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Latest News |
Added Flirting with Violet and Seth for AI Characters... January 14th, 2002 05:16:39 PMs
 No huge advance today, but I added flirting for the AI Characters. Updated the AI Log file..
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Artificial Intelligence for LORD January 13th, 2002 12:09:22 PMs
 After wanting to install NPCLord from J. Masters and use that to help spice up my local LORD game, it had the RTE200 error, that most pascal IGMs have, so it was unusable. I patched the app with the TPPatch.exe and everything seemed to be fine. Until I created the Non Player Characters and tried to run the maintenace program for it. A different run time error.
So I tried to contact the authors that were listed in the latest version of the file. No responce. So I took things into my own hands and started to write my own Artificial Intelligence for LORD.
Currently, I'm working on the AI's playing of LORD. Forrest fights (the same way Seth created the fighting), Random forrest events, buy and sell weapons and armour, Master Fighting, healing, banking gold. I think just about everything in the forrest I have completed. But I still have a long way to go.
To Be Done:
- Flirting with Seth/Violet
- Stay at the Inn
- Misc forrest events (merry men, old hag, skills training..)
- use Skills in fights (if available)
That's it for normal LORD playability, then it's off to real player interaction with:
- Ability to Slaughter other players
- Get romantic with other players
- Converse with players at all the different places (Flowsers, Dark Bar Tavern, The Inn...)
- Form alliance with players
After everything is said and done.. this should be one killer LORD app that you can't play without!
Here is a sample log file for AILord.
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New Beta Version on WiseOne available... January 10th, 2002 11:35:52 AMs
 There is a new version of WiseOne available for your downloading pleasure. Updated documentation, added multi-node awareness (not helpful in this IGM, but it will be in other IGMs). Let me know what you think. Ok?
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Pay attention to the docs! January 8th, 2002 11:24:01 AMs
 Pay attention when reading how to use functions to open files.
When using fopen, you would think that rb means that you would open the file for reading a binary file, which it does. That wb would mean write a binary file, which it does, BUT that it CREATES the file and doesn't update an existing file. No, that would be r+b. Odd. I don't know why I changed that from the old IGM code to this new version. In any case, it's fixed and available for download.
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New WiseOne Beta available... January 7th, 2002 07:58:14 PMs
 (01/07/2002 at 5:16:48pm) There is a new BETA version of The Wise One available for download. It's a beta because I've been the only one to test it.
Changes to the new version include:
- Everything the WiseOne Grants is configurable.
- Added CBCC.EXE to configure Wise One
- Works in a telnet BBS if the BBS uses it's own fossil driver to communicate with the telnet stream
(Synchronet uses this method, and its the only bbs software that I can run to test it out,
as I'm NOT going to register a BBS backage to see if it works (Wildcat.. etc)) which also means...
- FOSSIL driver support.
- Added a few more magical items for the Wise One to see if the warrior is worthy of his help.
Enjoy. Happy testing! :)
UPDATE! Don't download the beta. It frags the player.dat. :(
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All known CBCC errors have been fixed. January 7th, 2002 01:04:01 PMs
 During some time off in the work day, I managed to fix all of the CBCC errors that were making the application freak out and purge some of the 3RDPARTY.DAT file. So, the uninstall's work fine now. (I never tested the removal for more than 9 IGMs when I wrote the thing, at the time the IGM limit was 9 IGMs.)
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Ok I couldn't wait... December 31st, 2001 04:16:38 PMs
 So I spent a few minutes on WiseOne, to see if I can get it to work using CKit's native fossil support... BAM! I saw it. So, I got it working, but my code, quite honestly, sucks ass. So for the new year, there will be some completely re-written Crazy Boy IGM's with WiseOne being the first.
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I was mistaken... December 31st, 2001 11:40:15 AMs
So I run the CKit Demo application with fossil support and behold thy CKit glory. It worked just fine.
So, I will re-write WiseOne to use fossile support, since it's my smallest IGM so I can get a handle on what I have to do. Then I will also have a new IGM shell, to base other IGM's on.
Coding will start after I finish another project, a band website, since that will pay (and I already have the upfront cash.) So no more updates on progress until that is finished.
I'm happy.
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Looks like trouble ahead.... December 30th, 2001 03:09:19 PMs
Oh boy.
I loaded up Syncronet on my machine today to see if Dragon's Claw Tavern would work in a telnet BBS setting. Nothing. It didn't work.
So I spent a few hours searching the net for updates to the Door Library that I was using, Rickie W. Belitz's CKIT - DOOR Toolkit v2.58, nothing found.
So I loaded up a FOSSIL driver, X00. Nothing
So I loaded up a virtual modem package called NetModem/32. Nothing.
Then I stripped all of the CKIT code out of WiseOne, my smalled IGM, thinking that it make work then. Nothing.
Unless I can figure something out, no updates will be made to the IGMs.. no point really. DailUp BBS's are finished. If I can't get the IGM's to work in a telnet setting... well.. what use will they be? Local only with no other player interaction sucks.
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Planning Stages... December 28th, 2001 03:50:23 PMs
 After thinking about that I wanted to do with Carnage, I remembered some things that I thought about back in '95. Of all the things I wanted to do with the IGM, the more I thought it should be it's own door. I mean, this IGM is going to be bigger than LORD itself. I don't want to give away all the details right now, but if I do get around to writing this beast, you can forget about all of the other IGM's out there. I'm serious.
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Retire DOS Based CBCC... December 28th, 2001 03:43:37 PMs
 I'm really starting to think that retiring the DOS Based CBCC and creating a Windows application in its place. I can make the Win App in a day and it will function properly and work well. The only downside will be file size, since I would be making the app in VB and VB needs all these dlls and other crap. I guess I just have to see which is more important, file size and a few weeks, or a working app in hours.
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playext.dat and playext2.dat.. December 27th, 2001 11:03:42 PMs
Noticed something odd tonight in my LORD directory. playext.dat and playext2.dat. Wonder what they hold. Hex Editor isn't much help, looks like crap.
Do you know whats in there? Email me.
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Prepping WiseOne... December 27th, 2001 06:09:29 PMs
 As with Dragon's Claw Tavern, split Wise One's source into separate files to increase readability and functionality. The only development that is planned is to make the IGM use it's own directory and not clutter up the main LORD dir. Working on Development version 2.1
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Dragon's Claw Tavern Update December 27th, 2001 10:22:42 PMs
 Currently coding is going well.. cleaning up old bad coding practices (all of the code in one file), so I'm currently splitting up the code into smaller, more manageable files and then its on to adding some more items into DCLord:
- Marry Wendy (create a Wendy LORD player?)
If possible, children for the player who is married to
Wendy...
- Fix CBCC (Crazy Boy Command Center) to handle up to 99
IGMs, or whatever the latest limit is.
- Fix the display of ANSI characters when ANSI.SYS isn't loaded
In other words, don't display them. -OR- find an ANSI engine to use.
I think when the above is completed, the IGM will be "finished" and will only be updated for LORD changes in the player structure or if a bug is found. Got to move on to new IGMs sometime...
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Starting things off.. December 27th, 2001 12:40:03 PMs
Welcome to the new site of Crazy Boy Production's L.O.R.D. IGM and Utilities page.
All of this started because Donald Tidmore, Castle Camelot author and webmaster, contacted me asking if I was still supporting the IGMs that I had created. Not having seen the code I had written for over 5 years I told him that if I can find the code, I'd be willing to support the IGMs.
It's been a long time since I last updated anything for my LORD IGM's and have recently found all of my old code for the IGMs and the compiler so I'm back in business.
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