[DGD] Creating a new Mudlib

Stolk Dennis dennis.stolk at dfdstorline.com
Fri Oct 19 09:12:17 CEST 2001


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-----Original Message-----
From: Troels Therkelsen [mailto:troels at 2-10.org]
Sent: 18 October 2001 21:09
To: dgd at list.imaginary.com
Subject: RE: [DGD] Creating a new Mudlib


Thursday, October 18, 2001 6:32 PM you wrote:

> Is there anything out there to help move into putting together a new
MudLib
> with the 1.2p1 driver version? I realize there is a little something in
the
> overview that comes with the driver, but nothing significant.
>
> Thanks

Short answer:

Well, no offense, but I think what you mean is "is there an easy way
to get started without too much effort."  The answer to that is 'no.'
You may want to read the FAQ (reachable from www.dworkin.nl) to get an
overview and a few interesting details in addition to the supplied docs.

Long answer:

While I do think the documentation that comes with dgd could be improved
in certain areas, the Introduction file along with the Changelog and the
kfun docs really are quite significant and thorough.

The Introduction document tells you everything you can't find out by
experimentation in LPC code (Ie., if it wasn't in the Introduction file,
you'd have to read the source code to find out).

The Changelog tells you important historical decisions as well as
documenting
some of the not-so-obvious features (elipsis and [..] being two examples).
A brief, but a complete DGD LPC language spec would make the Changelog
unnecessary as a source of documentation.

The kfun docs.  Well.  I'll just let that speak for itself :-)

So, no, DGD is not an easily approachable LPC driver, and the above
documentation doesn't teach you how to write a mudlib (for DGD or any other
LPC driver for that matter).  It merely tells you what DGD can do; what you
choose to make of it is your prerogative.  If you want to learn DGD and how
to write a mudlib for it, you have to make an effort.  Lacking that, I
suggest you use the kernel lib that comes with DGD; it is a very strong
foundation that still allows you to create a unique lib that you can
claim as your own creation.

I think you'll find that if you have a specific question, there's talented
and helpful people around, happy to answer it.  Myself excluded, I'm a
newcomer to DGD, so I can't tell you much other than what's in the docs,
which I found quite good.

But then again, I don't mind spending hours experimenting on how to get
things working, as long as I have docs that explain the limitations, which
I personally think DGD's docs do.

*shrug* Really long answer and probably not what you were looking for ;-)

Happy Coding,

/Troels Therkelsen

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