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Worldforge::Cyphesis

Version: 0.5.24
Author: Al Riddoch  
Category: Role Playing Rate this game yourself!   Average of 2 Ratings:4.094.094.094.09

Worldforge::Cyphesis Screenshot MMORPG server for the WorldForge project with embedded AI.

Cyphesis is a fantasy MMORPG server, and NPC engine for servers, using AI/A-Life techniques which doesn't have a predefined story. It is the Artificial Intelligence and Artificial Life server/client used by the WorldForge project.

License: free

Additional System Requirements:

  • WorldForge::Atlas-C++
  • WorldForge::skstream
  • WorldForge::wfmath
  • WorldForge::Mercator
  • WorldForge::varconf
  • PostgreSQL
  • Python
  • readline
  • HOWL or Avahi
  • GCrypt

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
no yes yes yes yes no yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by alriddoch on 2000-04-30.


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Comments

  wait it works? posted by Anonymous @ 75.32.76.115 on Jul 21 2007 10:38 AM  
I thought worldforge wasn't playable. is there actually some thing to play here? every thing I've read before said its under development for 7 years and that would never be ready. so is there some thing to put together and play against or with other people?
 
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  Re: wait it works? posted by Anonymous @ 74.37.100.194 on Jul 21 2007 12:13 PM  
Worldforge has had test games (Acorn, which involves herding pigs, and Mason, which allows people to build structures in the game world) for quite some time now. They're not quite what you'd call a full MMORPG experience, but they're decent little minigames to test out various parts of the engine.
You have to realize that Worldforge is way more ambitious than the usual "Let's make an MMORPG" project. They are building a massive world library and game system whereby other people can make their own living virtual worlds, such as MMORPGs. Think of it as a graphical replacement for the old MUD systems.

The fact that this project hasn't fizzled out and died (the way 98% of the relatively less ambitious MMORPG projects do) is quite amazing, IMO. I would've said back then that they bit off more than they could chew, except they've been chewing it quite successfully for years now, with no signs of slowing down or stopping yet.
 
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  Re: wait it works? posted by Anonymous @ 75.32.76.115 on Jul 21 2007 1:45 PM  
the crafting system sounds great! is there a easy way to install it on ubuntu?
 
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  Re: wait it works? posted by Anonymous @ 74.37.100.194 on Jul 21 2007 9:43 PM  
The autopackage ought to work. Download it and run it.
 
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  Re: wait it works? posted by Anonymous @ 84.137.109.216 on Jul 23 2007 1:05 AM  
i guess the easiest way is just to install sear, which is one of two working 3d clients for those servers and then just check the active ones.

ember seems to be better, but it is not yet in the ubuntu repo's (at least not for dapper)
 
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  Re: wait it works? posted by alriddoch @ 83.70.53.8 on Jul 23 2007 6:33 AM  
Older versions have been packaged for debian, and are included in Ubuntu. It should be easy to install to try it out. If you are interested in doing any world building, you will need to try the latest release, as aspects of how rules are written and scripted have changed.
 
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  Re: wait, it works? posted by gnalle @ 90.184.26.120 on Jul 23 2007 8:20 AM  
For the sake of google: You have to enable the universe repository in order to install sear on Ubuntu Feisty.

By the way I believe that the release notes of cyphesis 0.5.13 mention that some of the hard coded functionality in cyphesis is being changed from c++ into python script. I just wondered: How much word building can you do with cyphesis without having to recompile any c++? Can you introduce a new animal or add a new tool? How much of this will eventually be possible? (I have no idea about the slowdown from using python for such a job) http://worldforgedev.org/archives/110

 
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  Re: wait, it works? posted by alriddoch @ 193.120.148.177 on Aug 3 2007 6:22 AM  
Adding a new animal or tool can be done completely without writing and C++ or re-compiling. The basics can be done just by editing an XML data file, which is then loaded into the database. If you need to add some new behavior this can be done by writing Python scripts. You only need to write C++ and re-compile if your features require new core functionality that has not been implemented yet. This does happen quite often at the moment, but should happen less and less once the core fills out.
 
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  woot! posted by Anonymous @ 88.196.16.42 on Jul 21 2007 9:37 AM  
Good game! I like playing this and i need this good game i think is good game ;)
 
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  Server needs collsion posted by Gamma @ 68.77.156.96 on Aug 29 2006 6:42 AM 1
The server needs collsion and physics to become playable. Otherwise this project has allot of potential to be a decent foundation for fully 3D open source RPG's. That includes all media as well like with Vega Strike. WF::Ember has an OGRE3D backend like VegaStike wants to do. I give it one star now until I can jump.
 
