>
>
>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.
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