[MUD-Dev] dealing with foul language

AR Schleicher ars at iag.net
Sun Apr 9 14:04:39 CEST 2000


At 11:44 AM 4/9/2000 -0500, Kristen L. Koster wrote:
 >on 4/8/2000 9:40 PM, Darren Henderson wrote:
 >> You can't tell on the client side what is system/designer generated and
 >> what is player generated?
 >
 >Nope, as I explained, the slight bit of extra bandwidth isn't really worth
 >it for the potential applications of having said information.The main
 >application for knowing that bit of info is better filtering, which is a
 >fringe application of dubious worth in the first place, as we've been
 >discussing, and which doesn't cost us anything anyway.

That's changed slightly in the most recent versions of UO.  As part of the 
localization efforts, a number of static messages are stored on the client, 
and the server just tells the client the number of the message to 
display.  I almost always have the filter off, and don't know of any cases 
where it could trigger the filter to test out, so it may or may not be 
applied to these messages.  However, the client does know these messages 
have content that was admin generated.  Turning the filter off (if it isn't 
already) would be possible.

The problem with "a brass sign" is that it's the default for something that 
is going to be (almost always) changed by a player.  Here it would be extra 
work, and potentially even more of a bother than at first glance, as simply 
keeping track of if it had been changed wouldn't be enough.  You'd get at 
least a couple players who'd change it back to "a brass sign", and then 
complain that their name gets filtered while their friend's doesn't.

AR Schleicher (Jerrith)
ars at iag.net


Allison Rae Schleicher IV (AR)
ars at iag.net  | ars at qualkids.com
http://www.iag.net/~ars





_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list