Update, because updates are good!

Thankfully, the addition of spam combating systems has proved successful in halting their registrations on the site.  It’s blocked quite a few so far and I hope it continues to do so.

On additional notes, things are certainly moving forward with development.  Astera is working hard on MuGears and making sure things are as good as we can get them right now… basically, nothing short of perfection.

Although we’re certainly not in a position to release details at this point, we’ve also worked on revamping our original storyline.  This has produced very good things.  I feel that we now have a very solid outline which we can build from.  An outline which provides us the reasoning and the back story needed to fill in all the necessary gaps to provide a coherent, comprehensive, interesting and expandable storyline.  Unfortunately for everyone following progress, I don’t anticipate us releasing any storyline information until we’re getting closer to the release of the game play itself.

Until next time, cheers!

Registration Spam Countermeasures

Since it seems that spam bots can’t leave “any” website alone registration on this site has been locked down somewhat.  You’ll need to prove that you’re a human being now by inputting the letters in a picture and by performing a simple math problem on registration.  My apologies for those of you who don’t like math but it sometimes is a necessary evil.

That’s all for now, cheers!

March Infrastructure Update

Well, it’s definitely overdue for me to post some information up here.  That said, I’m doing so now.  There’s a few things that need to be announced.

The first, everything related to Covenstead: Land of Shadow has been moved to the new hosting platform in the new facility.  This is certainly ‘very’ good news when it comes to having everything stable and running in a positive manner.  Most of the actual site was moved with the last post but certain aspects of it had still remained on the old system until now.

We expect that the other server will be turned off and removed from production within the next 2 weeks, this will allow some time to ensure all the other sites hosted on this server are fully functional and there’s no big bugs that need to be worked through in the mean time.

Next, it’s looking more and more likely that my involvement in Rennaissance Festival activities will be significantly limited this year due to finances and time restraints.  That said, I expect to have more time to work with Astie on getting all of our aspirations realized before another decade slips before our eyes.  I will begin work on our database structure in in the next few days.  Hopefully beginning with a light specification in order to ensure that things ’stay’ the same in terms of naming conventions and other little tid-bits which might not be a big deal initially but can turn into a nightmare later down the road if things are not adequately defined from the start; at least in my experience.

At any rate, I think that’s all I have time to update for now.  Hopefully, I’ll be posting another with structure information or at least some little tid-bit of quips in the near future.

New Server in Production

Although we’ve been working on things for a while now and posting to the new site for as long, we’ve been waiting for me to get my lazy butt moving and get the brand new server in place before actually making the official transfer to this site style.  Please read back through our previous posts to get caught up.  We’ll be sending out a notice to everyone that we have e-mails on at some point to let them know of this change and the march foward.  In the mean time, please enjoy the new home!  There will be more to come!

~Freyja

Progress Report – Week 2

In the past week, I’ve been working on improving the network architecture, integrating an exception framework, planning out the scripting system and expanding on the application layer. The network architecture is taking me longer than I’d like, but I think that ultimately it’s best to put in the time to come up with something really solid.

Currently, I’m continuing to work on the network architecture and weaving in the exception framework. I’ve also been thinking on how best to handle scripting permissions (i.e. so a builder cannot access the class that allows them to say…shut down the game). Freyja and I have a few ideas that we think would work, which basically involves having several types of script and pick and choosing which resources we make available to that type of script.

Going ahead, I’m looking to finish up the network architecture, then move into the scripting layer. I’ve got a few modifications I want to make to the user settings to make them a bit easier to manage, and I also need to retroactively add the exception framework into existing code.

Short update today, but lots to do!

Thanks,

A

More Covenstead:LoS History

More in line with history than with current development I thought I’d put up a compilation of what I’d run across yesterday going through old server backups and what not.  A lot of SMAUG code for one.  As it turns out I have the code from Covenstead for quite some time around the 2000/2001 era.  On top of this I also found the SmaugWiz code which is the windows version.  Scary enough, at some point I apparently logged into this since my account is on it, though, I can’t for the life of me remember what my password would have been back then.  So, off to the cracker with me!

Even so, I thought, it might be kind of nifty to list out all of the Immortals and influential people that had some part of helping with this project at one time or another.  I did not arrange them in any real particular order besides listing them with the highest SMAUG rank attained.  I attempted to make it as easily readable as possible.  Also, I am absolutely certain that I’ve missed people in this list.  If you stumble upon this page and you should be on it, by all means please let me know.  I’d love to hear from you and add you to the list.  But for now, enough rambling.  The list.

read more »

Progress…

Today seemed to be one of those days where I had so much I desired to accomplish but just simply couldn’t for lack of the right toolset or whatever the reason was.  Now, at just a quarter after the strike of Midnight I am feeling the effects of that nasty bit of time required by most…sleep.

So here’s a quick update, apparently it’s a good thing we’re not moving to the PowerEdge 2650 that I had set aside for the hosting company.  It lost it’s 2nd drive in 2 months this evening.  Clearly, I am unimpressed with such things.  Even so, the X365 that will become the hosting system that all of the public facing matter resides on is doing well.  Even after having another 2GB of RAM shoved down it’s guzzle last night.

