February 2000
- datagram protocol design theory? (Question about multithreaded servers) Ola Fosheim Grøstad
- Library error J C Lawrence
- Semi-OT: Linux support in commercial MUDs? Ola Fosheim Grøstad
- From the Apache Referrer logs J C Lawrence
- From the Apache Referrer logs Kris Van Hees
 
- good muds for ai programming? Robert Zubek
- good muds for ai programming? J C Lawrence
 
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
- Event Scheduling cg@ami-cg.GraySage.Edmonton.AB.CA
- Event Scheduling J C Lawrence
 
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
 
 
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
 
 
 
- Event Scheduling Miroslav Silovic
- Event Scheduling Jp Calderone
 
- Event Scheduling Ola Fosheim Grøstad
 
- Event Scheduling Miroslav Silovic
- Event Scheduling J C Lawrence
 
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
 
 
- IO Speed Suggestions Christopher Kohnert
- IO Speed Suggestions J C Lawrence
 
- Couple of articles Koster, Raph
- Couple of articles Dr Richard A. Bartle
 
- OT: Soliciting advice from Canadians Alex Oren
- MUD Specific Building pages MichelleThompson
- MUD Specific Building pages J C Lawrence
 
- Embedding Python icecube@ihug.co.nz
- Embedding Python icecube@ihug.co.nz
- Embedding Python J C Lawrence
- Embedding Python Todd McKimmey
- Embedding Python Oliver Jowett
- Embedding Python Todd McKimmey
 
 
 
 
- ADMIN: List post rejections J C Lawrence
- distributed objects Kevin Littlejohn
- distributed objects Vijay Weasel Prabhakar
- distributed objects Brandon J. Rickman
- distributed objects J C Lawrence
- distributed objects Koster, Raph
 
- distributed objects Vijay Weasel Prabhakar
- distributed objects David Bennett
- distributed objects Phillip Lenhardt
 
 
 
- distributed objects cjones@one.net
- distributed objects F. Randall Farmer
- distributed objects Ola Fosheim Grøstad
- distributed objects Kevin Littlejohn
 
- distributed objects J C Lawrence
- distributed objects Gary Whitten
 
- distributed objects Balthazaar
- distributed objects J C Lawrence
- distributed objects Ola Fosheim Grøstad
- distributed objects Eli Stevens {Grey}
- distributed objects Jon A. Lambert
- distributed objects Charles Hughes
- distributed objects Caliban Tiresias Darklock
- distributed objects Charles Hughes
- distributed objects J C Lawrence
 
 
- distributed objects J C Lawrence
- distributed objects Charles Hughes
 
 
 
 
 
- distributed objects Charles Hughes
 
- distributed objects Laurent Bossavit
- distributed objects Kevin Littlejohn
- distributed objects markm@caplet.com
- distributed objects KevinL
 
 
 
 
- Distributed Objects Justin Rogers
- Security J C Lawrence
- commercial muds and cable TV (was code base inquiry ) Sellers, Michael
- commercial muds and cable TV (was code base inquiry ) Matthew Mihaly
- commercial muds and cable TV (was code base inq uiry ) Sellers, Michael
- commercial muds and cable TV (was code base inq uiry ) Matthew Mihaly
 
 
 
- business models Matthew Mihaly
- business models Daniel.Harman@barclayscapital.com
- business models Vincent Archer
- business models Dave Rickey
 
 
- a shrinking pool of players? Johan J Ingles-le Nobel
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? Bryce Harrington
- a shrinking pool of players? Travis S. Casey
 
 
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Sellers, Michael
 
- a shrinking pool of players? Sellers, Michael
 
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? Ryan P.
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Koster, Raph
 
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Koster, Raph
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Draymoor
 
- a shrinking pool of players? Koster, Raph
 
 
 
 
 
- The Endeavour Map and MUD Applications Michael Hohensee
- The Endeavour Map and MUD Applications Ted Milker
- The Endeavour Map and MUD Applications David Bennett
- The Endeavour Map and MUD Applications Ted Milker
 
