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Old 06-19-2009, 04:37 AM   #16
locke
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Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 195
locke is an unknown quantity at this point
Re: Compliance reminder if your MUD uses OLC

Keeping in mind that I credit these people in my title sequence and in the help documentation . . .

Medievia did this in the late 1990s. They charged for their services. They also had only added a few features beyond DikuMUD itself. Medievia was not signfiicantly different than Merc/Diku and included much of the content from Merc/Diku.

I do this because I have a vision. If you choose to ostracize me that, again, is your ignorance. There was a point, sitting alone in my office, when I realized that I did not like the idea of being a slave to another person or concept. I do not feel that I am a slave to Diku and Merc, and I feel putting their names on my work is going beyond the line. I think they would agree. Why would they want their names on my work?

I think the relationship between NiMUD and Merc/Diku is already effectively described by including commentary from prior sources, and does not need anything more than the credits being in place because, frankly, they did not write the following files:

admin.c (similarly purposed like wiz.c)
config.c (similarly purposed like act_cfg.c)
grammar.c (my grammar engine)
map.c (from a snippet)
string.c (contains some credits to Diku)
admin_edit.c (from The Isles OLC)
convert.c (a file that I wrote that converts Merc/Diku areas to NiMUD area format)
graphics.c (my ascii graphics engine)
map2.c (from a snippet)
net.c (contains some mention of Merc team members)
admin_info.c (similar to, but not exactly like, wiz_info.c)
crypt.c (from a snippet)
handler.c (a file similarly purposed to Merc/Diku, but expanded considerably with all new systems)
mem.c (contains some mention of Merc team members)
parser.c (my script parser)
tips.c (my help tips system, fashioned after smaug)
alias.c (my alias system)
def.c (similarly purposed file, but more extensive)
html.c (my html generator)
money.c (my money system fashioned after ZebestaMUD)
props.c (the extensive NiMUD object system)
track.c (from a snippet)
ascii.c (my ascii renderer)
disease.c (from a snippet)
info.c (features I wrote based on Zebesta MUD)
mood.c (my feature idea)
translate.c (from a Perl application)
bit.c (a big long list of bits and their string meaning)
door.c (my advanced doors)
interpreter.c (very similar to merc/diku, but not really)
mount.c (from a snippet)
shop.c (not a diku shoppe)
board.c (from a snippet)
edit.c (The Isles OLC)
language.c (my language system)
move.c (my enhanced movement system and advanced room interactions)
sigsegv.c (from a snippet)
warmth.c (contributed warmth system by Duarven/MPV)
castles.c (my castle system)
events.c (my event queue)
lists.c (my linked list functions and some from a WOL snippet)
skills.c (my unique skill system with learn-by-doing)
worldgen.c (my world generation routines for dynamic space)
client.c (my client language, plus some MXP, MSP)
functions.c (my scripting language)
load.c (my original db and file formats now used elsewhere)
social.c (derived interpretation with some input from Smaug)
xrand.c (from a library)
combat.c (written by me and Newt)
furn.c (my furniture routines)
magic.c (original magic system)
spells.c (original spell system)


Facts:

Major differences:
NiMUD does not use Merc/Diku area files.
NiMUD has its own communication routines which are not like Merc/Dikus.
NiMUD has its own scripting language and OLC + OLC security
NiMUD has its own graphics system that incorporates MSP/MXP
NiMUD uses scene-based repop, not area-based repop like Merc/Diku
NiMUD has its own combat system and created HIT_FUN() weapon functions
NiMUD no longer uses the Merc/Diku memory manager.
NiMUD 5 uses different nomenclature than Merc/Diku ("actors", "props", "scenes", "cues")
NiMUD has its own Skill and Spell editors that work with its unique language.

Minor similarities:
NiMUD has a command table array like Merc/Diku.
NiMUD uses a few variable names and has a few lines which are similar to Merc/Diku.
NiMUD uses a few string functions from Merc/Diku that have had bugs fixed.
NiMUD has a few macros that are similar to Merc/Diku.
NiMUD uses some command names that are similar and function in a similar way.
NiMUD uses an attack system that is derived from Merc/Diku
NiMUD has a similar, though far more advanced, weather system to Merc/Diku
NiMUD has a similar calendar system to Merc/Diku
NiMUD uses something called an "extra description" (which I've seen in other, commercial products [games])
NiMUD has a far more advanced equipment system with more slots and generative descriptions

Features that are not owned by Merc/Diku that are present in many muds post-dating Merc 2.2, and, specifically, NiMUD, where they are all original implementations:
ANSI color features
Races
Extended skill system
Classless system
Levelless system
Language system (goes with Race system)

Features whose implementation is unique and/or original in NiMUD: (things I wrote based on other features or with similar aims to other snippets/features seen elsewhere or in RPG books)

Advanced furnishings (I wrote this for my MUD, it was later extended by Morgenes for Aldara ]I[)
Player castles
Deployable area templates and builder language (unique to NiMUD)
Copyover (I wrote it myself because the snippet didn't work or was incomplete and Erwin's is too)
Mounts (fashioned after Zebesta)
Warmth system (not even installed, was submitted)
Objective multi-coin money system (I wrote this from Zebesta, and I have seen it used on MUDs probably borrowed from me)
Trading/bartering/advanced shops/repair shops (my interpretation, all original code)
Space travel (includes real NASA HEASARC data)
Ranged Weapons
Grappling hooks and other minor vehicles
"extinguishable" lights (not present in Merc/Diku)
Generative HTML pages from NiMUD
Portals
Saveable areas and player housing
Concealed and secret doors
Lockpicks
3 magic systems: Ritualistic magic, Gem magic, Psionics
Clothing
Tools

Snippets I used that are not present in Merc/Diku, and were all heavily modified:
map2.c
map.c
track.c
disease.c (lycanthropy snippet)

If you write something for something.. such as a snippet .. this is not derivative because it is new work. It is compatible, yes, but it does not follow any particular license unless one is specified by the snippet author.
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