July 1997
- A simple political/social system? Jon A. Lambert
- A simple political/social system? clawrenc@cup.hp.com
- A simple political/social system? Marian Griffith
- A simple political/social system? clawrenc@cup.hp.com
- A simple political/social system? Jon A. Lambert
- Wounds and trauma Adam Wiggins
- Wounds and trauma clawrenc@cup.hp.com
- Wear Location System Jon A. Lambert
- Level abstractions clawrenc@cup.hp.com
- (fwd) Popularity of text-based MUDS clawrenc@cup.hp.com
- trying again Chris Gray
- My page, such as it is. Michael A. Hohensee
- What happened? Michael Hohensee
- Testing coder@ibm.net
- > Integrating PK Matt Chatterley
- Level abstractions / Game realism issues Matt Chatterley
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling Chris Gray
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Chris Gray
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Jon A. Lambert
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Jon A. Lambert
- C&C and Event Rescheduling Jon A. Lambert
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Nathan Yospe
- C&C and Event Rescheduling Adam Wiggins
- C&C and Event Rescheduling Richard Woolcock
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Richard Woolcock
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Adam Wiggins
- C&C and Event Rescheduling Marian Griffith
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Adam Wiggins
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Miroslav Silovic
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Jon A. Lambert
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling Miroslav Silovic
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Miroslav Silovic
- C&C and Event Rescheduling Miroslav Silovic
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Miroslav Silovic
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Jon A. Lambert
- C&C and Event Rescheduling Shawn Halpenny
- C&C and Event Rescheduling Jeff Kesselman
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Jeff Kesselman
- C&C and Event Rescheduling clawrenc@cup.hp.com
- C&C and Event Rescheduling Jeff Kesselman
- not about pk anymore Marian Griffith
- not about pk anymore Huibai
- not about pk anymore Matt Chatterley
- not about pk anymore clawrenc@cup.hp.com
- not about pk anymore Alex Oren
- not about pk anymore Matt Chatterley
- not about pk anymore clawrenc@cup.hp.com
- natural language parser (Output) Nathan Yospe
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Adam Wiggins
- Virtual Chemistry Jon A. Lambert
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Jon A. Lambert
- Virtual Chemistry Adam Wiggins
- Virtual Chemistry Jon A. Lambert
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Michael Hohensee
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Marian Griffith
- Virtual Chemistry Chris Gray
- Virtual Chemistry Marian Griffith
- Virtual Chemistry Chris Gray
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Chris Gray
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry clawrenc@cup.hp.com
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Nathan Yospe
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Nathan Yospe
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Marian Griffith
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Marian Griffith
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Jon A. Lambert
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry clawrenc@cup.hp.com
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry clawrenc@cup.hp.com
- Virtual Chemistry Marian Griffith
- Virtual Chemistry Jon A. Lambert
- Virtual Chemistry Brandon Van Every
- Virtual Chemistry Jon A. Lambert
- Virtual Chemistry Huibai
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Matt Chatterley
- Virtual Chemistry Adam Wiggins
- Virtual Chemistry Huibai
- Virtual Chemistry Marian Griffith
- Virtual Chemistry clawrenc@cup.hp.com
- Combat Adam Wiggins
- Attn JCL: A scenario for you Alex Oren
- Combat messages Marian Griffith
- Combat messages Adam Wiggins
- Combat messages Martin Keegan
- Combat messages Matt Chatterley
- What about drugs? Nathan Yospe
- What about drugs? Adam Wiggins
- What about drugs? Jon A. Lambert
- What about drugs? Martin Keegan
- coord-based recap? Huibai
- coord-based recap? clawrenc@cup.hp.com
- Docs uploaded Chris Gray
- What are the elements of playabilty? clawrenc@cup.hp.com
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Cynbe ru Taren
- META: Making the list public? coder@ibm.net
- META: Making the list public? Michael Hohensee
- META: Making the list public? Chris Gray
