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Old 04-29-2002, 10:27 PM   #1
kaylus1
 
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Just to find out where everyone stands. Sorry if I missed a few, I had 10 spaces and listed only the prevalent ones in certain deriv. categories and ones that at least required a category (though not sure if there are any AberMud Admin here).

I'm not looking for "There is no best one, some are good at this while other's...". Blah, blah, blah. I'm asking for personal opinions not fact.

Kaylus@Solice

(p.s. Sorry Mush populace, don't know much about the server evolotiun of Mush Servers in general, clue me in!
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Old 04-30-2002, 01:07 PM   #2
Seth
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Well, first you will have to decide what kind of MUD you want, as some engines are more suited for different thingsby default. For example, stock SMAUG comes with a built in battle system, but with only minor features suitable for roleplaying intensive MUDs, like complicated emotes/poses, titles, ranks, houses, nobility, etcetera. I'm fairly sure that each codebase has it's strong and weak points.

Hence why I think it would be impossible to give a clear definition of what engine is the best choice for a MUD. It's like telling people what kind of computer is the best they could use without asking them what they are going to use it for.
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Old 04-30-2002, 05:32 PM   #3
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I am mostly into smaugs..I've grown SOO used to it..I played a mush for 5 minutes and my mind blew up. Feels so weird playing a new codebase.
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Old 04-30-2002, 06:18 PM   #4
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Quote:
Originally Posted by
What is the best server for creating a mud?
uhh dont you mean Codebase.... server is what the codebase runs on. I.E. Linux, Unix, windows <---gags on windows...
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Old 04-30-2002, 07:28 PM   #5
kaylus1
 
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Quote:
Originally Posted by
Seth:
Well, first you will have to decide what kind of MUD you want, as some engines are more suited for different thingsby default. For example, stock SMAUG comees
I know what kind of mud -I- want to run, I run a custom coded mudlib using the MudOS Driver. I was asking what the personal preferences of what other people are regardless of that OTHER people think, in other words -YOUR- opinion. =)

Quote:
Originally Posted by
Xanferious:
uhh dont you mean Codebase.... server is what the codebase runs on. I.E. Linux, Unix, windows <---gags on windows...
Two replies to this.

Reply 1: I brought MudOS, LDMud and Amylaar into the picture. These are SERVERS. If I brought up codebase (or mudlib with them) you might as well be choosing which LPMUD you think is best. The same applies to Mush I think, though am not certain. Mordor is also called, Mordor Server. Using the term codebase would unjustly group these all into one category, as the mudlib on LPmud's could be termed the "codebase" *chuckle* So I chose the generic mud "server".

Reply 2: The question "What server is best for running a mud" refers to the term "Mud Server" In which all muds fall into the category. Just like ftp server, web server, telnet server. This I have noticed applies just as well to DIKU-type muds. (search for "diku mud server" on google). The question may have been tricky when you just saw the topic listing, but when you opened it up, i'm sure it became evident I was referring to the "mud server" itself, not the computer serving the mud.

The main goal of my question was for personal opinion to find out where everyone's standpoints are. Not totally in playability, but from a coder's standpoint. Easy to use? Neat Code? Easy customization/adding of new elements?.. etc. I just didn't get that long for a topic title.

Kaylus@Solice
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Old 04-30-2002, 09:48 PM   #6
Xanferious
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ahh, i understand now, thanks for clearing that up.
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Old 05-01-2002, 01:55 AM   #7
f451
 
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If I were to start a new mud, I would go for DGD. As it is now, I stick to LD mud. Not much for Amylaar though.
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Old 05-01-2002, 05:36 AM   #8
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If I were to create my own MUD, I'd stick to the MudOS / Lima combo, since that's what I'm most comfy with.
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Old 05-01-2002, 11:32 PM   #9
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Question

I am a Dawn of Time code base lover all the way. I wish they made t-shirts heh it's the best codebase I've ever played and worked on.

Dawn of Time

-- Astin
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Old 05-01-2002, 11:49 PM   #10
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Quote:
Originally Posted by
I am a Dawn of Time code base lover all the way.
Care to give some more info on it? There is one on my host and it takes up more resources than most muds, so what's all in it?
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Old 05-02-2002, 03:34 PM   #11
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There is no 'best' codebase for a MUD. It depends on the personal preferences of the creator of said MUD.

Meinh. This is asking for a flame, but I'm far too lazy today to bother trying to flame at all.

-D
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Old 05-02-2002, 11:16 PM   #12
kaylus1
 
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Quote:
Originally Posted by
There is no 'best' codebase for a MUD. It depends on the personal preferences of the creator of said MUD.
It's great that you are too lazy to try flaming, though obviously you were just as lazy about reading the posts

I specifically stated "I'm asking for personal opinions not fact", in my first post and elaborated that self-explanatory line in my second post.

There will never be a 'best' mud server out there. There will never be a 'best' anything (at least as a shared concept) for that matter, as all things in life are based on personal preferences. There may be a favorite mud server/codebase/lib that you as a person like, though.

Again I clarify, I was asking for personal preference not fact. I do not seek some enlightenment by a group of people shoving Smaug or ColdC into my face. I merely wanted to see where the mass population swung opinion-wise.

