[MUD-Dev] MUD Coding Staff Structure
David Bennett
ddt at discworld.imaginary.com
Wed Sep 13 12:29:26 CEST 2000
On Tue, 12 Sep 2000, Malcolm Tester wrote:
> popularity until 2.4.5) By broken, I believe Michael is saying that the
> mudlib at the time was easily hacked. By default, valid_read() and
It was me and not Michael...
Anyway, by broken I mean that it was mangled and hacked from a much older
version of LPC, from back when LPC didn't have inheritance at all. This
meant lots of stuff worked with #includes and other horribleness. The
structure of how you became a wizard was also extremely weird and there
were no nice base inheritables for anything in particular. It was and
always will be an extremely simple mudlib, with a few major design flaws.
Most of those flaws are because of it's history and how it came to be
rather than specificly overlooking certain issues.
> After LPMUD was released, the development branched off in two main
> directions of the driver. MudOS was born, and written from scratch (I
> think) and went in one direction. LPMUD itself was no longer maintained by
No :) It is still based on the original lpmud 3.0 written by Lars.
> In all this time though, LPC as a language has changed little. There are
> now foreach constructs, a few other things and fixes. But LPC is still
> geared in 3 flavors that I know of. MudOS's version (which is little
> different from LDmud), LDmud's, and what is called LPC4, which was created
> by Pen, I think.
There is also Dworkin's game driver (DGD) the commerical rights to which
are held by Skotos. Dworkin is definately still developing this as well.
Mudos web site is at:
http://www.mudos.org
Good luck!
David.
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