May 1999
- Object server. Quzah [softhome]
- Censorship & Its Impact On World Immersion J C Lawrence
- OT: Ethics v Law Greg Munt
- Virtual v Artificial Worlds Greg Munt
- Virtual v Artificial Worlds Matthew Mihaly
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Wes Connell
- Custom Server Roll Call? David Bennett
- Custom Server Roll Call? Koster, Raph
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? The Arrow
- Custom Server Roll Call? Alex Stewart
- Custom Server Roll Call? Nathan F Yospe
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Niklas Elmqvist
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jo Dillon
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Adam Wiggins
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Hans-Henrik Staerfeldt
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? claw@kanga.nu
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Turner
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Jay Carlson
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ling
- Interesting dilemma Peck, Matthew x96724c1
- Interesting dilemma Caliban Tiresias Darklock
- Interesting dilemma Quzah [softhome]
- Interesting dilemma Brandon A Downey
- Interesting dilemma Shawn Halpenny
- Interesting dilemma Matthew Mihaly
- Interesting dilemma Benjamin D. Wiechel
- Interesting dilemma Koster, Raph
- Interesting dilemma Wes Connell
- Interesting dilemma Mattias Lönnqvist
- Interesting dilemma Mik Clarke
- Interesting dilemma Joel Kelso
- Interesting dilemma Ronan Farrell
- Harvey's Rules of Immship John Hopson
- Confiscating items (Interesting dilemma) Ola Fosheim Grøstad
- AW: Interesting dilemma Hofbauer Heinz
- Virtual Property J C Lawrence
- Virtual Property Koster, Raph
- Virtual Property Jon A. Lambert
- Autogenerating maps from muds using cardinal directions for exits? Ben Greear
- Discussion of large server IO handling desing J C Lawrence
- Planes of existance Quzah [softhome]
- Planes of existance Greg Munt
- Planes of existance Quzah [softhome]
- Planes of existance Caliban Tiresias Darklock
- Planes of existance Ben Greear
- Planes of existance Caliban Tiresias Darklock
- Planes of existance Greg Munt
- Planes of existance T. Alexander Popiel
- Planes of existance Ola Fosheim Grøstad
- Planes of existance Matthew Mihaly
- Dynamically changing room descriptions Ronan Farrell
- Dynamically changing room descriptions Mik Clarke
- Dynamically changing room descriptions Ben Greear
- Dynamically changing room descriptions Koster, Raph
- Dynamically changing room descriptions Richard Bartle
- Dynamically changing room descriptions Matthew Mihaly
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Eli Stevens {KiZurich/GreySylk}
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ling
- Dynamically changing room descriptions Christopher Allen
- old fight system I toyed with Koster, Raph
- APE 0.2.1 J C Lawrence
- OT: robots, agents and emotions Ola Fosheim Grøstad
- OT: robots, agents and emotions Ola Fosheim Grøstad
- Time Discontinuous MUD Ling
- Semi-OT: International intellectual property right (was: Custom Server Roll Call?) Custom Server Roll Call?) Ola Fosheim Grøstad
- Semi-OT: International intellectual property rights Ola Fosheim Grøstad
- Marc Hernandez' Server Greg Munt
> [Marc Hernandez]
>
> Yeah I have been doing this also. I decided to stop running and
> implement. My first and second passes were under C++ with the later one
> (or is it two now?) under Java[1].
What made you move from C++, to Java?
> > [Ola]
> >
> > back to where I was *4* years ago regarding what I want to do now. The
> > basic reason for this is that I realize that I want to make it
accessible to
> > handicapped people, to blind people and others who cannot easily use
many of
> > the newer inherently graphical systems. Which pretty much rules out the
> > hardcore simulationist approach which I have been following so far. So,
I'm
>
> Hmm. Why would accessability have a dependancy on game mechanics?
> You still have objects and such to do stuff with I assume.
I have to agree with Marc here. Ola? So long as the UI is seperate from the
game itself, decisions like this need not have such an impact, surely? (Of
course, the assumption that all players are Eric Generic - sorry, Martin -
has long been a flaw in my own designs...)
> > basically back at the scratchpad (well, I always liked design better
than
> > implementation :*). Maybe I'll come up with something that will take
less
> > than 3-5 man years to design and implement this time!!
>
> Do you actually get much on paper? I find I get a bit then decide
> to go implement because I do not know how this or that will work.
> Probably just immaturity in designing multiuser servers.
Immaturity? I don't think so. Sounds like evolutionary prototyping to me.
> > So, what are you custom server guys doing? Have you been able to stick
to
> > your vision, or has it changed?
>
> Whew ok. I took a look at my codebase and it is not in as bad of
> shape as I thought. I am currently 'pushing' because I want something to
> play with rather than endless bits of code that do not _really_ do
> anything. It is currently 2500 lines, supports persistant objects and
> users and allows talking.
