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Re: [MUD-Dev] dealing with foul language
On Fri, 7 Apr 2000, Kristen L. Koster wrote:
> on 4/7/2000 7:55 AM, Wes Connell wrote:
>
> > On Fri, 7 Apr 2000, Matthew Mihaly wrote:
> >
> > In UO if you turn on the obscenity filter and look at the sign of a
> > freshly placed house you recieve: a br*** sign. Normally its just a brass
> > sign. Always struck me as kinda funny.
>
> Yeah, it's not that smart a filter. In particular--there's no reason to
> filter "a brass sign"--the designers wrote that text! If we were willing to
> incur a tiny bit of extra bandwidth, we could differentiate between
> player-entered and admin-entered text and not bother filtering the
> admin-entered stuff. Of course, it's a tradeoff between additional cost to
> us (the added bandwidth) versus saving some cpu usage on the client machine
> which probably has it to spare--pretty obvious which way we decided to go.
> ;)
You can't tell on the client side what is system/designer generated and
what is player generated?
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Darren Henderson darren#nighttide,net
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- Thread context:
- Re: [MUD-Dev] dealing with foul language, (continued)
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