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<H1>Re: [MUD-Dev] Source Code Release</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Source Code Release </LI>
<LI><em>From</em>: Ben Greear <<A HREF="mailto:greear#cyberhighway,net">greear#cyberhighway,net</A>></LI>
<LI><em>Date</em>: Thu, 12 Feb 1998 17:49:20 -0700 (MST)</LI>
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<PRE>
Ben Greear (greear#cyberhighway,net) <A HREF="http://www.primenet.com/~greear">http://www.primenet.com/~greear</A>
Author of ScryMUD: mud.primenet.com 4444
<A HREF="http://www.primenet.com/~greear/ScryMUD/scry.html">http://www.primenet.com/~greear/ScryMUD/scry.html</A>
On Thu, 12 Feb 1998, Greg Munt wrote:
>
> I disagree that code replicas dont matter. Ignoring systems like LP
> drivers, which are really language compilers, you still have designs, and
> design flaws. But that is getting into the realm of "all stock is evil"...
>
> Consider TinyMUD. It is not released with a 'world', really.
>
> Is there a problem? Yes.
>
> Why? Because the hard-coded commands are all the same, on every
> derivative. You have the same underlying design, on every one. The type
> of person that is attracted to the original mud, is also (usually)
> attracted to all of its derivatives, equally. (most Tiny derivatives cater
> only to socialisers or role-players.)
I believe I've coded enough capabilities into my MUD that someone could,
without changing any code, make a game that to the end user was completely
different than my current game. If ppl get used to the UI, thats fine
with me, I ripped of Diku's UI there anyway.... (Though my client may
break that down soon...)
>
> We have the same problems with DIKU and its derivatives. We also have
> additional problems: code snippets, and distributable areas.
>
> It is popular for administrators to swap DIKU areas, to browse the web
> for area repositories. You might say that releasing your code with only
> one zone relieves you of any responsibility. I would not.
I don't see these as problems. I don't physically have the time to write
10k rooms, and finding decent builders is tough, although I ahve a few.
If there is a zone that someone else built, that will fit into my theme,
why not use it? Of course, I'd personally change it at least a little,
adding or changing mob scripts and such...
>
> > Well, I my License basically says, if you're making money off of my code,
> > then you owe me. I'm expecting no money, so any that trickled in would be
> > bonus, and if someone tried to screw me... welll, we'd have to see...
>
> See: Medievia.
Yeah, thats the only topic that can get rgmd riled up for years at a time
:P
> > Source in html files strikes me as useless, no one wants to read the
> > stuff, and if it's not easily installable and compileable, no one ever
> > will. Perhaps I'm misunderstanding....
>
> It will provoke ideas, show new (hopefully better, but no promises)
> solutions, new approaches, and sometimes new concepts. The advantage of
> having nothing to download is that there will be no duplicates. The
> disadvantage is that it will be looked upon as a nice idea, as 'cute',
> but will ultimately not be used.
Except for very specific examples, I doubt it will make much sense. If
they're hard core enough to try to understand it, they're going
to want to compile it to test their theories... I would be loath to
read code snippits, unless it was extremely well documented, and I don't
think that would be worth your time...you may value it differently
however....
For instance, if I posted my most beautiful Red-Black binary tree code,
would you read it? I can't even remember how I wrote it :P
>
> --
> Greg Munt, greg#uni-corn,demon.co.uk "I'm not bitter - just twisted."
> <A HREF="http://www.uni-corn.demon.co.uk/ubiquity/">http://www.uni-corn.demon.co.uk/ubiquity/</A>
>
>
>
>
>
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<li><strong><A NAME="00454" HREF="msg00454.html">Re: [MUD-Dev] Source Code Release</A></strong>
<ul compact><li><em>From:</em> Greg Munt <greg#uni-corn,demon.co.uk></li></ul>
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<UL><LI><EM>From:</EM> Greg Munt <greg#uni-corn,demon.co.uk></LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] Source Code Release</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00497" HREF="msg00497.html">Re: [MUD-Dev] Source Code Release</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 16 Feb 1998, 22:28 GMT
</LI>
<LI><strong><A NAME="00518" HREF="msg00518.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Wed 18 Feb 1998, 04:42 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00409" HREF="msg00409.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Thu 12 Feb 1998, 00:51 GMT
<UL>
<LI><strong><A NAME="00439" HREF="msg00439.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Thu 12 Feb 1998, 19:10 GMT
<UL>
<LI><strong><A NAME="00445" HREF="msg00445.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 13 Feb 1998, 00:48 GMT
<UL>
<LI><strong><A NAME="00454" HREF="msg00454.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sat 14 Feb 1998, 00:10 GMT
</LI>
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</LI>
<LI><strong><A NAME="00431" HREF="msg00431.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Thu 12 Feb 1998, 08:36 GMT
</LI>
<LI><strong><A NAME="00447" HREF="msg00447.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 13 Feb 1998, 08:31 GMT
<UL>
<LI><strong><A NAME="00453" HREF="msg00453.html">Re: [MUD-Dev] Source Code Release</A></strong>,
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sat 14 Feb 1998, 00:10 GMT
</LI>
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