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  again something too complicated to try posted by Anonymous @ 84.168.120.8 on Jun 12 2005 9:47 AM  
there's no no ebuild for gentoo available... and no, i dont want to install it manually. i have other work to do, and i use my spare time for playing, not for installing.
 
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  Re: again something too complicated to t posted by alriddoch @ 81.6.249.1 on Jun 12 2005 10:53 AM  

We don't have any gentoo users in the project at the moment. We provide autopackages of almost most of our packages to make it is easy as possible for people to try stuff out. They may not quite fit in with the ethos of gentoo, but they do work on pretty much any Linux distro. If there are any gentoo enthuisiasts who would like to set up ebuids for the WorldForge packages, please get on touch and I will be glad to support you.

 
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  Re: again something too complicated to t posted by TheBohemian @ 213.54.199.176 on Jun 12 2005 4:45 PM  

The original poster is wrong saying there are no ebuilds for worldforge projects. This bug page contains everything one needs.

I am feeling a bit ashamed by this fellow Gentoo user because worldforge uses autotools for each and every package which makes writing our proprietary ebuilds ;) a lot easier.

@worldforge: keep up the good work!

 
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  Re: again something too complicated to t posted by Anonymous @ 202.7.166.170 on Sep 18 2005 1:49 AM  
I have no time for people who badmouth good projects like this.. So why don't you tea-bag me c*nt
 
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  Re: again something too complicated to t posted by scarlet @ 59.167.27.224 on Oct 27 2005 1:28 AM  
When most people use gentoo they do it to prove that they are able to manage some things themselves. For someone who uses a distro that requires exclusively manual editing of config files, installation through manually executed scripts, manual installation of the kernel and everything else that gentoo entails, complaining about installing a game manually does seem kind of lame.
 
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  Re: again something too complicated to t posted by Anonymous @ 194.113.40.219 on Oct 27 2005 8:27 AM  
I use Gentoo, because it is imho one of the most easy to install and to keep up to date distros on the market. It also has very good preconfigured config files. I had a lot more work with Red Hat/Fedora or Suse than with Gentoo. Can't say much about Debian or Ubuntu...
 
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  Re: again something too complicated to t posted by Anonymous @ 84.137.109.216 on Jul 23 2007 1:09 AM  
gentoo is amazing, but it always takes a bit long to update from source and then compile it, although its totally automatic and really beautiful

ubuntu is really best at detecting hardware by itself and setting up a nice usable system in no time, updating goes so fast etc and you can get almost all as a package for it (i don't have problems with compiling things by myself, but its so much easier and faster when its automatically updated ...)
 
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  Re: again something too complicated to t posted by Anonymous @ 84.137.109.216 on Jul 23 2007 1:10 AM  
^^ should have looked at the date ...
 
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  Re: again something too complicated to t posted by Mr. Anderson @ 95.208.116.54 on Jan 31 2010 8:52 PM  
There is a Gentoo overlay for Worldforge on Launchpad.
 
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  Help me... >< posted by Anonymous @ 68.186.26.241 on May 20 2005 11:22 PM  
Ihi everybody. I want to try this game, but... before I install it I took a look at my installed libraries and soft, and installed things in which I didn't have: # # WorldForge::skstream # WorldForge::wfmath # WorldForge::Mercator # WorldForge::varconf # PostgreSQL # Python # readline # HOWL I installed all those with the Synaptic Package Manager [By the way, I am using Ubuntu] except Atlas-C++ which I couldn't find in the list. How do I get it and installe it? Also, when I finish installing Atlas-C++, how do I install this game? Sorry, I am newbie at Linux... ><
 
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  Re: Help me... >< posted by alriddoch @ 81.6.249.1 on Jun 11 2005 6:11 PM  

Unfortunatly I don't think Atlas-C++ Debian packages are currently being maintained. You might try installing it from source. You can get to it from the WorldForge homepage.

I would be glad to hear if anyone is interested in packaging WorldForge's recent releases for Debian and compatible systems.

 
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  a new hope posted by Anonymous @ 217.215.85.107 on Oct 1 2004 8:05 AM  
the only thing suckey with worldforge are the 12398129037124789374819 libs you need installed, i know that you cant do anything about it now, (or you can but still you cant) but one day i hope that i can build worldforge on my slow crappy box without it taking about a weekend to compile.
 