It's all too easy to get bogged down in implementation, instead of thinking
about your goal, and whether what you are doing actually accomplishes ANY of
your short-term ones. (Hey, I've done it, it *must* be easy.)
> At the core the system is driven by events. Everything that
> happens has an event that makes it happen.
But what makes an event happen? What is the process (ie event/object
interaction) that causes a character to speak, for example? Do you have an
event source that throws its own kind of event at an event manager (your
Server object?), which then throws it at the right destination object, which
reacts accordingly?
I remember JCL having something with four distinct components. Anything like
what I've described above?
> Events can be targeted, area or generic.
Maybe I am making things overly complex (or am I?), but I don't see the need
for event classifications. First, let's look at targeted and area events:
these are quite similar. They both propogate events to their contents, it's
just that targeted events are never sent to areas (assuming that you
distinguish between rooms and areas - or even if your server has the concept
of a room at all). For example, you would never send an area event to a
single character, you would always send it to an area. (I'm starting to feel
like I'm missing something now.) Generic events need not be handled any
differently - just have internal objects that provide an interface to the
system. For example, the ShowThreads event could be sent to, say, the Log
object.
> Area events are a bit different. They get produced and filtered
> at production like other events. Then they get filtered by the area they
> are in. The area filters them and decides how to propagate them. Then
> the area passes the events to the various objects that care.
Why aren't targeted events filtered at their destination too?
> For my object system (objects are called components) I wanted a
> uniform handling of abilities. Thus components are really just
> 'containers' for Attributes. An attribute is where all the work gets
> done. Some attributes:
> Physical: maintains where a component is, including its connectedness.
> Material: Any materials a component is made of.
> Contain: this component can contain others that can be contained.
> ContainedBy: this attribute maintains who it is contained by
> (I use the 2 above for areas also. Areas can contain other areas.)
> Mind: A mind controls a body. Some minds include: Text- this is a telnet
> control for a body, Away- this is for controlled bodies that do not have a
> connected human, NPC- for smarter NPC characters, MOB- for simple run
> around creatures.
Can you give some examples of how the Material attribute would be used?
> Rather than use simple pointers between components I have Slots.
> Slots can have constraints placed on them. Another component is placed in
> a slot assuming it fits the constraint.
>
> Taking control of a body is as simple as changing the 'mind' of
> the character. If the character is reincarnated or turned into a goat you
> just change the characters 'body'.
I *love* these two aspects of your design!
> I am currently looking to add a gaming system on top of it. In
> that regard I have not done much. But I have realized the basic system is
> fairly sound and should support one[3]. I have a simple area system setup
> (one area). You can login and talk. Currently the system tells you the
> Unique ID of the person that is talking to you. I have considered writing
> a parser to read in Diku areas and simulating some of the objects therein.
> <shrug>. I have been reading The Lord of the Rings. Made me want a cool
> RPG to go play in.
Beware the LotR influence. In my opinion, the majority of fantasy in the
latter half of this century was produced by Tolkien disciples. Now, I'm not
saying Tolkien was bad - far from it - but too much of *anything* is always
a bad thing. For example, compare Tolkien's creatures to the AD&D classes
and races. (Elves especially. I'm sick of these peace-loving woodfolk; it is
SO ridiculous to embody an entire race with the same characteristics.. And
then when they vary, turn them into another race entirely - dark elves!)
> Oh yeah. It is for a graphical system but will support anything.
> I currently have a text based system running atop it, since that way I do
> not have to develop a client right away.
>
> Wow. You read to here? Even I fell asleep halfway through :-).
I read with excitement and interest. I am myself interested in area events
related to the senses (talking should be heard in neighbouring rooms, shouts
shouldn't be heard across the entire world), particularly smell, which
no-one seems to have dealt with yet. Also a weather system which can cause
permanent damage to the world, its inhabitants, and their manufactured
structures. (I digress.)
> [2] In the 'you do not have to edit every single object in the system
> sense'
You don't seem to have marked where this footnote refers to..?
> [3] I got a little discouraged in february since I was the only one doing
> anything with this while others that wanted to 'help make a game' did not
> do anything.