 
- The Endeavour Map and MUD Applications John Bertoglio
								> Michael Hohensee
 > Sent: Wednesday, February 16, 2000 8:29 AM
 
 >
 > For those of you who haven't yet heard, the Space Shuttle Endeavour has
 > been engaged in making an extremely high resolution map of the Earth
 > from orbit. (see http://www.spacer.com/shuttle ) These maps are more
 > uniformly accurate than any made before, as can be seen here:
 > http://www.dfd.dlr.de/srtm/html/newtoday_en.htm
 >
 
 [long intro to explain the background of the mapping issue]
 
 I have been meaning to share this idea with the group and this post reminded
 me of it. I wanted produce a graphic map from a world database by assigning
 a color value to each pixel based on the corresponding value stored in the
 table. I wanted to produce terrain, elevation, river and city map graphics.
 
 Sometime ago, I asked the list about graphic file formats which could be
 written in an ASCII (as opposed to binary) format so I could accomplish the
 same goal. I got a lot of help with the best alternative turning out to be
 the PPM format (for which I again thank the list). This format is very
 simple as it defines each pixel as an RGP triplet with a header that
 determines the overall size. The problem is the graphic editor I am most
 familiar with (PhotoShop) does not directly support the format so I tabled
 the idea. Recently, I purchased a copy of PaintShopPro which does support
 PPM files so the idea resurfaced.
 
 Since I completely rewrote my HTML-based Mud to take advantage of the new
 technology we are using at work, I started with a clean slate. It became
 quickly clear that I was taking the wrong approach. The world was built
 using HTML tools to craft the terrain, cell by cell and region by region.
 The graphic map would be generated by looking at the data entered in this
 manner.
 
 It became obvious that there was a much better way to do this. I reversed my
 original idea. The key was to build the graphic map of the world using the
 PaintShop tools and its ability manage layered graphics. By using a defined
 16 color pallet, the elevation or terrain or anything else could be coded by
 using the different colors. First you create the water by using a single
 blue color on a file of, say, 1200x800 pixels. This creates an instant water
 world with about a million locations. Then you draw the land masses with the
 color which represents sea level. You now have your base graphic. This is
 cloned and applied on top of the base. You then take the new level and edit
 the elevation levels.
 
 You save the file as a PPM file. A program that parses each pixel of the
 graphic creates the initial world, exits from one location to another and
 defines the elevation.
 
 You clone the base graphic again and define a new color palette which
 represents the dominant terrain of each region in the world. Now, you put
 this new layer over the original two. You fade the terrain graphic in the
 background and use it to provide a guideline for the terrain types. For
 example, you would not specify a high mountain range as being primarily
 swamps or farmland. Again, you save the file as a PPM and parse it into the
 system, this time updating each cell with the terrain information.
 
 You want to define major river systems, take the elevation map as a
 background (so you can put the rivers in logical places) and draw the rivers
 on the new layer. Parse and each cell with a major river has that added to
 its characteristics. The program creates gateways which link the river
 locations so if a player is navigating rivers, those options can be shown as
 they sail.
 
 The same can be done with cities, towns, villages (use dots of different
 color), roads and major terrain features like ore deposits, oasis, etc.
 
 The cool thing about this method is that it can work both ways. You can take
 the data in the world database and modify or create new graphical maps of
 the world. Let's say you allow the world to "discover" the mineral wealth of
 each region based on the first time a player prospects in the area. You
 could build a mineral overlay for the world map marching cell by cell and
 creating new graphic. Each cell is checked to see if it has a minerals above
 a certain criteria and what mineral has the highest density. Put the mineral
 layer on top of either the blank world or the elevation map and you have an
 instant map of mineral wealth in your world. Save it a JPEG or GIF (despite
 legal problems, still the best web format for line art) and you have a nice
 web-viewable map. Cut up parts of it and you have a mineral map for a
 region. Offset the pixel locations randomly in two dimensions and put a 5 to
 7 pixel square or circle on the map and you have a map with the approximate
 locations of minerals for the adventurous.
 