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  Re: a new hope posted by Anonymous @ 217.215.85.107 on Oct 1 2004 8:08 AM  
ooh, one thing you could do is to have a doc on your page or whatever that tells me in what order the depends should be built, cos it isent so easy as to just build them one by one. -please dont flame me if you allready have such a document i havent gone through _ALL_ your docs, but make it more visible so it gives ppl who arent worldforge acitve a good overview. please
 
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  Re: a new hope posted by alriddoch @ 152.78.65.251 on Oct 25 2004 9:57 AM  

I have added a paragraph to the cyphesis homepage which lists the WorldForge libraries that it requires, and the order in which they should be built. I hope this gives you the information you need.

 
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  Re: a new hope posted by Anonymous @ 66.223.131.131 on Oct 30 2004 11:17 AM  
TOMMY
 
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  Re: a new hope posted by grumbel @ 83.135.69.101 on Oct 26 2004 3:13 AM  
You can just link all the libs statically or include them in a binary release and change the LD_LIBRARY_PATH, there shouldn't be any problem with that. The only thing that might give you throuble are glibc incompatibilites, but even them are managable with a bit of extra work.

The thing Worldforge realy needs is some better release management, currently its EXTREMLY difficult to find out what the project is all about and what of it is actually playable and what not, getting it downloaded, build and up and running is then of course still a huge issue.

For example what happened with UClient? It already had a bunch of very nice Iso-gfx some years back, however I havn't heard much of it lately and now most of worldforge seems to go 3d (which looks far worse then the iso-gfx by the way).

 
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  Re: a new hope posted by alriddoch @ 152.78.65.251 on Oct 26 2004 10:50 AM  
Whether you think isometric looks better than 3D is very much a personal choice. Many people would prefer 3D over even the very best isometric sprites.
 
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  Re: a new hope posted by grumbel @ 83.135.83.175 on Oct 29 2004 5:05 AM  
It depends, good 3D can often look better than average 2D. However currently Worldforge has very good 2d and not much good 3d, the 3d screenshots look all rather awfull (standard boring heightmap + a few characters standanding around).

And lets not forget that one could also go mixed mode, ie. 2d iso-tiles + 3d characters, which could combine best of both and would remove the need for tons of 3d sprites and the pain of rendering them.

Overall I think Worldforge is aiming a bit to high or not aiming much at all. After all those years of development there is still nothing that is really ready to play even so the artwork and code is pretty much already there, just the glue is missing to connect it all together.

 
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  Re: a new hope posted by alriddoch @ 81.6.249.1 on Oct 29 2004 6:51 PM  

Unfortunatly we no longer have the 2D graphics you describe, as we do not have the artists permission to use this artwork with any further development.

Aside from the aesthetic issues, using full 3D graphics is much more powerful. Handling customisable character appearance including clothes and equipment in 2D becomes an enormous burden on artists and the size of the data required, but can be relatively simply handled in 3D. Once we have working tools we have found that people with only moderate artistic talent can produce reasonable looking 3D models. Providing the user with a reasonable interface to interact with the a simulated 3D world is far more practical in 3D than it is in 2D.

On the question of whether what we are trying to do is too complex, or too simple I will say this. I have no interest at all in implementing something significantly simpler than systems that are already available. I some of our areas currently seem too simple then those are probably the areas we are not working on at the moment.

 
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  Re: a new hope posted by grumbel @ 83.135.73.61 on Oct 30 2004 3:31 PM  
### Unfortunatly we no longer have the 2D graphics you describe, as we do not have the artists permission to use this artwork with any further development.

Hu? Now I am really confused. Weren't they all released under GFDL at the time acorn was released? So all work on UClient and graphics gets flushed down the toilet for no good reason?

### Aside from the aesthetic issues, using full 3D graphics is much more powerful.

I know, thats why I suggested a mixed mode 2d buildings + 3d characters.

### On the question of whether what we are trying to do is too complex, or too simple I will say this. I have no interest at all in implementing something significantly simpler than systems that are already available.

Sure you can do whatever you want, but I as a gamer would certainly welcome it when there would be at least something playable released once in a while, you could always start simple and move onto something more complicated while people are busy with the simple thing.

 
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  Re: a new hope posted by alriddoch @ 81.6.249.1 on Oct 31 2004 4:30 AM  

There was a failure of communication between members of the team that meant the artwork was released without the artist's informed consent. Licensing of a work under a free license is invalid if it turns out that the owner of the work has not granted that license. Since then we have improved our procedures to ensure that all contributors understand and agree to the terms under which we wish to distribute our work.

