(Edited by Slither at 10:04 am on 1/3/2026)
(Edited by Mench at 5:16 pm on 1/3/2026)
I was looking over flyers/newspapers/resumes and saw that even though these are written to disk and lazy loaded, we never clear the description property, which is what holds the content when you 'read page from paper'.
I've added clearing this prop to the auto pruner and made it so if the prop is sparse it will reload the page the object is on from disk and save it back to the description prop. This saved us 7 megs in text being stored on MOO that was rarely used.
The webclient, and any client that supports local editing VMOO style (popping out a new window with content and then allowing you to save it), can now do node editing in a much better fashion.
If you are on your term and do 'g options local-editor true' and then 'g nodeman edit nodename' your webclient will open a popup window with an editor. The editor will be populated with your existing node content. You can then make changes and hit save and it will save the node, assuming you are still logged in/term isn't disabled/you still have access.
This should make editing nodes much easier and enjoyable.
- This feature was designed for the webclient, and desktop Firefox. It should work fine in Chrome. Any other browser or Mud Client is untested but may work!
- You may need to allow popups from sindome.org for it to work properly.
- You can have multiple nodes open for editing at a time as well, which I'm sure many node editors will appreciate.
- There are shortcuts (like command/control + s). You can view with the shortcut button.
- There is a vim mode for those that like vim.
- There is tab/editor navigation via shortcuts
- The webclient has an option for 'Editor Type' which you can change to either IDE (preferred) or Individual Windows (if you don't like the IDE style pop up).
- There is a scratch pad, but you CAN NOT save, even if it gives you the option. Admin only. But feel free to use it in the window if you want.
- We use this editor on the admin-side, so it's fairly well tuned.
WARRANTY:
This is a quality of life feature. The admin staff are not going to debug why your mud client or browser if this feature is not working. Do not ask us to. You can ask on game-help and may get help, but admin aren't IT tech support. Not all browsers will work. Mobile devices, who knows. This is designed for desktop browsers, preferably Firefox.
(Edited by Slither at 11:58 am on 1/7/2026)
(Edited by Slither at 12:09 pm on 1/7/2026)
I've updated our node service that we use for connecting to the OpenAI GPT api's. It was using the deprecated completion API, now it is using requests. I've also added some additional config that can be passed in from the MOO to allow more control over the model and things of that nature.
(Edited by Slither at 2:28 pm on 1/9/2026)
I've rewritten this to be a background process that we can kick off. It runs, and collects the possible corrections, which can then be reviewed by an admin after the run is complete, that way admin are not sitting around waiting 10 seconds between rooms as we await the response from the GPT API.
I've also refined some of the words it should ignore, and tweaked the prompt a bit. For context, we have 120 or so typos in our @typos system.
Running the scanner on bars + most red sector streets (excluding those with color in the description cause we can't process those effectively yet) has already netted us 120 fixed typos/grammatical fixes.
This updated scanner should make this a lot easier, and we can abstract it to handle other objects aside from rooms in the future.
Fixed a bug with one of the exits, which caused the 'door' to create with a random object as the .destination property (We saw both a flak jacket and a plushie).
The effects of this bug meant that anyone who looked in that direction would get a traceback. It also meant that anyone who tried shooting in that room would see the weapon fire, see the combat messages for it as if they are doing damage (/victim seeing as if they're taking damage) without actually doing or taking any damage, and their clothes being damaged from gunshots. It also affected the sounds of gunfire, which would not make it into the room on the other side of the broken exit, and staff being flooded with some tracebacks.
So, the typo scanner has almost finished running on 8844 IC rooms. We're at 8269/8845 and I've continued to refine the scanner as it has been going on.
Currently, we've found 2076 different rooms have issues, for a total of 2236 issues. This number is not 100% correct, as when the scanner recommends multiple changes to the same sentence, it counts as one issue.
I'd say the majority are grammatical errors and not actual typos (missing or too many commas, missing semi-colons) but there are also typos like missing words, misspelled words, and things of that nature.
There are some false positives, where we get dinged for something stylistic, that we actually intended, and the rare case where a word is corrected to a different spelling when we don't want that, or capitalized because it is technically a proper noun, but we don't want that, so not all suggestions are getting approved but the vast majority are.
The completionists on staff are quite excited to get through all of them and have our room descs be super grammatically correct :)
Fixing these has already begun via reviewing the suggested changes and accepting or declining them.
(Edited by Slither at 9:40 pm on 1/28/2026)