> > >MoreActuallyObCircle: > > Well, good news and bad news. I think I'll put out the source >code this weekend for the first barely working version of the graphical >editor. I guess that's the good news. Current features include: > > - load and validation of zon & wld files based on the circlemud >'index' scheme. > - creation of said scheme from scratch. > - creation of new zones > - editing individual rooms > - creating new rooms > > Of course, good is followed by bad: > > - doesn't save - gunna write that tonight/sat and then release. > - interface sucks eggs. > - no map. > - no zone command, obj, mob, shp activity. > > And worst of all: > > In order to speed the creation, i've done two bad things - first, >I've eschewed even paying lip-service to any sort of c++ based >programming. Back to structs, macros, char arrays and what have you. >This facilitated the other bad thing..I've mass-cut&paste code from the >circlemud base. This means that the editor wasn't built in clean-room >conditions. I just didn't have time. > > Which means, as a derived work, this may fall under some of the >licensing issues which apply to circlemud, and also, diku. I'm not sure >though. The curious issue though, is that it's not a mud. So, of the >points of the license I should; > > 1. Include the license.doc file. > 2. not make money, > 3. give authors credit > 4. comply with diku license. > > 1&2 are nothing exciting. 3&4 are interesting in the way they are >worded; listings in credits files, help entry, login sequence, >change/modify the licensing info found in code. > > uhm. An editor has none of those things. > > I could write a splash screen to display credits and/or put them >in about, but - to be a bastard nitpicker who's going to eventually >rewrite it from scratch in the end - these are not specifically stated, >however implicitly they're expected to exist. > > Frankly, I just don't want any sort of restrictions on it at all, >baring a GPL copyleft. > > PjD C over C++? ewwwwwww... Actually I don't see at all how that's faster, or better in any way. If there's one thing that's relly pissed me off since I started coding muds it's the lack of any real design. (Which actually surprised me, before I'd ever seen a large system done without OOP and all that design crap I didn't really like OOP or anything. But now that I have it's really made me appreciate it.) Everything just looks thrown together (especially OLC,) and it's tough as hell to modify. Perhaps just my opinion, but I'd rather have waited a little (or a lot) longer for you to produce a well designed, easily extensible editor than have one that's just thrown together. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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