 If you want to "salt" areas whose random resource generation makes them
 uninteresting, simply define a new pallet with slightly different colors
 (say, one rgb value) and start clicking dots. Reprocess the graphic and now
 the world has additional resources. Run the mineral map program again and
 now the new resources are included.
 
 This is kind of the ultimate GUI editor. Draw a picture, get data.
 Thought someone would be interested.
 
 John A. Bertoglio
 _____
 
 PulsePoll.com <http://www.pulsepoll.com/>
 | 503.781.3563
 | jb@pulsepoll.com <mailto:jb@pulsepoll.com>
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Eli Stevens {Grey}
- The Endeavour Map and MUD Applications John Bertoglio
 
- The Endeavour Map and MUD Applications Koster, Raph
 
- The Endeavour Map and MUD Applications Lo, Kam
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Joel Dillon
- The Endeavour Map and MUD Applications Justin Rogers
 
 
 
 
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist J C Lawrence
- Next gen MUD wishlist Chris Jones
 
 
 
- Next gen MUD wishlist adam@treyarch.com
- Next gen MUD wishlist Sellers, Michael
- Next gen MUD wishlist adam@treyarch.com
 
- Next gen MUD wishlist Bruce
 
 
- Next gen MUD wishlist Bryce Harrington
 
- Codebase Ideas punitac@prodigy.net
- Codebase Ideas Bryce Harrington
- Codebase Ideas Aaron Mitchell
 
- OT: Money as motivator (was code base inquiry ) J C Lawrence
- OT: Money as motivator (was code base inquiry ) Matthew Mihaly
 
- Guide Applicant : Player Ratio Geoffrey A. MacDougall
- Guide Applicant : Player Ratio Matthew Mihaly
 
- MUD-Dev digest, Vol 1 #286 - 13 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #286 - 13 msgs Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #286 - 13 msgs Koster, Raph
 
- voice vs. text Matthew Mihaly
- voice vs. text Justin Rogers
- voice vs. text John Bertoglio
- voice vs. text Lovecraft
- voice vs. text Lo, Kam
- voice vs. text Hans-Henrik Staerfeldt
 
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Justin Rogers
- Client side prediction Ola Fosheim Grøstad
 
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
 
 
 
 
- Dynamic help files, was code base inquiry Richard Woolcock
- OpenSource licenses for game rules? J C Lawrence
- To all the devoted! (fwd) J C Lawrence
- Newbies Johan J Ingles-le Nobel
- MUD-Dev digest, Vol 1 #288 - 9 msgs Dr. Cat
- (fwd) Commercial-use Restrictions on Code Bases (was: help me find 100% free graphical mud) J C Lawrence
- (fwd) ADMIN: "A Classification Of Muds" [was 'In defence of stock muds...'] J C Lawrence
- Distribution Geir Harald Hansen
- player persistence Matthew Mihaly
- [Off-topic] GDC-2000 Derek Snider
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 Justin Lockshaw
- [Off-topic] GDC-2000 Christopher Allen
- [Off-topic] GDC-2000 Matthew Mihaly
 
- [Off-topic] GDC-2000 Joe Andrieu
- [Off-topic] GDC-2000 Kristen L. Koster
- [Off-topic] GDC-2000 Richard A. Bartle
- [Off-topic] GDC-2000 Bruce
- [Off-topic] GDC-2000 David Bennett
- [Off-topic] GDC-2000 J C Lawrence
 
 
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 J C Lawrence
 
- [Off-topic] AAAI symposium (was: GDC-2000) Robert Zubek
- MSP Richard Ross
- Privateer-style mu*? Bobby Bailey
- Minimum community sizes Dan Root
- Minimum community sizes Koster, Raph
- Minimum community sizes Dan Root
 
- Minimum community sizes adam@treyarch.com
- Minimum community sizes Matthew Mihaly
- Minimum community sizes David Bennett
- Minimum community sizes Matthew Mihaly
 
 
 
 
- Pike codebase Daniel Podlejski
- chil@gate.net Joel Kelso