[MUD-Dev] dealing with foul language

adam at treyarch.com adam at treyarch.com
Mon Apr 10 12:58:08 CEST 2000


On Sun, 9 Apr 2000, AR Schleicher wrote:
> 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.

Have the client check to see if the string matches an in-game message,
and then store it that way.  (Saves a little bandwidth, too.)

Of course, then they may complain that "a brass sign" doesn't get censored,
but "a brass signpost" does (assuming that the later is not an existing
admin-created string).  Perhaps it would be better to have a dictionary
of "approved" words?  (In fact, you could use this to cut down on bandwidth,
as well.)  So "a brass sign" becomes the values 75, 37853, and 9871, while
"a brass signpost" is 75, 37853, and 10910.  However, "a brass assmonkey"
becomes 75, 37853, and "assmonkey" (the last bit of which turns into
***monkey on everyone else's screen).

Adam





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