When we created Acorn, we hoped that it would be exactly the simple playable release that you describe, but it turned out most people weren't interested in playing it. Whether this is because they wanted to play a combat oriented game, or whether we got something wrong with the mechanics is not clear.

 
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  Re: a new hope posted by grumbel @ 83.135.89.19 on Nov 1 2004 3:58 PM  
Did now some research on what happened to the 2D tiles, see: Looks like politics destroyed the by far most promising part of Worldforge.

### When we created Acorn...

The time Acorn was released I had hell of a lot of throuble finding servers for playing, compiling and getting it run in the first place was not throubleless either. And even running it on localhost resulted in extremly choppy gameplay, so it was really unplayable for me in the end, probally for a lot of other people too. There also was a lack of new releases, so those people who didn't saw it on the first release, won't ever noticed it at all, since Worldforge page itself isn't much easy to find through either.

And well, in the end there is also this "What the f*** is Worldforge all about question?" that might be floating around in peoples minds and makes it quite hard to figure out what of all of it is actually 'end-user ready'.

 
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  Re: a new hope posted by Anonymous @ 216.49.228.4 on Nov 22 2004 8:29 AM  
Wow, now that's just plain wrong. It's impossible for the author to take the GFDL off of art that I downloaded back when the GFDL still applied. Anyone who downloaded GFDL artwork from that project can still use and apply it as if it still has the GFDL intact (because it does). Open source licenses by their nature do not allow this to happen. After all, why I would I want to invest a significant amount of my time/business into a software if the developer can get pissy and take it away? Can you imagine if someone who contributed major portions of the Linux kernel could do this? Besides that, even if it were possible it certainly isn't fair or the right thing to do. That Uta Szymanek person is a real pathetic peice of s$#@$.
 
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  Re: a new hope posted by trick @ 80.203.57.187 on Nov 22 2004 9:40 AM  

If the author him/herself put the artwork under the GFDL he/she can't revoke it. That would be like if someone released some program under the GPL, and a year later changed the license and told everyone they couldn't use it anymore. It just doesn't work that way. If you give something to someone as a present, you can't come later and expect them to give it back just because you don't like them anymore. Of course, using something without their permission, no matter how legal it is, creates bad blood, and you might not want that.

If, however, someone else put the artwork under the GFDL without the author's permission or knowledge, it can be revoked, because it was never valid in the first place. If you buy and pay for something from a thief, that doesn't change the fact that it's stolen goods.

(I don't know which applies to the Worldforge situation)

 
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  Re: a new hope posted by alriddoch @ 152.78.65.251 on Nov 22 2004 2:14 PM  

The artitst did not know the terms of the license we were using for the release, so had not given permission for the artwork to be released under those terms. In effect the material had never really been released under those terms, but the author decided not to try and withdraw the files, and instead to permit their use only in Acorn.

 
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  Re: a new hope posted by Anonymous @ 216.49.228.4 on Dec 21 2004 7:11 AM  
That sounds extremely dubious to me, and I doubt the author has a legal leg to stand on. But in the end I guess it's probably not worth fighting over... still, I hate to see petty bastards win.
 
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  Re: a new hope posted by Anonymous @ 88.96.94.193 on May 10 2006 5:33 AM  
No legitimate open license ever justifies copyright violation, and no legitimate license creator, or free software organisation would defend the right of people to "use the small print to retain unlicensed copyright works".

As a matter of fact, open licenses are the absolute stanchion of people's right to stipulate *exactly* the terms under which they release their copyright materials, and they protect that right firmly. Open licenses are the friend of legitimate copyright-holders, just as software patents are their enemy.

Even the suggestion that an open license should be used to do such a morally wrong thing is damaging to licenses, developers, artists and supporters of Free Software everywhere.

If people adhere to the license they agreed to, then they haven't done anything wrong, but if the copyright-holder did not give permission for the release of said materials at the time they were released, then the license can absolutely be considered invalid.

FYI, even the GPL gives the copyright-holder the right to deny or withdraw the opportunity to enjoy licensing under the term

s of the GPL if there's wrongdoing.
 
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  Re: a new hope posted by alriddoch @ 152.78.65.251 on Oct 26 2004 10:59 AM  

Providing a downloadable binary of cyphesis is far more complex that just static linking, and putting it in a tarball. Embedded python doesn't work with static binaries - it needs symbols to be dynamically exported for binary python modules. Its also necessary that the exact same version of Python is available on the target system as cyphesis was built against, or the python lib directory won't be found and won't be compatibie. Cyphesis also needs to be able connect to a PostgreSQL database which is the right version.

