maybe you can write it in VRML... or just in C++.... VRML isnt really that hard to learn but it lags sometimes.... also, if you are going to do it as a client make it like a maximum of 120 users until it is totally released so you dont have to make something that keeps making more and more sockets, etc. if you are going to make a graphical M** please contact me because i'd really love to help! -Draklixa -----Original Message----- From: Patrick Dughi <dughi@IMAXX.NET> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Monday, July 31, 2000 11:44 AM Subject: Re: [CIRCLE] Viability of a Graphical CircleMUD >On Sun, 30 Jul 2000, StormeRider wrote: > >> At 11:35 AM 7/30/00 -0500, I wrote: >> > The issue I get frustrated over is that people assume that telnet >> >and a graphics pump/server idea coupled using _text_ tags is actually a >> >_good_ idea. >> > >> > Graphics and telnet just don't mix :) >> >> I'd like to hear more on this thread. I've seen Daniel's objections to MXP, >> but personally I still think that it (or something like it) has a lot going >> for it. >> >> The viability of most of us being able to take our MUDs and convert them >> to something like AC or EQ is pretty much nil. However, I don't see how >> we could stand to lose by implementing some basic sound and graphic >> functionality. Icons for spells in a spellbook, images for the different >> objects, >> hyperlink-like clickability all seem like viable ways in which text-based >> MUDs can progress. Ultimately, the HTML-like scenario does _not_ seem >> like a bad way of doing things, IMHO. If someone can explain why they >> believe it is, I'd be very interested in hearing it. >> > Okay. First, we'll ignore the fact that MXP is defined by Zugg, >and is championed by him (sort of like how microsoft works). > > Embedded text (human-readable) control options are a _bad_ idea. >The way MXP is described it shouldn't be too difficult for another player >to easily control someone else. All I have to do is send a few lines of >MXP code to break someone's setup - and I can probably put it in a tell, >or gossip message. Ever been on a mud where an immortal was nice enough >to gecho "You are hungry," and every scripted user eats and drinks like >clockwork? > > Then, we look at the concept of html. Html is a server-oriented >protocol. It's great because the server-owner (ie you) only has to make >one change, and all the clients (your players) automatically use the new >system. The problem is that everything relies on the server. Each time >you access the menu/etc you have to download it from a server somewhere. > > Imagine getting into a fight and having to wait for the graphic >icons to load over your already-lagged modem connection. Let's not assume >you're streaming the info from a mud server, but from an http page >somewhere. Let's say dns goes out for a minute, or your ISP decides >you're getting too much traffic on that page and for a while you can't >connect. > > Blah! > > I know html-like text is a very attractive solution, in part >because it is now so easy to generate, and because zmud already promises >to support it. However, it sucks hind tit for muds and other multi-user >situations. > > The fastest, and simplest solution is simply to add a second >socket connection. This has already been done on the afforementioned RoA >mud (src has been uploaded, btw). Their custom client has (from what I'm >told), seperate mapping and identified item databases, and probably a few >more things you can't just throw into a client without knowing the server >internals. The source for the client has not been released however. > >> That said, I think that nothing should really be streamed from the server. >> Regular updates and client downloads would be a must, to update the >> graphics and sounds on the client computer. But that said, being able to >> prompt the client to display or play those doesn't seem like a bad idea >> in my opinion. Perhaps this should instead be done over a separate >> socket channel. That might have its own benefits, but the concept of being >> able to specify customizeable "HTML"-like frames would give us a lot of >> control that can only be done with VT100 escape sequences, which aren't >> the friendliest to code. >> > > If you're going over a seperate connection why bother with the >kludginess of html codes? Make your own protocol. You know bitvectors >from the code? Think of a control code like that... say the first 16 bits >determine execute permissions, type (upload/download), other special >circumstances, and the rest of it maybe contains a text string for a >resource reference or the sort. You don't have to go through complicated >string mechanics to decode it, instead, you can probably act directly on >it; fast, easy, and if it's done right, easily extendable. > > PjD > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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