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
- 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
On Thu, 17 Feb 2000 punitac@prodigy.net wrote:
> Hey List,
>
> I've been planing on, and started working on (no code
> yet, just ideas) making a codebase from scratch.
Me too. (Well, I have some code, but I'm trying to take kind of a fresh
approach.)
> One idea I had, actully, something
> someone brought up on another mailing list, was linking
> muds together. What I was thinking is there'd be some
> sortof central server, that would link all the muds
> together.
This is how the larger commercial online rpg's work. They have multiple
"shards" or "worlds" that are linked together. There's several
different ways this can be done. I think I'd leave this feature until
other capabilities were in place, as just getting a code up and running
on a single server could be quite a challenge.
> Now, about pfiles, I don't want all the muds to be
> pretty much the same, except for areas, otherwise I just
> have pretty much one big stock mud, I'd like Admins of
> individual muds be able to change things in thier code,
> for example, one mud could use channeling from the Wheel
> of Time for magic, while another had magic powers come
> from rocks, and I'd like to allow this. To do this,
> I've decided to give each character two pfiles, one
> would be for the individual mud, and the second would be
> a tye of pfile accepted on all the muds connected t the
> central server. What would happen is, when player Joe
> wants to log into to Mud B from Mud A, his second pfile,
> would be sent to mud B, and at mud B, it would be
> converted into a pfile that would fit into the mud.
Interesting concept... This pfile translation seems to be the key, and
I'd love to hear you elaborate on it. I think once you've got a good
approach for doing the translation, then the rest of it should fall into
place fairly readily.
> hmm, I actully have questions though, so no more making
> my not really long by talking about things I had in
> mind.
Check out my wishlist post from last night; I'd be interested in getting
your feedback regarding what you'd like to see in such a server.
> First off, does anyone have advice on how I should do
> the central server? What I wanted it to do was have it
> so every mud when up would be logged into the central
> server, and always be connected to it. Any advice on
> how you guys and girls think I should do this would be
> great.
Maintaining a peer-server connection is pretty easy to do, actually.
What I would wonder about is what happens if the central machine goes
down, or if the network gets slow. If all of the servers are intimately
dependent on the central server, and it goes down, then you'll have a
lot of SOL players. Perhaps it could be done in more of a transactional
approach - where interserver communication only happens when new
information needs to be shared between them? You could even perhaps
imagine eliminating the central server and instead setting up the
sibling servers to communicate directly with themselves.
> Also, can you take someone's connection, and transfer it
> to another mud? without doing something like making a
> telnet client just for our mud?
Hmm, well with plain telnet I don't think this is possible. You could
have an "agent" interface, that the player logs into and that then
connects to the appropriate server, handling the server-server
transferral.
I'd actually recommend going ahead and making a full client/server app,
discarding telnet entirely. This opens up a number of handy potentials,
such as better password protection, client-side caching of information,
and (lo!) adding graphics and sound into the mix. ;-)
> mud, and while we do have plans for making a client just
> for our mud, that won't be for a long time.
Why not let other people make the client? ;-)
> PS>I'm also sortof wondering how someof you that run graphical muds started out, just cuirious.
Getting the media is actually the hardest part. Writing the code to
manage the media, while not trivial, isn't as hard.
--
Bryce Harrington
bryce @ neptune.net - Codebase Ideas Aaron Mitchell
- Codebase Ideas Bryce Harrington
- 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