I try to make rpm pacakges available for all our software, and our debian maintainer does debs when he has time. Would a sincere attempt at creating a stand-alone binary package be of real use to anyone? It could include all the necessary Python code, but would still require the database to be set up.

Let me know your thoughts.

 
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  Re: a new hope posted by trick @ 80.203.57.187 on Nov 22 2004 9:57 AM  

Static linking isn't all that great anyway. See "Static Linking Considered Harmful". Sometimes it may still be the best option, but you should at least be aware of the issues.

For a game I'm the Linux porter of, I solved the problem of offering system-independent executables without dependencies by linking dynamically and including the required dynamic libs in the game's installer. The game itself (and all its dependencies) are built in a chroot environment with only the things it needs to build, with arch optimizations for the least arch I want it to support. Users are free to replace the included libs with their own versions if they want to.

This method works great. In over a year I've not received a single system-incompability bug report.

 
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  Re: a new hope posted by Anonymous @ 218.76.46.158 on Jan 28 2005 5:47 AM  
Help me!! When I run the game cyphesis,it print errors: ERROR: Database connection failed CRITICAL: Critical error opening databases. Init failed. INFO: Unable to connect to the RDBMS. INFO: Please ensure that the RDBMS is running, the cyphesis database exists andis accessible to the user running cyphesis. What can I do for it ??
 
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  Re: a new hope posted by alriddoch @ 81.6.249.1 on Jan 30 2005 8:02 AM  
The README file included provides details of the steps required to get PostgreSQL set up so that you can run a server. Try following the steps described in the README files, and if you have problems contact me using the email address in the AUTHORS file.
 
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  Good job posted by miraage @ 24.87.69.52 on Sep 30 2004 11:54 PM 55555
 
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  information posted by Anonymous @ 213.23.156.169 on Jul 24 2004 10:54 AM  
It is realy difficult to get quickly information about the whole project. Maybe you should add a short discription what the whole thing is good for, and how a user can distribute or use the things. I didn't found any tutorials. I wan't to create a rpg myself, Maybe I would use this worldforge stuff when I knew how to handle that thingy.
 
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  Re: information posted by alriddoch @ 81.6.249.1 on Jul 25 2004 1:55 PM  

This is a tricky question, because its far from easy to define what the "whole thing" is. WorldForge has become a community of people working on a number of different things. While there is some work that could be considered the succession of the original work the project was founded to do, we prefer not to exclude anyone elses work by defining what is part of WorldForge and what isn't.

At our current stage of development it would only be possible for someone to build an rpg using our stuff if they got their hands dirty with the technical inards of the system. We are just not well advanced enough to have the tools and documentation ready for a novice to come along and build their own game.

 
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  self-voting... posted by Anonymous @ 134.206.10.253 on Jul 26 2004 12:47 AM  
Don't you know self-voting is lame?
 
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  Re: self-voting... posted by alriddoch @ 152.78.65.251 on Jul 26 2004 3:33 AM  

Of course. Actually I had assumed the system wouldn't let me do it.

 
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  Re: self-voting... posted by arianne_rpg @ 80.58.13.172 on Jul 28 2004 2:23 AM  
LOL, I were going to ask the same but I though it was a bit unpolite.
Anyway, the system, as freshmeat, shouldn't allow selfvoting.
 
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  Re: self-voting... posted by SpoonMeiser @ 213.162.111.137 on Oct 1 2004 7:03 AM  
trouble is, the person who submitted the game isn't always the author
 
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  Re: information posted by Anonymous @ 217.231.217.66 on Jul 28 2004 12:14 AM  
Thank you for your reply alriddoch.
 
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  Re: information posted by Anonymous @ 68.188.4.228 on Oct 2 2004 6:43 AM  
Didn't Yogi say, "It ain't braggin' if it's true." ?
 
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  holy ass posted by Anonymous @ 80.5.133.117 on Jul 24 2004 9:01 AM  
Worldforge is on the gaming rampage!
 
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  Worldforge::Cyphesis posted by Anonymous @ 212.123.176.49 on May 6 2000 4:57 AM  
i am copying the i dont now wat it is but it all heck it look good and my old crappey X wont work fu**ng colermaxcards so it runs in a console!!
 
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