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➜ MUDs
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➜ Which server is the best?
Which server is the best?
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Posted by
| Ready
(15 posts) Bio
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Date
| Wed 09 Jun 2004 11:05 AM (UTC) |
Message
| I wasn't sure where to put this message but any-how. I was wondering which server would be the best to use to create a completely unique Mud from Rom or Smaug. I know the obvious answer is to create the Mud from scratch but that would be too hard anyway reply with your views and if possible why. | Top |
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Posted by
| David Haley
USA (3,881 posts) Bio
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Date
| Reply #1 on Wed 09 Jun 2004 11:12 AM (UTC) |
Message
| You'd have to define "completely unique MUD" first.
I believe that unfortunately the obvious answer happens to be the only answer, if you truly want a unique MUD - after all, if you run off of an existing codebase you will share all of its properties with all others that use the same code; the only way to make yourself truly unique would be to rewrite all the game features at which point you're basically starting from scratch. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
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Posted by
| Ready
(15 posts) Bio
|
Date
| Reply #2 on Wed 09 Jun 2004 11:17 AM (UTC) |
Message
| And how would you do that? | Top |
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Posted by
| Greven
Canada (835 posts) Bio
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Date
| Reply #3 on Wed 09 Jun 2004 01:46 PM (UTC) |
Message
| You could delete about 97% of the smaug files, leaving a few parts in comm.c about connecting to it, I guess. I think starting off from there would make you fairly unique. |
Nobody ever expects the spanish inquisition!
darkwarriors.net:4848
http://darkwarriors.net | Top |
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Posted by
| Meerclar
USA (733 posts) Bio
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Date
| Reply #4 on Wed 09 Jun 2004 05:47 PM (UTC) |
Message
| For the beginning coder, I would actually have to say Dawn of Time is probably the easiest to customize because so many features can be tweaked without having to muck around in the source code and change everything. There *is* something of a learning curve with DoT though because it looks very different than SMAUG or Rom when you're playing. There is also the advantage that DoT is a C++ codebase and can take advantage of all the more powerful C++ 'coding tools'. |
Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org | Top |
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Posted by
| Nick Gammon
Australia (23,140 posts) Bio
Forum Administrator |
Date
| Reply #5 on Wed 09 Jun 2004 09:47 PM (UTC) |
Message
| The question was "completely unique MUD from ROM or SMAUG", thus a total rewrite isn't really necessary.
When you qualify with "from ROM or SMAUG" you imply you want the same "look and feel" as you currently get with Diku-style MUDs.
You can throw away most of the existing area files and start again, bearing in mind that some things are hard-coded into the server, see this FAQ:
http://www.gammon.com.au/scripts/showfaq.php?faqid=28&productid=6
Dawn Of Time is nice, really good codebase, but then it has a lot more in it, so it is more to get rid of if you want your own feel to it. However I think DoT has less hard-coded stuff and is more configurable than stock SMAUG. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
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Posted by
| Nick Gammon
Australia (23,140 posts) Bio
Forum Administrator |
Date
| Reply #6 on Wed 09 Jun 2004 10:22 PM (UTC) |
Message
| If you really want to start from scratch, try Tiny MUD server - example code - this is an example of a minimal MUD written by me in C++.
It is pretty small, but it does handle connections, lists of players, and illustrates sending a message to all players. However I wouldn't tackle improving that unless you are an experienced C++ coder.
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- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
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Posted by
| Nick Cash
USA (626 posts) Bio
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Date
| Reply #7 on Sat 12 Jun 2004 05:46 AM (UTC) |
Message
| Also, if you've already done a little with Diku style muds, you might want to look into SocketMud. It is coded in C and comes pretty bare bones, just like Nick's TINY Mud Server. It comes with file logging support and many other features. The official site is:
http://www.daimi.au.dk/~jobo/socketmud/
However, if you'd like to get version 1.8 with the event patch and random functions preinstalled then you can go here:
http://ew.xidus.net/modules.php?name=Downloads&d_op=viewdownload&cid=1
It should be somewhere on there.
Also, I'd like to note I'm not trying to undermine Tiny Mud. In fact, since SocketMud is in C and I have been itching to start a codebase in C++ I will be developing a codebase of Nick's Tiny Mud server. We'll see how that comes out. I've now got a lot of work on my plate, workin on the Zoids Mud Project (http://www.sourceforge.net/projects/zmp, yes, we're still in very early planning), GWA, Kaladea (supposedly :P ) and now this unnamed C++ mud server. |
~Nick Cash
http://www.nick-cash.com | Top |
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Posted by
| Nick Gammon
Australia (23,140 posts) Bio
Forum Administrator |
Date
| Reply #8 on Sun 13 Jun 2004 04:28 AM (UTC) |
Message
| I don't mind alternatives being offered. My example was so simple it was intended to show the general idea rather than competing with anyone.
If you wanted to extend it, I had an idea for an "events handler", described at:
http://www.gammon.com.au/forum/?bbsubject_id=2997
The ideas there would be useful for queuing up things (eg. fight rounds, spell timeouts) to happen in the future.
I also have an XML-reader which I am happy to post if anyone is interested. The code there is similar to what I use in MUSHclient to read the world files, plugins, etc., but written more generally in standard C++ (with STL) rather than the MFC version I use in MUSHclient.
The usefulness of that is it would be very good for reading XML "area files", because by using XML you could have different things (eg., rooms) like this:
<rooms>
<room vnum="1234">
<description>
You see a large room.
</description>
</room>
<room vnum="5678">
<description>
You see a small room.
</description>
</room>
</rooms>
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- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
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