was a bit lazy last night, but instead of fillrect terrain we have terrain images (atm only land and ocean).
website now has a png logo, and players can access their latest map using http://irciv.port119.net/?pid=<player_id>
example: http://irciv.port119.net/?pid=1
haven't pushed to github yet. will do tonight (australian time).
coming up next... playing with the map image generator to get settlers and warriors on the map. wanna try png maps for antialiased layers, as long as the files aren't unreasonably large.
Wooo, that nearly killed me to finish it. It's going living at 20:00 UTC (4PM EST), which is the start of our peak hours. We'll be revising it based on community feedback and if other important points come up as time goes on.
Of course, words means only as much as the actions taken behind them, but I think we've been relatively consistent in meeting the goals I outlined. Here's a small sneak preview for those who read my journal til the whole thing goes live
Statement of Purpose
Our aim is to stand in stalwart opposition to these trends. We will be the best site for independent, not-for-profit journalism on the internet, where ideas and free discussion can take place without external needs overshadowing the community.
have been having some difficulty with my internet connection, so progress has been a bit slower than i would like
set up an apache vhost on my dmz server for the IRCiv website, and coded a little php web app that will allow exec to upload map images to the website using a private key, and displays an image based on a map filename passed in the URL (validated to allow only a alphanumerical chars)
the IRCiv logo is displayed in a gif format (less sexy) on the IRCiv webpage @ http://irciv.port119.net/
thanks to mrbluze for use of his domain and also for some style guidance on the logo
pushed to github: https://github.com/crutchy-/test
note: irciv.php is in scripts directory and contains most of the game functionality
coming up next... making IRCiv upload map images to the website when a player moves
The PR company I'm currently contracting for hosted a conference this morning for folk in the group on the subject of content pollution. The area the presentations were made in was right next to the IT office - my boss is obviously considered far too disruptive to be allowed to be on the same floor as anyone other than the receptionist - and I caught a few of the points as I nipped in and out picking up equipment inductees.
All the presenters were PR people in good standing and the main topic revolved around dealing with the deluge of inconsumable content that swamps communication platforms like Twitter, Facebook and YouTube every second of every day with "trod on dog turdz lolfail!" and videos of the aforementioned hound depositing the future foot warmer on the pavement while the cameraphone holding braindead idiot laughs hysterically. Then they got down to hints on how to actually do something about this. Hints like choosing a suitable medium for your particular message. Ensuring your writing style accurately conveys the motivation behind the piece. Make sure that content posted for clients will make some traction with the audience.
Effectively, a lot of people who think themselves very smart and creative have just realised the following, which when boiled down like this would have been far quicker to present, rather less self-serving and much more honest:
1) Idiots are Idiots
2) Diarrhoea is Diarrhoea
3) Writing, Photography and Film-making are professions
That's right you overpaid dickheads! People have been considering these problems online for decades; I was considering all this at university 15 years ago and it wasn't a new subject then. Considering that everyone at this conference was a PR professional working in an Internet-based arena, anyone who actually learned anything from any of the presentations should have been fired for incompetence the moment they nodded sagely as a bullet point appeared on the screen.
I did not see a thing in any of the presentations that wouldn't have been sneered at by any sixth form* teacher of the subjects under discussion. I never realised teachers got paid so much - they should do considering how much it seems you have to know to work in PR. It used to be said you had to sell your soul to work in PR, but the evidence now suggests the deal is actually for a large portion of your brain.
*high school
updated unit movement, added settler, got active unit cycling working
made up a simple logo to (eventually) go on the IRCiv website
for now its here: http://wiki.soylentnews.org/wiki/IRCiv
pushed to github: https://github.com/crutchy-/test
note: irciv.php is in scripts directory and contains most of the game functionality
coming up next... building/setting up the IRCiv website (to eventually host player map images)
put movement of active unit into a function
created <init> and <quit> reserved aliases in exec (irc.php), which i'll eventually use for loading/saving game data (in addition to timed saves).
used cmd.php (attached to * alias which runs on every received line of data) to fire commands on a 330 numeric event (whois/logged in as) to make startup a bit easier - automatically sets player alias lock to "civ" (in game channel only) and outputs a status command, so that when a player joins a game channel, they can start moving their active unit pretty much straight away (after a 2 or so second delay in processing login script).
IRCiv wiki page created: http://wiki.soylentnews.org/wiki/IRCiv
latest source pushed to github: https://github.com/crutchy-/test
next up... adding a settler unit and getting the active unit cycle function working
IRCiv is a little game (and game engine of sorts) for building stuff like in "Civilization"-branded games.
Currently it piggybacks as a couple of scripts for the exec bot. Refer to the wiki for more info on exec: http://wiki.soylentnews.org/wiki/IRC:exec
Implemented some basic unit movement last night. Can use "up" or "u" action on the active unit (along with equivalents in the 3 other directions).
The game is being gradually developed/tested most nights (Australian time) in the #civ channel of Soylent IRC. Feel free to join, but be aware that you may get pinged by the bot a fair bit (you're always free to duck in and out whenever you like of course).
Other stuff that has been implemented already:
- auto-login on join/logout on part
- logins based on nickserv account name (using whois), so means that players must be registered with nickserve
- supports nick changes
- map generator has been developed (random landmasses based on a couple of parameters)
- map image dump
- map text file dump
- player settings and flags system
- player active unit status output to either game channel or private message (based on "public_status" flag)
Currently development is mainly in PHP, but using the exec bot system, game features/modules can be developed in any language.
Each command runs as a separate script in its own process instance, but can easily communicate with IRC and access persistent game data.
The project is open-source (GPL2) and can be found here: https://github.com/crutchy-/test
Feel free to fork or pilfer, but please share your changes/derivatives.
Anyone interested in contributing to the current project, look for crutchy in #soylent or #civ on IRC.
UPDATE: 2014-04-28T09:08Z - The info below is now out of date. The relevant voting round is over.
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I have noticed that voting for the site name is under way. On the left of my screen I can see a "Name Voting News" box, with important information.
Anyway, I thought it might be useful to have notes about each site name suggestion, all gathered in one place.
In my opinion, the thinking behind the name doesn't have to be immediately apparent. It's okay for it to need some explanation. (When I first heard of Slashdot, I didn't realize what it was a reference to.)
I've seeded this with my own thoughts. Feel free to add comments, and I will aim to edit this to incorporate them. Can you think of any good reasons for or against any of these?
So ... I've recently gotten back into minecraft, and figured that perhaps there are other MC players here at SN, so I wanted to know if there was enough interest to setup a MC server in general. I'd probably use CraftBukkit, and I'm open to running mods if others are interesting. Leave a message below if you'd be interested.
Mods I'd like to run:
* Traincraft
* Railcraft
* Mystcraft (useful for getting new ores without having to reset maps; age creation would be restricted to admins though; mystcraft is a server hog).
Leave your thoughts below.