Apathy makes the world go 'round. I know a lot about it - the Bahamas is
founded on apathy, laziness and stupidity. (Yes, I do love it here, and yes,
I am being very generous to the natives.) Maybe their proximity to the US is
to blame. (*Dons asbestos bodysuit* *grin*) - Marc Hernandez' Server Jay Carlson
- Marc Hernandez' Server Caliban Tiresias Darklock
- Marc Hernandez' Server Travis S. Casey
- Marc Hernandez' Server Adam Wiggins
- Marc Hernandez' Server Marc Hernandez
- Marc Hernandez' Server qitelremel@hotmail.com
- Scry 1.9.1 (Feature Freeze) released. Ben Greear
- The distinction between magic spells and magic abilities Greg Munt
- The distinction between magic spells and magic abilities Matthew Mihaly
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Jo Dillon
- Multi-threaded mud server. Travis S. Casey
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
- Multi-threaded mud server. Mark Gritter
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Travis S. Casey
- Multi-threaded mud server. Ola Fosheim Grøstad
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ola Fosheim Grøstad
- Multi-threaded mud server. David Bennett
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Travis Casey
- Macro languages Caliban Tiresias Darklock
- LOTR and Mud [was: Marc Hernandez' Server] Marc Hernandez
- Noise: boys will be boys (was Multi-threaded mud server.) Ola Fosheim Grøstad
- Kanga.Nu has finally moved... claw@kanga.nu
- Java & MUD servers Laurent Bossavit
- ScryMUD 1.9.3 released. Ben Greear
- ScryMUD 1.9.3 released. Chris Gray
- ScryMUD 1.9.3 released. Ben Greear
- ScryMUD 1.9.3 released. Jon A. Lambert
- [TECHNICAL] How to generate pre-processor output (template problem). Ben Greear
- Searching the archives claw@kanga.nu
- Text Parsing Albert
- Text Parsing Greg Miller
- Text Parsing Kylotan
- Text Parsing Chris Gray
- Text Parsing Albert
- Text Parsing Mik Clarke
- Text Parsing Cynbe ru Taren
- Text Parsing Chris Gray
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Nathan F Yospe
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Mik Clarke
- Text Parsing Marc Hernandez
- Text Parsing Kylotan
- Text Parsing Ross Nicoll
- Text Parsing Kylotan
- Text Parsing Travis Casey
- Text Parsing Chris Gray
- Text Parsing Ross Nicoll
- Text Parsing Travis Casey
- Text Parsing Albert
- Text Parsing Travis Casey
- Text Parsing Mik Clarke
- Text Parsing Ross Nicoll
- Text Parsing Chris Gray
- Text Parsing Katrina McClelan
- Text Parsing Travis S. Casey
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
- Text Parsing Travis Casey
- Text Parsing Greg Miller
- Text Parsing Albert
- Text Parsing Chris Gray
- Text Parsing Greg Miller
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Travis Casey
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Chris Gray
- Text Parsing Travis S. Casey
- Text Parsing Chris Gray
- Text Parsing Travis S. Casey
- Text Parsing Ben Greear
- Text Parsing Matthew Mihaly
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing David Bennett
- Text Parsing Travis Casey
- Text Parsing Cynbe ru Taren
- Text Parsing Katrina McClelan
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing Chris Gray
- Text Parsing Martin C Sweitzer
- Text Parsing Jp Calderone
- Text Parsing Chris Gray
- Text Parsing Ben Greear
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing Greg Miller
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Ben Greear
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Adam Wiggins
- Text Parsing Chris Gray
- Text Parsing Kylotan
- Text Parsing Koster, Raph
- Text Parsing Ben Greear
- Text Parsing Jon A. Lambert
- Text Parsing Adam Wiggins
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Koster, Raph
- Text Parsing Hans-Henrik Staerfeldt
- Text Parsing Koster, Raph
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing David Bennett
- Text Parsing Ross Nicoll
- Text Parsing Travis S. Casey
- Text Parsing Ross Nicoll
- Text Parsing Albert
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
- Text Parsing Greg Miller
- Text Parsing Matthew Mihaly
- Text Parsing Greg Miller
- Text Parsing Matthew Mihaly
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Adam Wiggins
- Text Parsing Katrina McClelan
- Text Parsing Adam Wiggins
- Text Parsing Matthew Mihaly
- Text Parsing Adam Wiggins
- Text Parsing Katrina McClelan
- Text Parsing Jon A. Lambert
- Text Parsing J C Lawrence
- Text Parsing J C Lawrence
- Text Parsing Joey Hess
- Text Parsing J C Lawrence
- Text Parsing Matthew Mihaly
- Text Parsing J C Lawrence
- Text Parsing Koster, Raph
- Text Parsing Matthew Mihaly
- Text Parsing Koster, Raph
- Text Parsing Chris Gray
- Text Parsing Albert
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Matthew Mihaly
- Text Parsing Greg Miller
- Text Parsing J C Lawrence
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Jon A. Lambert
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Hans-Henrik Staerfeldt
- Text Parsing claw@kanga.nu
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Greg Miller
- Text Parsing Petri Virkkula
- Text Parsing Matthew Mihaly
- Text Parsing Petri Virkkula
- Text Parsing Adam Wiggins
- Text Parsing Katrina McClelan
- Text Parsing Petri Virkkula
- Dylan Programming Language Ling
- Dylan Programming Language Jon A. Lambert
- Ultimate Universe Documentation Caliban Tiresias Darklock
- Oh yeah... Caliban Tiresias Darklock
- [TECHNICAL] [SOLVED] (template problem). Ben Greear
- [RELEASE] ScryMUD 1.9.4 available for download. Ben Greear