[DGD] Re: Survey
Felix A. Croes
felix at dworkin.nl
Thu Sep 11 23:10:58 CEST 1997
Here are the results of my "survey" a week ago. One of them was posted
to the list, but never made it (the list was apparently out of order, I
hope it's working now), and the other was mailed to me directly.
Regards,
Felix Croes
> From: Kevin Carpenter <kevinc at kplace.monrou.com>
> Subject: Re: [DGD] Survey
> To: dgd at imaginary.com
> Date: Mon, 1 Sep 1997 18:26:29 -0500 (CDT)
>
> I created a mudlib from scratch, originally as a programming exercise,
> and later, after stripping down, as the basis for FishRoom. FishRoom
> is a conversation mud (kplace.monrou.com:1025) with about 1500 active
> users and 6-30 concurrent users. Although I don't use the DGD dump
> feature, I do enjoy DGD's capability of running for weeks at a time.
> A large number of my users are ex-US, which makes this important.
>
> I'm looking forward to seeing your mudlib, with emphasis on the
> security system. I have one in FishRoom, but its a kludge.
> I'll convert FishRoom over to it once its ready, since FishRoom
> is still running under 1.0.50 (Hey! Its stable, why mess with it?).
>
> For whats it worth, the FishRoom mudlib was written as a three-tier
> system: There's a layer called "Sys_def" that handles generic things
> like login, user connection objects, etc. This section is designed
> to be reusable without modification by anyone who might someday want
> to use the mudlib. The "Game_def" section imparts the flavor of
> the mudlib to it. This section could remain unmodified if someone
> wanted a similar mud (e.g. All combat muds could have a common
> game_def section). The Game_def area defines concepts like a "room".
> Finally, there is a "World_def" level that would hopefully be rewritten
> for every mud that used the mudlib. This level defines the details
> of a mud like "The Entrance Hall" or "Morgan's Castle".
>
> I did this since I found other mudlibs that had sufficient complexity
> to be useful had TOO MUCH complexity for a first-time mud developer
> to properly assimulate. With my method, only the World_def area
> would require understanding if the developer wanted to write a similar
> mud. Oh, once stable, all of the Sys_def area was planned to be
> pre-compiled. I never have since DGD has never stressed my system.
>
> Felix A. Croes write:
> >
> > A question: what are you all using DGD for? I am particularly interested
> > in your mudlib, what it is based on, what it is intended to do, etc.
> >
> > As for myself, I am developing a mudlib around the kernel library for DGD,
> > which will eventually be released as a separate product (free for non-
> > commercial use).
> >
> > Dworkin
> >
> >
> >
> > List config page: http://list.imaginary.com/mailman/listinfo/dgd
> >
>
>
> --
> Kevin Carpenter
> (Expressing his comments from home in St. Louis, where this message originated)
> Date: Tue, 2 Sep 1997 10:37:45 +0200 (MET DST)
> From: Sten Lindgren <ged at solace.mh.se>
> To: "Felix A. Croes" <felix at xs1.simplex.nl>
> Subject: Re: [DGD] Survey
>
> On Tue, 2 Sep 1997, Felix A. Croes wrote:
>
> > A question: what are you all using DGD for? I am particularly interested
> > in your mudlib, what it is based on, what it is intended to do, etc.
>
> Currently Im working on a mudlib that is coded more or less from scratch,
> some few things are stolen from the kernel lib. The lib is intended for
> implementation of my own mud and to be realeased as a skeleton lib to be
> used freely (at least for none comercial use).
> The lib featueres things like multiple inventories, events, my own
> security system and command handling (no add_action() whoever invented it
> must have been drunk ;-)), spliting many tasks to daemon objects rather
> then having the code cluttering the standard objects, spliting many
> traditional efuns into library packets that is inherited when needed.
>
> The lib also features more advanced things like a small language used for
> descriptions in objects making it realivly easy to create quite advanced
> things in descriptions in a standardized way.
>
>
> If you should be interested in details and discussion implementations of
> things feel free to contact me.
>
>
> Sten Lindgren ged at solace.mh.se
>
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