Apr. 10th, 2008

bluegargantua: (Default)
Actually, that's not true. This one seems pretty interesting.

One of my friends is contemplating a Lexicon game and I'm boosting the signal to my Lexicon-oriented friends.

The twist this time is that there's going to be a map and stuff. Entries won't be alphabetical, they'll be chronological. Each entry will be tied to a specific country on the map and if you drop off the Lexicon, your country gets absorbed by an active player. Turns are once a week.

So if you're interested, check it out.

later
Tom
bluegargantua: (Default)
Actually, that's not true. This one seems pretty interesting.

One of my friends is contemplating a Lexicon game and I'm boosting the signal to my Lexicon-oriented friends.

The twist this time is that there's going to be a map and stuff. Entries won't be alphabetical, they'll be chronological. Each entry will be tied to a specific country on the map and if you drop off the Lexicon, your country gets absorbed by an active player. Turns are once a week.

So if you're interested, check it out.

later
Tom
bluegargantua: (Default)
Hi,

So I came up with an idea for a roving Traveller game. Something to pull out randomly for conventions or gaming weekends and other one-shot type things.

Players are some subset of the mercenary company being transported to their next job by the Broadsword-class Mercenary Cruiser Make Love AND War; Dangerous Sex is Better (usually just shortened to Dangerous Sex). Adventures are all a bit wacky and over-the-top and there's also some sort of sexual tension between players and NPCs (both other mercenaries and native inhabitants).

I'm envisioning one part MegaForce (the Platonic Ideal of MegaForce, not the brutal reality) and one part Army @ Love with a few dashes of Starship Troopers and Wing Commander (actually, a bit more brutal reality and less Platonic Ideal here).

later
Tom
bluegargantua: (Default)
Hi,

So I came up with an idea for a roving Traveller game. Something to pull out randomly for conventions or gaming weekends and other one-shot type things.

Players are some subset of the mercenary company being transported to their next job by the Broadsword-class Mercenary Cruiser Make Love AND War; Dangerous Sex is Better (usually just shortened to Dangerous Sex). Adventures are all a bit wacky and over-the-top and there's also some sort of sexual tension between players and NPCs (both other mercenaries and native inhabitants).

I'm envisioning one part MegaForce (the Platonic Ideal of MegaForce, not the brutal reality) and one part Army @ Love with a few dashes of Starship Troopers and Wing Commander (actually, a bit more brutal reality and less Platonic Ideal here).

later
Tom
bluegargantua: (Default)
So, the server normally sends a message to the Roster letting you know your friends have gone offline. This lets the client update it's display and show you that your buddy Fred has left.

Unless, you're in the same chatroom as Fred. Then, the server just notifies the room that you're leaving and expects the Roster to figure it out from there. Only that's not an accurate depiction of what's going on.

I'm leery about touching the server code this close to a release, but my client-side hacks can only solve one problem by creating another.

Off to the server code:
  When DroppingUser
  {
    If this
    {
      If that
      {
         SendRosterNotice()
      }
    }
  }

So, we do a bunch of fancy conditionals to determine if we should send that Roster notice? How about we brute force it instead?
  When DroppingUser
  {
    SendRosterNotice()
  }

Now, I suppose you might get multiple roster notices that the person has left, but you know what? It doesn't matter.

And guess what? It works like a charm.

Brute Force wins again!
Tom
bluegargantua: (Default)
So, the server normally sends a message to the Roster letting you know your friends have gone offline. This lets the client update it's display and show you that your buddy Fred has left.

Unless, you're in the same chatroom as Fred. Then, the server just notifies the room that you're leaving and expects the Roster to figure it out from there. Only that's not an accurate depiction of what's going on.

I'm leery about touching the server code this close to a release, but my client-side hacks can only solve one problem by creating another.

Off to the server code:
  When DroppingUser
  {
    If this
    {
      If that
      {
         SendRosterNotice()
      }
    }
  }

So, we do a bunch of fancy conditionals to determine if we should send that Roster notice? How about we brute force it instead?
  When DroppingUser
  {
    SendRosterNotice()
  }

Now, I suppose you might get multiple roster notices that the person has left, but you know what? It doesn't matter.

And guess what? It works like a charm.

Brute Force wins again!
Tom

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