Tonight however, I’ve been completely unable to find an adequate firewalling solution to fit my needs.  Which, I’m sorry to say, are not hardly as complex as it might seem.  I need a firewall that is database capable in some capacity so I can code up some tools that will allow easy manipulation and notations of the rulesets in place.  Most of the solutions on the market, such as Bastille do not seem to have any mechanism to either comment on your ruleset entries or store things in an actual database and build off of that.  Since this is the case and I can’t seem to find an type of database back-end solution for iptables I fear I’m going to need to script up and implement my own.  As any sys/net administrator knows, a firewall has become an essential part of any server, I suppose I could even venture to say any system, with a network connection so this is a very important part of getting the new server in place.  We’ll see what I can come up with in the next couple of days, if not, I’ll need to go with my current solution (manual edits) and just work on a new on as I have time.

Now, on a positive note for the evening.  I’ve received word back from the co-location company about dual hosting for a bit and with a little luck I’ll be able to get the new server onto an actual internet backbone within the week.  That said and my research for the night as complete as it can be, I think it’s time for some sleep.

Oh… and someone “PLEASE” absolutely destroy my blackberry which has incessantly gone off all evening long at the seemingly appropriate interval of what you’d imagine chinese water torture to be, just enough to drive you insane and completely destroy any serious form of concentration that has been gained.  With this, I leave you for the evening with the following ditty I found quite amusing:

Software Project Development

Software Project Development

~Freyja

Another Late Night on Infrastructure

Though you, the general public, have yet to see this brand spanking new hunk of hardware we have right now.  I’ve been working regularly on getting it ready to deploy into the real world and take it’s first fledgling steps as a Debian server after it had finally been released from its former slavery as a Windows server.

At any rate, the problem with 32Bit operating systems (yes, even linux 32bit has this one) is that they will only recognize up to 4GB of RAM; in Debian this is actually right about 3.3GB, unless you do some special little things like… oh… install a new kernel and tell it to actually have more RAM.  Since I was in the midst of feeling productive this evening after a night out to dinner and some serious heart-to-heart with the girlfriend.  I decided tonight was a good night to put in the other 2GB of RAM I had laying around and see what happened.

The final result of which (after updates of course) is a stunning, shiny, ever so slick, 6GB of system RAM!  Amazing! And I’m proud of it and even though we forgive the trespasses of our generous hardware provider for their mistake of using IBM servers; which are horribly over-engineered and have way way way too many features for their own good.  We thank them kindly for this wonderful little piece of hardware and definitely will be putting those 4, 3.0Ghz Xeon CPU’s and, now, 6GB of RAM to good use!

Alright, now that I’ve gotten that off my chest, I’ll turn in for an evening.  I promise better posts and more content as our development moves further along.

~Freyja

Progress Report – Week 1

My intention is to provide a weekly progress update, roughly following the structure of “What I’ve done”, “What I’m doing” and “What I’m going to do”.

I’ve implemented the basics of a data storage system, I’m not entirely happy with it just yet and it’s definitely a revisit, but it is functional, just not as easy to use as I’d like! It’s currently in use to read in user settings, admitingly a relatively small task but I’m hoping the concept will scale up to bigger applications without too much trouble.

My time at current is being spent looking at the design of the network layer of muGears. We’re looking to create a design that is flexible, stable and not inherently tied to any protocol/method of communication. Freyja and I have also had some discussions on potential future applications of a flexible network architecture, and a few back and forths over a couple of gameplay ideas. I expect the network architecture will be completed and at least functional for the telnet protocol within the week. For now, we’re choosing to support telnet as our primary protocol until such time that we investigate the viability of writing our own client and subsequent protocol.

For the future, I’m looking to start work on the logic/scripting layer. I’m estimating it’s going to take a fair amount of time to implement something as solid as I’d like, but ultimately, I think the time investment is worth it. I’ve also got a couple of revisits and expansions on existing systems, i.e. the data storage system and error handling.

All in all, I’m fairly happy with the progress being made.

Thanks for reading,

Astera

Covenstead Development

Wow, 10 years already…

Some might say that Covenstead will never happen if after 10 years we still haven’t had anything to show for it  I beg to differ, we’ve had ’something’ multiple times, at various stages of development, yet each time we’ve decided, “This isn’t good enough.  We can do better”.  Freyja and I have only grown more experienced over the years, and solidified the concepts of what we want to produce for the MU* community.  I personally have grown from your atypical “learnt how to code by screwing around with SMAUG” ‘coder’ to a fully qualified Software Engineer with several years experience.

So; let me talk about where the Covenstead project stands from a development perspective.  The new engine, MuGears, is already in the early stages of development and is currently partially functional.  Where it differs to the other iterations is the application of professional software engineering techniques, making it by far the most efficient and impressive functionality wise of the Covenstead  iterations.  The design is also of a much higher standard, and we’re using well tested open source (and appropriately licensed for closed source development!) libraries to try to ensure our engine is as stable and as well tested as possible.

I’ll do my best to keep anyone interested up to date on development progress on this blog.

Thanks!

Astera