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Brandon Gillespie
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Michael Hohensee
- META: Making the list public? Brandon Gillespie
- META: Making the list public? Shawn Halpenny
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Shawn Halpenny
- META: Making the list public? Alex Oren
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Shawn Halpenny
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Jon A. Lambert
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Matt Chatterley
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Huibai
- META: Making the list public? Martin Keegan
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Marian Griffith
- META: Making the list public? Jon A. Lambert
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Shawn Halpenny
- META: Making the list public? clawrenc@cup.hp.com
- META: Making the list public? Matt Chatterley
- Longbows and such. Cynbe ru Taren
- R-trees &kin Cynbe ru Taren
- R-trees &kin Martin Keegan
- META: Making the list public? S001GMU@nova.wright.edu
- META: Making the list public? clawrenc@cup.hp.com
- META: C&C and Event Rescheduling clawrenc@cup.hp.com
- Source data on Crossbows clawrenc@cup.hp.com
- Source data on Crossbow Cynbe ru Taren
- Source data on Crossbow Matt Chatterley
- Source data on Crossbow Cynbe ru Taren
- Source data on Crossbow Matt Chatterley
- Source data on Crossbow clawrenc@cup.hp.com
- Source data on Crossbow Matt Chatterley
- Source data on Crossbow clawrenc@cup.hp.com
- Source data on Crossbow Matt Chatterley
- Source data on Crossbow Caliban Tiresias Darklock
- Source data on Crossbow Marian Griffith
- Source data on Crossbow clawrenc@cup.hp.com
- Source data on Crossbow Orion Henry
- Source data on Crossbow Cynbe ru Taren
- Source data on Crossbow Matt Chatterley
- Source data on Crossbow Michael Hohensee
- Source data on Crossbow Matt Chatterley
- Source data on Crossbow clawrenc@cup.hp.com
- Source data on Crossbow daggers@iquest.net
- Source data on Crossbow Rudy Neeser
- Source data on Crossbow Malcolm Tester II
- Source data on Crossbow Travis Casey
- Source data on Crossbow rayzam
- Source data on Crossbow Blane Bramble
- Source data on Crossbow Daniel Carruth
- Source data on Crossbow Michael Tresca
- Source data on Crossbow Bobby Martin
- Source data on Crossbow Christopher Kohnert
- Source data on Crossbow Bobby Martin
- Source data on Crossbow Christopher Kohnert
- Source data on Crossbow Dave Rickey
- Source data on Crossbow werda555@yahoo.com
- Source data on Crossbow Nathan Yospe
- Source data on Crossbow Travis Casey
- Source data on Crossbow Bobby Martin
- Source data on Crossbow Hans-Henrik Staerfeldt
- Source data on Crossbow Bobby Martin
- Source data on Crossbow Ben Tolputt
- Source data on Crossbow andy.wharton@ascentialsoftware.com
- Source data on Crossbow Skaei@aol.com
- Source data on Crossbow rayzam
- Public Archives (META: Making the list public?) Brandon Gillespie
- Socrates - A brief look at AI(?) Jon A. Lambert
- Evil coders from beyond the grave Matt Chatterley
- Evil coders from beyond the grave Orion Henry
- Evil coders from beyond the grave Matt Chatterley
- Evil coders from beyond the grave Chris Gray
- Evil coders from beyond the grave Matt Chatterley
- Evil coders from beyond the grave Adam Wiggins
- Evil coders from beyond the grave Matt Chatterley
- Graphical MUDs Michael Hohensee
- Graphical MUDs Cynbe ru Taren
- Graphical MUDs Michael Hohensee
- Graphical MUDs Shawn Halpenny
- Graphical MUDs clawrenc@cup.hp.com
- Graphical MUDs Chris Gray
- Brief bio Niklas Elmqvist
- Brief bio Martin Keegan
- Multi-threaded programming under Linux Greg Munt
- Multi-threaded programming under Linux Nathan Yospe
- Multi-threaded programming under Linux Cynbe ru Taren
- Multi-threaded programming under Linux S001GMU@nova.wright.edu
- Multi-threaded programming under Linux Chris Gray
- Multi-threaded programming under Linux Jeff Kesselman
- Multi-threaded programming under Linux Cynbe ru Taren
- Multi-threaded programming under Linux Orion Henry
- Multi-threaded programming under Linux Michael Hohensee
- Multi-threaded programming under Linux] Michael Hohensee
- Multi-threaded programming under Linux clawrenc@cup.hp.com
- Multi-threaded programming under Linux Jon A. Lambert
- Multi-threaded programming under Linux Nathan Yospe
- Multi-threaded programming under Linux Jon A. Lambert
- Multi-threaded programming under Linux Alex Oren
- Multi-threaded programming under Linux clawrenc@cup.hp.com
- Multi-threaded programming under Linux clawrenc@cup.hp.com
- (fwd) LP: How does it work? coder@ibm.net
