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This is a discussion on "custom clients. Good or bad?" in the Top Mud Sites MUD Coding forum : Originally Posted by KaVir But how many successful games have been specifically targeted at people who don't play that type of game at all? Perhaps there are some, but I can't imagine there are many. A mud designed to appeal to people who have never played Diku, EverQuest, MUSH, WoW, etc...that's going to be a pretty hard sell. I think your connecting dots that do not exist here Kavir. The very people that i intend to market my game to are players of web based MMO's, graphical muds and the like. There is a huge ... |
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#31 | ||
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Member
Join Date: Jun 2008
Posts: 45
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Re: custom clients. Good or bad?
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What DBZ was able to do however, was to bring young people from other styles of games into the world of text based games, something i dont see a lot of from other mud genres. They came from runescape from pokemon online from other tamagotchi type web games. And while the established muds slammed anyone from DBZ, they were able to do the very thing that most muds cannot do, and thats grow new players into the mudding world. I did not say that anyone would be expected to leave. Rather i said that the game was designed to keep someone interested for around 6 months, a time that my research suggests that the target demographic get sick of a game and naturally move on. |
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#32 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,540
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Re: custom clients. Good or bad?
I think we're getting mixed up over terminology here:
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#33 |
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Member
Join Date: Jul 2007
Home MUD: Lost Souls
Posts: 129
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One reason I'm interested in custom client development is that my feeling is that telnet, as a protocol, is a dead end because of the mind-bogglingly poor protocol implementations of most telnet clients and most telnet servers. There is just too much installed based of crap for it to ever go anywhere. Even 'real company' telnet product vendors aren't interested in improving their protocol support; I made a serious effort to communicate to VanDyke Software (makers of CRT and SecureCRT) how their character-mode support was broken, and got fobbed off with a cheap, easy "oh, the server is doing something wrong" (not the case, and obviously so to anyone who had actually read my detailed bug report). That leaves a lot of space in the area of interface that MUDs can't move forward in as long as they're hobbled by telnet.
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#34 |
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Member
Join Date: Dec 2007
Posts: 34
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Re: custom clients. Good or bad?
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#35 | |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 439
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Re: custom clients. Good or bad?
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Try playing WoW on that! ![]() |
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#36 | |
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Senior Member
Join Date: Oct 2002
Posts: 278
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Re: custom clients. Good or bad?
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Its what you get from having games that *still* operate using a single font, for the most part, still treat the font as though its the original OEM GPU font, but every fracking machine in existence now uses graphical systems, which employ *typesetter* fonts, which have *never* matched the OEM. It only gets worse when you actually "send" unicode, since then the client and server both need to know its being used, have the right font and correctly figure out "which" type of unicode is being used. And, that isn't broken telnet, that is broken unicode support, sitting "on" telnet. The problem isn't telnet. Its just a means to get data from point A to point B, using a system that is stream driven, which things like HTML are not. HTML is "request driven", i.e., you have to "tell it", you are asking for the content, before server sends anything. Telnet opens a path, then just streams things, both ways. That is what you *want* for a game, unless you are going to have 4-5 different ports open, each talking to a different subservice on the server. The **real** problem is, no one can both agree on a protocol to put on "top of" the stream to do more with it, *or* implement them right when they do. Zugg's MXP idea had some merit, but his own client doesn't fallow the specifications "as written", and nothing has come out of Nick Gammon's attempt to talk about whether its more reasonable to follow the precise specification, or allow it to remain broken. Result - Nick's client won't work for many muds out there, because they made it work with zMud, which ignores the part of the specifications that implies that "unrecognized tags" are **errors**, and that to display "text" containing a "<", you need to use <, not just dump something like, "<<Happy Fish Pond>>", in the middle of the stream of data. What is needed is an agreement on how the fracking stuff should work, which isn't ambiguous, and some idea how or *if* a second port needs to be used for some data, and precisely "how" that information should be displayed, or integrated into the text window, if you allow that in the specification. Instead we have a dozen different, only rarely used, concepts, half the features of which are either not used, used wrong, or are so ambiguous in description that no one knows how they "should" work or interact with each other the right way. And, just to make things even dumber, since many people throw up their hands, decide they don't want to help find a solution, then just write their own "my server only" client (i.e. a custom one), and end up doing nothing but adding one more protocol to the mess, possibly not even documented any place other than on their own machine. Telnet still works perfectly. Its the refusal of anyone adding to it to agree on anything, or come up with reasonably sane implementation specifications that makes it a disaster. And that includes the bozos that write unicode support that flat out doesn't work right, a problem you get, just as often, in applications that have nothing *at all* to do with telnet. All they do is buy/build some library that "looks like" it works right, in a few test cases, then argue that, "because we spent $5,000 to license this thing that doesn't work, it **must** work, so the problem has to be on you server, not our overpriced bug terrarium!" |
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#37 |
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Member
Join Date: Jul 2007
Home MUD: Lost Souls
Posts: 129
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Re: custom clients. Good or bad?
