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
Bryce Harrington wrote:
> Licensing / General
> * Freely available codebase
> * Ability to use codebase commercially, but is more hobby-oriented
> than commercial-oriented.
> * Allows/encourages sense-of-community (the key to success)
> * Allows/encourages player-world-building (the key to uniqueness)
> * Allows/encourages community to establish and enforce its own
> rules (the key to avoiding burdensome administration)
One problem that I have is that many people equate the above to being a
server under the GPL. Since I'm approaching this with a highly
commercial bent (and plan to announce our open source project
real-soon-now), that really doesn't work well for me. I much prefer a
highly modular system with well defined APIs, licensed under either the
LPGL or the Mozilla Public License (with the appropriate modifications
to the boilerplate).
The suitability of the GPL and LGPL is a good subject for debate as well
in a system that has a very dynamic runtime. They aren't very clear
about the boundaries of what is allowed and what isn't, and when mixed
with a system where there aren't any real files and you can dynamically
replace any bit of code that you like, things can be interesting from
the perspective of licensing.
> Server
> * Should support on the order of 100-500 simultaneous players
> (Is this a realistic number?)
This is easily doable with any of a number of servers around today. My
goal is to scale well past that. My base requirements are to be able to
support at least 5000 users in a single world. I'd be happy to support
ten times that.
> * Should permit scripting in easy to learn, existing language
There are some other options here. Customization (not extension) need
not involve scripting. Rules-based authoring systems can provide for
customization in an even easier way than scripting.
> * (Desired) should allow use of any arbitrary scripting language(?)
I'd rather have one well done, consistent system. I want a single clean
object model that fits the requirements of my system, not a hodge-podge
that was jury-rigged to make it work with any given scripting language.
But, I might be odd in that I don't mind learning new languages and new
object models to get a job done.
> * Should abstract rules in a way that allow modular replacement
> * Should be genre-generic, and even game-generic, at the core
> * A stock world/rules should be provided, as a basis to work from.
> Further, it should include all graphics, music, and text media to
> characterize that world.
This shouldn't be seen as an excuse to avoid documenting the server
though as happens all too often. :)
> * In general, the server should be easily customizable by the admin,
> so that new wannabe admins can take a stock world and immediately
> and quickly turn it into something interesting and unique.
(A topic to avoid, but what are the odds that this will happen or that
it will be within the capabilities of the average newbie admin?)
> * As much as possible, customization and editing should be doable
> while the game is still running.
Of course. To do otherwise would be to ignore the fine heritage of MOO,
Cold and LPC.
> * Allows "building" and "inventing"
> * Free market, player-driven economic system
> * Allows for creation/optimization of sophisticated AI's
> * Dialectization - Modify player speech to suit the race/nationality
> they're playing (orcs speak orcish, etc.)
> * Coordinate-based rather than room-based.
> * Able to make large scale world changes (meteorites, massive weather
> changes, etc.)
> ? Server distribution? Should it be possible to link several
> different people's servers together?
There's a lot of fun technical issues here, but what does it really add
to a game?
> Client Interface
> * Should support graphics (to compete with UO/EQ/etc.)
> * Cross platform playable
> * Don't forget about importance of text and text interfaces
Don't forget that the availability of a text interface doesn't excuse
the lack of a good graphical interface for most things. Widespread
consumer acceptance doesn't typically involve a command line.
> * Can't trust client (treat it as already hacked; it _will_ be)
> * Configurable dynamic music (music changes to suit the scene,
> and can download new tunes between play sessions as they become
> available)
Some of the new stuff in DirectX (some of which is still forthcoming)
looks really useful for this type of thing. Of course, there goes your
portability.
> * Semi-dynamic graphics: can upload your character portrait or
> animation to a central server, for others to (auto?)download.
> (This encourages the players to generate the hardest artwork -
> character animations - themselves.)
If all of this is to be the 'Next generation' of MUDs, then we (the mud
world) are largely already there. MOO and Cold have been here at this
level for some time, or had the capabilities of being at this level at
the core architecture level. They've had graphical clients. Some of
them have had coordinate based systems. They've been able to handle
100-500 users. That said, I've moved on from those systems for reasons
explained in the list archives.
Isn't it time to really move on to the next generation?
- 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
- Next gen MUD wishlist Bruce
- 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