a win32 self standing mud?

drcorey
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Joined: Mon Jul 01, 2002 5:00 am

a win32 self standing mud?

Post by drcorey »

anyone want to build a mud like majormud?

I have a smaug mud engine that runs on win32, but I don't know enoght about it to create a whole new world with it. if you want to play with it,

it's at tsgc.dyndns.org port 4444, it should be set to let you play right

after signup. I compile it with MSVC 6. it's mostly stock now, I just added color to it and some fixes in the source code. we can make ourselfs a whole new mud world thats 100% ours, and when we do it, majormud might not be around much longer, and I heard rumors thats what they want to do with majormud anyways, make it a self standing mud server. lets beat them to it. we need C coders and world builders.



Dr Corey+
Demonic
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Joined: Sat Aug 24, 2002 5:00 am

Re: a win32 self standing mud?

Post by Demonic »

dude that looks sweet as hell so far.
Aragon
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Joined: Fri Jan 19, 2001 6:00 am

Re: a win32 self standing mud?

Post by Aragon »

text muds are out :-p
drcorey
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Joined: Mon Jul 01, 2002 5:00 am

Re: a win32 self standing mud?

Post by drcorey »

Originally posted by Demonic

dude that looks sweet as hell so far.



really?

wow, that is almost 100% stock. all I really did was some code fixes.

I did find a offline area maker program, it's confusing thou, I guess the great muds are the ones that people have learned thier software inside and out.



Dr Corey+
EvanElias
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Joined: Mon Jul 05, 2010 12:42 am

Re: a win32 self standing mud?

Post by EvanElias »

Personally, I'm not a big fan of the vast majority of stand-alone telnet MUD software out there... Smaug is the best of the bunch, but alas, they ALL have semi-crappy interfaces (to varying extents)... none that I've seen have a professional-looking interface/appearance on par with the BBS MUDs.



When I get around to recoding DoorMUD from scratch, it'll have telnet and rlogin servers... one of the goals is to make it a viable option for a stable, stand-alone Win32 telnet MUD, since IMHO there's few/none out there that seem all that great. Of course, to appeal to that crowd, recoded dmud will have to either be open-source or HIGHLY configurable... I'm not sure which route I'll go for yet :)
Reckless

Re: a win32 self standing mud?

Post by Reckless »

The problem with making a new mud is having a terminal program to play it. If there isn't one, then it won't be very popular.
Demonic
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Joined: Sat Aug 24, 2002 5:00 am

Re: a win32 self standing mud?

Post by Demonic »

oh shit i thought you programmed all that yourself...
drcorey
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Joined: Mon Jul 01, 2002 5:00 am

Re: a win32 self standing mud?

Post by drcorey »

Originally posted by Demonic

oh shit i thought you programmed all that yourself...



ya right, I'm lucky I got it to compile and run on a windows system.
EvanElias
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Joined: Mon Jul 05, 2010 12:42 am

Re: a win32 self standing mud?

Post by EvanElias »

Originally posted by Reckless

The problem with making a new mud is having a terminal program to play it. If there isn't one, then it won't be very popular.



That's generally not true.



It won't be too popular among *MajorMud players*, perhaps.



However, the vast majority of stand-alone telnet MUDs out there ban scripting, and the several dozen most popular ones have over 100+ live players on at all times.



MajorMud is one of the only MUDs in existence that more or less *requires* scripting due to having ridiculously high exp tables. Most other MUDs are designed to be playable by hand -- leveling doesn't take forever, and they throw in lots of decent quests and puzzles to keep it interesting by hand.
Spike420

Re: a win32 self standing mud?

Post by Spike420 »

I am in the process of writing a stand alone MUD. It will be completely editable by the sysops, making every game different.



It is similar to commands in MajorMUD.



Currently, it accepts telnet connections.



Don't know if i'll ever finish it...i just keep an adding and adding to it, hard to make a cut off line.
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