What you're saying about add-on layers is entirely on-point. However, telnet does not work perfectly. Telnet is broken. Why? Because character mode is part of the specification. Some vanishingly small percentage of running code actually implements the specification for it. A much larger percentage of running code implements a transitional out-of-spec hack for it from back in the day, and generally does a crap job of even that. What I found with SecureCRT was that it does support character mode, using the out-of-spec hack, if you engage character mode at the beginning of the session, after which you can never switch back to line mode. (This is to say, VanDyke's developers already had all the code they needed, they just needed to switch it on or off under any definable conditions, in-spec or out-of-spec, and couldn't be bothered.)
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#38 | ||
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Member
Join Date: Jun 2003
Posts: 125
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Re: custom clients. Good or bad?
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#39 |
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Senior Member
Join Date: Oct 2002
Posts: 278
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Re: custom clients. Good or bad?
Ok. I can see where that would be real dumb. The question is, of course, whether or not there is any real point inventing a new protocol, which no one is using, and would likely be complicated to change code bases to, instead of getting fools like those you mention to just fix their code so its not doing the equivalent of trying to use Mosaic to try to read a page made with XHTML and CSS. Will anyone *use it*?
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#40 |
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Member
Join Date: Jul 2007
Home MUD: Lost Souls
Posts: 129
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Re: custom clients. Good or bad?
The appeal of using a custom client specific to your game is that you can use your own protocol and only worry about whether your game works, not spec compliance (your own or others' failure of).
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#41 | |
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Senior Member
Join Date: Oct 2002
Posts: 278
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Re: custom clients. Good or bad?
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Your better off with an open protocol, not just because it means having good specs to follow, but because they will find bugs you miss, and come up with ideas you won't. Mind you, the appeal is there, its just, imho, its short term, limited and mostly illusionary. |
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#42 |
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Member
Join Date: Jun 2003
Posts: 125
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Re: custom clients. Good or bad?
If someone uses a hacked client to access your game and some parts of it don't work, that's their problem. And open protocols don't necessarily have good specs, the MXP example being a good case in point. A custom protocol at the application level makes a lot of sense; the problem is just getting the client out to the end user.
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#43 |
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Senior Member
Join Date: Oct 2002
Posts: 278
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Re: custom clients. Good or bad?
Didn't say having good specs is "automatic".
As for getting it out to the client... A lot of people end up pushing out things like Java clients. The problems being that a) if you use "real" java, or something similar, then the install of the engine is going to be bigger than any client download (unless they already have it for some reason, and b) you are relying on *their* libraries and engine to be stable, which they may not be. This especially becomes true when using anything in the Active Script line, like Jscript. You are fine, as long as the client doesn't introduce on-demand code. The moment you start adding and removing a large number of blocks of code, like, for example, in triggers, where you want to "temporarilly" run some bit of code that changes each time the trigger text varies, then garbage collection blows up on you, and you get a slow and persistent memory leak. As near as those of us that used to use them with Mushclient can tell, this is a **universal** problem with how Active Script based engines handle such on-demand code execution. Frankly, I am surprised that surfing too many web pages doesn't crash IE from the same bug, though, they may be doing something different, undocumented, or just "left out" of the instructions that everyone else uses to integrate the bloody scripts. In any case, I don't personally "trust" things that run on those languages. The underlying engines often have bugs in them, or odd implementation problems. And even the full Java seems to have those issues. Its taken multiple versions of some bittorrent clients to get them "stable", and not all of the issues with that where in the code of the client. Many where problems in how certain things, like memory, where being handled "in" the engines. At least with a compiled application, you can be fairly certain that the behavior will remain stable, in terms of how it worked when released, for as long as the OS it runs on still exists, or at least "supports" what ever libraries you ran it with. This isn't "quite" as certain with all the fancy, "You don't need to install nothing, just let the intertubes feed you the applet.", style stuff. |
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#44 | ||
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Re: custom clients. Good or bad?
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