- Collision detection coder@ibm.net
- OT: Multi-threaded programming under Linux coder@ibm.net
- Motivating people Greg Munt
- Motivating people Chris Gray
- Motivating people Huibai
- Motivating people clawrenc@cup.hp.com
- Motivating people Jon A. Lambert
- Motivating people Greg Munt
- Motivating people clawrenc@cup.hp.com
- Motivating people clawrenc@cup.hp.com
- OT: Multi-threaded programming under linux Orion Henry
- Graphic MUDS. Jeff Kesselman
- Graphic MUDS. Chris Gray
- Graphic MUDS. Jeff Kesselman
- Graphic MUDS. Chris Gray
- Graphic MUDS. Matt Chatterley
- Graphic MUDS. Adam Wiggins
- Graphic MUDS. Chris Gray
- Graphic MUDS. Michael Hohensee
- Graphic MUDS. Jon A. Lambert
- Graphic MUDS. clawrenc@cup.hp.com
- Graphic MUDS. Adam Wiggins
- Graphic MUDS. Martin Keegan
- Graphic MUDS. Adam Wiggins
- Graphic MUDS. clawrenc@cup.hp.com
- Graphic MUDS. Martin Keegan
- Graphic MUDS. Matt Chatterley
- Graphic MUDS. Jeff Kesselman
- Graphic MUDS. clawrenc@cup.hp.com
- Stories? Marian Griffith
- KaVir Nathaniel Blundell
- OT: Server Web Site Jon A. Lambert
- Recent mail delivery problems... clawrenc@cup.hp.com
- Mail not getting to the list coder@ibm.net
- Mail not getting to the list Caliban Tiresias Darklock
- Mail not getting to the list Jeff Kesselman
- Graphic MUDS/Ultima Online Koster, Raph
- Graphic MUDS/Ultima Online Adam Wiggins
- Graphic MUDS/Ultima Online Koster, Raph
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online Adam Wiggins
- Graphic MUDS/Ultima Online Matt Chatterley
On Wed, 30 Jul 1997, Koster, Raph wrote:
> On Wednesday, July 30, 1997 3:06 AM, Adam
> Wiggins[SMTP:nightfall@user1.inficad.com] wrote:
>
> > Hell yeah. My job is to write 'normal' (graphical) computer games,
> and
> > I am constantly frustrated by how much art holds us back from doing
> > what we really want to do.
>
> This IS changing, though. Computer power keeps going up, and pretty
> soon 3d hardware acceleration will be standard. If we get clever about
> dynamic meshes and the like, we can do quite a lot with that.
I'm actually quite out of the graphics side of hardware at the moment - it
moved too fast and I've been too busy to make an effort to stay informed.
[Snip]
> I hadn't ever thought of regarding equipment limits as a way of saving
> game state. It is, of course. But naturally it has so many limitations
> and issues with it that it doesn't really address the underlying
> reasons to save game state in any significant way...
Yup. It also only makes sense in certain situations and from certain
angles. A plain "There can be only 12 shortswords made of Fredium in the
world at one time!" doesn't work. "There is only enough Fredium at any one
time to MAKE 12 shortswords!" is better. Limiting for 'unique' items is a
rather more obvious way to apply this.
> > > Evolved Diku models which save some elements of world state (say,
> add
> > > player housing on a Merc). Full world-state saving a la
> > > MUSH-derivatives, etc. What defines persistence?
> >
> > Well, any good mud saves world states. Saving location of objects
> and
> > player corpses is pretty standard on dikus now.
>
> Corpses, I'll grant. The rest of the items? I really doubt it is that
> common, since in order to make it work with any semblance of game
> balance, you'd have to get rid of the repop methods used by Diku-style
> muds. What makes items go away?
Not sure why saving corpses is particularly useful. ;) I intend to have
them rot slowly, be buried, traded for cash, chopped up for food,
skinned.. but they will probably not save over physical reboots. Why not?
Partly for efficiency reasons (think how many corpses you could have if
they took a long time to rot!).
[Snip]
> > > Many muds do not have a changing environment *save as a social
> > > construct among players*. Their database is static. They use
> respawn
> > The fact that they have a database at all implies that it is not
> totally
> > static. [snip] If you're
> > refering to the database as in the 'world' stuff like room descs
> and
> > mobile locations, this stuff is usually under constant change,
> although
> > manual change, by the admin. Definitely this is an area that needs
> > improvement, but none if it is really 'static'.
>
> I define static as unchanging except with manual intervention, so yes,
> that is exactly what I was referring to (see my reply to Matt
> Chatterley). From a "game" perspective, this is what makes the game
> predictable. From a sim perspective, this is a major limitation on
> what behaviors you can simulate.
I have to agree. Predictable worlds are far less fun to adventure in!
