Codebases...
Posted by Crawly
on Fri 14 Nov 2003 11:12 PM
— 14 posts, 54,123 views.
Can someone help me with this. I have played several different muds the last few months but most of them feel very similar. I guess the ones I have tried so far are based on DIKu. Now, I realise there are lots of other codebases, MSUH, MUCK, Merc, PennMush and so on...
If anyone could explain the unique thing about the different codebases and the limits...
I think there is a first, basic difference between what is called a MUD and what is called a MUSH. The MUDs tend to be role-play combat oriented, some even totally hack and slash, whereas MUSHes are much more social-oriented, and do not try as hard (usually) to recreate a more realistic, fighting environment like MUDs have. In fact, MUSHes have little to no combat in them at all.
I know little about MUSHes beyond that. However, for MUDs, there are a few lines I know about... the most well-known, on this forum at least, is SMAUG, which is based on Merc which is based on Diku (or is it based on Diku based on Merc... hmm...) From that you have codebases like Dawn of Time, which is a heavily improved version of SMAUG, or my own codebase which isn't public at the moment which is looking less and less like SMAUG actually. In fact I'm rewriting much of the code from scratch because I feel that SMAUG is very icky and disorganized, not to mention inefficient and slow. For instance, I rewrote the network code and improved the speed by factors of 4 or more. Typing hlist gets you the list of help files in a split second whereas on the old network code it'd take you a good second or two.
Anyways, I've heard about things called CircleMUD and LpMUD. I know next to nothing about those except that they are less AD&D based. SMAUG is very much AD&D based. In fact, it even has the saving throws just like AD&D, and their armor system works the same. Well, actually, it doesn't, but when they roll to hit, they use THAC0, which makes an awful mess because they have to convert their armor system to the AD&D armor system of 10 to -20 (or whatever it is) to be able to use the THAC0 system... blergh.
So that's all I can help you with... I don't know a whole lot about other codebases. But maybe that's enough to get you started... :)
Not to be a nitpicker, but isn't Dawn of Time based on Rom, and not on Smaug? :P
Aye, Dawn is indeed based from Rom rather than SMAUG, for which I am quite greatful as a coder.
Heh. I don't think it much matters really. Smaug and Rom both have their share of nasties in stock form. It's what you turn them into later on that counts.
And as far as Smaug, one is no longer restricted to just accepting the "official" stock form anymore since the FUSS packages came about. Got rid of the vast majority of problems the code has. For which I'm sure a number of coders are quite happy.
I've heard all of the arguments about how Smaug has too many features and is hard to work with, but I've also heard the opposite about Rom in that it doesn't have enough and is difficult to expand on because of it.
Just need to be sure of what you want before you start and not complain later if you didn't do your homework and ended up with something that didn't fit your needs.
Am I missing out on a supperior/improved version of SMAUG server if I don't have that FUSS thing? Does FUSS have fixes or something?
I'd really like to know what it's for.
Wow, heh, yes, FUSS is a better version of SMAUG. It has every reported bug fix, from large security issues to small small things. It also has a much needed ( and improved ) version of ANSI color code, since SMAUG's was so glitchy. On a stock comparison, this is the way to go.
However, there are also other SMAUG derivitives. SWR, AFKMUD, ummmm... I know there are others... heh, can't think of them. I'm sure someone else can fill in the rest. Hope that helps.
Yes thanks. Now all I need is a ZIPped version to download.
On the subject of which Smaug derivs are about:
http://www.alsherok.net/smaug.txt
Unofficial list I compiled, which more than likely doesn't cover the obscure released versions. Also does not list unreleased code, for obvious reasons :)
As for "is Merc based on Diku or vice-versa", see
General Diku MUD Hierarchy
Ah, thank you.
I'd just like to point out that there is also codebases not mentioned here due to the large rom/diku/smaugh/merc presence here. The old fashioned dyrt family of codebases. Which generally falls in the "abermud" family. They are handled quite differently then the rom-based muds (yes I know, don't yell at me for the generalization ;)) in that they are much simpler and don't use races/classes, nor do they make you run 300 hundred levels to restart as a new class to do it again. They are more simple and easier to grasp code-wise, and mud/runner-wise. Codebases such as dyrt, pdirt, idirt, cdirt, and dirt, to name a few. Just thought I'd offer some info on something other then the extensive/intensive codebases, in case there is someone looking for something "easier" to learn coding on.
Ok, there are lots of codebases out there and types. Can someone help me find the right one.NGJkOWU4
This is what I have been searching for: C++/C or JAVA, UNIX (FreeBSD), SQL (preferably MySQL), and able to upgrade, later on, to a graphical client much like wyvern.
As far as the type, I am looking for somthing like Ultima-online--races, pk combat, commerce, and crafting.
I would like something flexible and basic that I could easily revamp to suit my needs. So far, I figure on a couple of faulse starts before I select the right codebase.
Thanks for any input.
Personally I haven't come across much of what you want. Your best chance is to go to http://www.mudmagic.com/ and look through the downloads there.