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<H1>Re: [MUD-Dev] RP=MUSH/PG=MUD</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] RP=MUSH/PG=MUD</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 20 Jun 1997 01:54:46 -0400</LI>
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<PRE>
&gt; From: Adam Wiggins &lt;nightfall#inficad,com&gt;
&gt; Subject: [MUD-Dev] RP=MUSH/PG=MUD
&gt; 
&gt; &gt; years of roleplaying doesn't, either. I don't know the architectural
&gt; &gt; difference between TurdMUD and CrapMUD, so I must be totally clueless. I
&gt; &gt; wonder where people get off accusing *me* of bigotry.
&gt; 
&gt; Ah, I see your confusion now.  Let me clarify for you.
&gt; No one actually cares about any existing mud servers, except for
&gt; passing references - 'Tiny does this, but not very well' or 'LP does
&gt; this, but I don't have any desire to take it that far'.  Most everyone
&gt; here is either writing their own codebase from scratch, or interested
&gt; in completely new kinds of muds.  Therefore, of what use to us is
&gt; prattling on about why thus-and-such codebase sucks, and why thus-and-such
&gt; codebase rules?
&gt; 
I think it would be foolish not to recognize feature's that are implemented
WELL in existing servers.  I myself have looked at Diku/Merc/Rom, LambdaMOO, 
Cool, LPMud/DGD/MudOS, PennMush and Cold servers and have made a point to log 
into running games of each of these server types.  Perhaps this is just a 
strange quirk of mine, but I think it was a good exercise for myself to
understand what's out there and how it's done before embarking on my own
server. 

In any event, I have a keen interest in builder interfaces which the 
original post referred to.  Here are some methods that I have encountered:

1) Building is done using a configuration file that is edited using a 
   standard text editor in an off-line environment.

2) Same as #1 except it is done online via a command interface.

3) Building is done through execution of mud language functions online.

4) Same as #3 except a builder's command interface is implemented with
   the mud language online.

5) Same as #1 except it is done with an off-line GUI editor that validates
   user input.

What I am implementing for my server is:

6) Building is done online via a GUI interface that validates input, 
   offers drag and drop inheritance, association and aggregation of existing 
   object classes, and generates correct mud language code.  

   Sort of a MudCase tool.  My original effort in this area was using 
   VBScript with ActiveX controls.  I am translating this into Java using 
   the AWT API.

I think good user interfaces are very important.  I am working on GUI 
interfaces for players, builders and administration.  This is still a 
text mud server wrapped in a GUI and not a graphics mud in the sense 
of something like Diablo or Quake.


JL


</PRE>

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<li><strong><A NAME="01412" HREF="msg01412.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>
<ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul>
<li><strong><A NAME="01403" HREF="msg01403.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>
<ul compact><li><em>From:</em> Marian Griffith &lt;gryphon#iaehv,nl&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] RP=MUSH/PG=MUD</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01392" HREF="msg01392.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 21 Jun 1997, 06:59 GMT
<UL>
<LI><strong><A NAME="01413" HREF="msg01413.html">[MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Brandon Cline <a href="mailto:brandon#merlin,sedona.net">brandon#merlin,sedona.net</a>, Sun 22 Jun 1997, 06:55 GMT
</LI>
<LI><strong><A NAME="01505" HREF="msg01505.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 26 Jun 1997, 07:51 GMT
<UL>
<LI><strong><A NAME="01529" HREF="msg01529.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 26 Jun 1997, 15:40 GMT
</LI>
</UL>
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</UL>
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</ul>
</ul>
<LI><strong><A NAME="01371" HREF="msg01371.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 20 Jun 1997, 12:55 GMT
<UL>
<LI><strong><A NAME="01403" HREF="msg01403.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 21 Jun 1997, 16:41 GMT
</LI>
<LI><strong><A NAME="01412" HREF="msg01412.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 22 Jun 1997, 04:53 GMT
<UL>
<LI><strong><A NAME="01416" HREF="msg01416.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 22 Jun 1997, 14:37 GMT
<UL>
<LI><strong><A NAME="01436" HREF="msg01436.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 23 Jun 1997, 06:11 GMT
</LI>
</UL>
</LI>
</UL>
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</UL></BLOCKQUOTE>

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