Partly why purer-RP games have a great attraction over more static, more
stale (in some cases), games which focus less on RP.
> [snipped stuff on how crashes are special cases, which of course they
> are]
But you can still save stuff when you crash - depending how you crash.
[Snip]
> > things like running your hero decked out in the best artifacts to
> > be found in the game in on a dragon and getting slaughtered. Now
> those
> > artifacts are essentially out of the game unless you feel like
> trying
> > to either take on the dragon or plunder its hoarde. Simple
> mechanics with
> > a highly interesting result.
>
> Absolutely. There is a LOT to recommend full world-state saves for
> gaming environments.
Absolutely. The more you save the world, the more things such as
'permanent death' become happily do-able too.
[Huge snippage]
> > Your game starts to build itself.
>
> You just eloquently summarized the original design goal (something
> which btw we of course fell short of, it's a really hard to reach
> goal).
<g> Don't we all.
> > You can move objects around in Quake?
>
> Quake is actually very powerful and flexible. You can do a lot in it.
> Most don't. :)
I'm regretting mentioning Quake. ;)
[Snip rest]
Regards,
-Matt Chatterley
http://user.itl.net/~neddy/index.html
"Doublethink means the power of holding two contradictory beliefs in one's
mind simultaneously, and accepting both of them." -George Orwell - Graphic MUDS/Ultima Online Koster, Raph
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online Adam Wiggins
- Graphic MUDS/Ultima Online Alex Oren
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Koster, Raph
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Chris Gray
- Graphic MUDS/Ultima Online Richard Woolcock
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online Chris Gray
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online Nathan Yospe
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online Richard Woolcock
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online Richard Woolcock
- Graphic MUDS/Ultima Online Nathan Yospe
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Richard Woolcock
- Graphic MUDS/Ultima Online Nathan Yospe
- Graphic MUDS/Ultima Online Adam Wiggins
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online Koster, Raph
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online Michael Hohensee
- Graphic MUDS/Ultima Online Adam Wiggins
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Matt Chatterley
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online Adam Wiggins
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online Adam Wiggins
- Graphic MUDS/Ultima Online Jeff Kesselman
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- Graphic MUDS/Ultima Online clawrenc@cup.hp.com
- First Muds - newbie magic? Nathan Yospe
- First Muds - newbie magic? clawrenc@cup.hp.com
- First Muds - newbie magic? Martin Keegan
- Dynamic Descriptions Nathan Yospe
- Dynamic Descriptions Chris Gray
- Dynamic Descriptions Martin Keegan
- Dynamic Descriptions clawrenc@cup.hp.com
- Dynamic Descriptions Nathan Yospe
- Dynamic Descriptions Jeff Kesselman
- Dynamic Descriptions clawrenc@cup.hp.com
- Dynamic Descriptions Jeff Kesselman
- Persistant worlds, Dan Huibai
- Worlds VS Games, etc {was GMuds, UO} Nathan Yospe
- Worlds VS Games, etc {was GMuds, UO} Koster, Raph
- OT: NIS/AlterNIC and the DNS system Caliban Tiresias Darklock
- OT: Mail not getting to the list clawrenc@cup.hp.com
- OT: Mail not getting to the list clawrenc@cup.hp.com
- Persistance/stability Chris Gray
- Persistance/stability Miroslav Silovic
- Persistance/stability Matt Chatterley
- Persistance/stability clawrenc@cup.hp.com
- Persistance/stability Chris Gray
- Persistance/stability Brandon Gillespie
- Persistance/stability Adam Wiggins
- Persistance/stability Chris Gray
- Persistance/stability Adam Wiggins
- Tilting at the SimWindmill - was UO Jon A. Lambert
- DESIGN: The purpose of MUDding? coder@ibm.net
- DESIGN: The purpose of MUDding? Brandon Van Every
- DESIGN: The purpose of MUDding? Matt Chatterley
- DESIGN: The purpose of MUDding? Brandon Van Every
- DESIGN: The purpose of MUDding? Matt Chatterley
- DESIGN: The purpose of MUDding? clawrenc@cup.hp.com
- DESIGN: The purpose of MUDding? Matt Chatterley
- DESIGN: The purpose of MUDding? Jeff Kesselman
- DESIGN: The purpose of MUDding? Jeff Kesselman
- DESIGN: The purpose of MUDding? clawrenc@cup.hp.com
- DESIGN: The purpose of MUDding? clawrenc@cup.hp.com
- DESIGN: The purpose of MUDding? clawrenc@cup.hp.com