol they tend to use? If there are a few particularly popular clients you'd like to see support added for, let me know and I'll take a look into it.
I don't play much MUD, but I tried a few clients anyway. http://pueblo.mozdev.org/ seems to be popular
In the case you want to try the compatibility of Quest Server with some popular MUD clients, you could look at http://www.outland.org/modules/mylinks/ ... ?op=&cid=3
It seems the fact you can only type one letter with them (for a game which run on Quest Server) is a minor bug (I hope it will be easy to fix)
I can't see too much advantage in making QuestNet server run single-player games automatically
Well, that is what QuestNet server does anyway, unless I've misunderstood you.
You could add a player counter to count players into the game
Accommodating this sort of thing should be quite easy to add.