Re: lord
By: Nightfox to The Millionaire on Wed Aug 21 2019 08:59 pm
@MSGID: <5D5E1311.40906.dove_sync@digitaldistortionbbs.com>
@REPLY: <5D5E0210.6348.sync@vert.synchro.net>
@TZ: c1e0
These kludge lines shouldn't be in the message text.
The build you're running is a not the latest and there were some recent changes in this area, so do you mind updating to the latest and we'll see if this problem goes away?
After that experiment, you can (if you want) set SCFG->Networks->QWK->Hubs->VERT->Include Kludge Lines to "No"
(as shown here:
http://wiki.synchro.net/howto:dove-net) - but Vertrauen should be able to handle/strip these kludge lines automatically, so I am curious how they snuck into the body text.
Re: lord
By: The Millionaire to echicken on Wed Aug 21 2019 07:46 pm
There are some reasons why it might be nice, others why it might not
be so great. I'd be interested to hear why you'd like to see this
happen.
Why wouldn't it be a good thing? I love games that's why. The more the better.
This new LORD is being written in Synchronet's JavaScript. That has its advantages (it will run wherever Synchronet runs), but one downside is that it will only work with Synchronet BBSes.
Deuce has a project called jsdoor (it's a fork of jsexec) and a JS door kit (called "dorkit") which will, in theory, allow non-Synchronet BBSes to run Synchronet JS "doors".
If we want inter-network gaming,
it might only work with ones running on other Synchronet BBSes, unless it's made to read & write game files from the original LORD.
That's true, no inter-BBS networking yet and how that'll work exactly is unsure.
digital man
Synchronet "Real Fact" #42:
Rob Swindell was laughed out of a FidoNet Net103 (OC, Calif.) meeting in 1992. Norco, CA WX: 86.7F, 45.0% humidity, 12 mph ENE wind, 0.00 inches rain/24hrs
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