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vildoran

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vildoran
·letztes Jahr·discuss
We have an in-game application process that can be used, though typically we are targeting players that already have knowledge of the game and how certain systems work.

You are correct that the source code isn't public. There are two levels of source code, the in-game code (quests, regions, etc., written in LPC in our case) and the MUD driver code (C). The in-game code has been leaked a few times by some of the developers, and so many of the people that want it have it by this point.

The MUD driver we started with (TMI-2 1.1.1 on MudOS v22pre8 if you want to look it up) is heavily modified now, but the original source is out there.
vildoran
·letztes Jahr·discuss
It's been a really interesting exercise trying to develop content that's more modern, but for this sort of environment. Lately I've been working on procedurally-generated dungeons (for the sake of replayability) and seeing where we can integrate LLMs into our creative process. In some ways LLMs are great, but it's always pretty obvious a description for something was written by an LLM. If nothing else, it's a nice starting point for that sort of work.
vildoran
·letztes Jahr·discuss
KBtin is the one I use, partially for its TLS support (though most MUDs don't offer that). If you use it for T2T, you can connect using '#sslses t2t t2tmud.org 444'

You can also just SSH in (ssh [email protected]), though honestly that isn't the best experience...
vildoran
·letztes Jahr·discuss
It's a bit surreal to see this on the frontpage. I'm one of the main developers working on new content and maintaining the existing content. Happy to answer any questions, if people have them.

T2T is a very interesting place. It's been contributed to by hundreds of volunteer developers over the years, some of which had zero coding experience when they started. Several have gone on to pursue software engineering or other technical jobs, which I've always found really cool.