Sorry if you were confused!

Kaylus@Solice

-
On the voting note, it seems that the mass majority of the group are running Diku derivatives with 11 votes, while LPC servers and Custom are tied.

I was wondering though, the people who voted for custom servers, are you yourselves running custom servers or did you vote that way for some other reason? (like 'it helps foster a variety in the ever-growing-similar mud market' heh)
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Old 05-03-2002, 01:28 AM   #13
Grey
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Question

Best server to host on..
The reliable kind.
~Grey
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Old 05-03-2002, 08:39 AM   #14
Astin
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Let's see Mr. Gammon (MUSHClient) posted on his forums. It's a short but good description. If you need more info just let me know. Right now I have to hurry because I am about to be late to class

-- St

Gammon:
Quote:
Originally Posted by
Dawn of Time is a MUD server written by Michael Garratt (AKA Kalahn), which originally was based on the ROM codebase.

Thus it has a similar "look and feel" to the Diku/ROM style of MUD.

DoT has, as standard ...

Compiles and runs under Unix (Linux, OpenBSD) and Windows(Cygwin and Microsoft Visual C++)

MXP (MUD Extension Protocol) support
MSP (MUD Sound Protocol) support
MCCP (MUD Compression Protocol) support
Colour

OLC (online construction), including:
Race editor
Class editor
Spells editor
Skills editor
Brew editor
Mix editor
Social editor
Group editor
Help editor
Pose editor
Room editor
Area editor
Mob editor
Object editor

MOB programs, including:
Token passing - mobs can 'remember' you
Queued messages - so things happen after a few seconds
Extensive online customisation
Extensive helps
Reads ROM areas
Extensive admin commands and information
Extensive "wiznet" information services that lets you know of ongoing events (such as players connecting)
Source code supplied (C++)
"Hot reboot" feature lets you update the server without players having to disconnect

Lots of features in general. Compare the size of the source files (.c, .cpp and .h) for the various servers:
ROM: 46,434 lines
SMAUG: 134,650 lines
DoT: 182,342 lines

Integrated web server - lets players check who is on in their web browser, before connecting, and other things, like viewing help files.

MUDftp support - lets you edit room descriptions etc. in your favourite text editor

Automapper - shows an text-based map of the current room and surrounding rooms.
For screen shots and stuff of that nature click here.
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Old 05-11-2002, 12:14 AM   #15
Noplex
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I will have to say that a custom codebase is always the best way to go if you have the experience; team; and know-how to create one.

It offers the best possiblities; exactly what you want; but it'll take some time.

If I had to start over on a game (which I might be doing soon enough) it would most likely start out as a custom codebase; now because I have the knowledge of how to create one and get one running.
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Old 05-11-2002, 09:02 PM   #16
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I'm definitely a ROM guy all the way, although I started on Circle way back when, and I still get nostaligic about some of the earlier (to me) Circles. Roms just seem more comprehensible overall to me, more than Circle ever did, and more than any of the code bases I've had a chance to hop through afterwards. Rom is straightforward, give you enough information to get the point across, and that's it. The code is easy to understand, for the most part, and is structured into the source files in a manner that usually follows a certain crazy logic I happen to agree with

The problem with any standard code base, however, is that you ger 1 good recoded/rebuilt mud for every 500 clones of the original, and because of this I have to say that tied with #1 for me is any kind of custom-created mud, preferrably recoded as well as rebuilt. Rebuilding a mud is a noteworthy thing to do, and I have great respect for people who can do it, but there's something about fresh new features in the combat system, eq system, whatever you will.

As an aspiring lifer in this community, my biggest warning is that you don't just throw a Rom/Smaug/WoT/Circle up straight out of the box and then post it on TMC and here. That's just begging for no players and a crappy outlook on the future of the mud.

-Visko
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Old 05-11-2002, 10:44 PM   #17
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Quote:
Originally Posted by (Astin @ May 03 2002,1:39 pm)
Let's see Mr. Gammon (MUSHClient) posted on his forums. It's a short but good description. If you need more info just let me know. Right now I have to hurry because I am about to be late to class
That list looks impressive to me, but I'm pretty much retarded when it comes to actuall features of codebases. Do you have anything to compare it with, for example? I'm really curious to see what it has and has NOT in comparrison to other codebases.

Furthermore, can you please tell me under which license the DoT codebase is licensed? I'm thinking the GPL, but I'm not sure really...

(And some tell Nick Gammon I need to make love to him badly, for making such an absolutely rocking client! RegEx support and VB/Jscripting! (even tho I hate those languages. Make it work with Javascript or PHP and I'll marry you, I'll even start playing MUDs again just because of your great client!!! )
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Old 05-12-2002, 12:40 AM   #18
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I think Kalahn would be better at giving you an answer to that type of question than I would. I asked him to stop by and give you answer. Also heh I let Mr. Gammon know that you liked his client as well. Heh I got it made best client and best code base (IN MY OPINION so don't get flamish heh)

-- Astin
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Old 06-11-2002, 08:05 AM   #19
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LDMud lover to the core I do like MudOs also, but i have only played on t, not coded with it. I have used amylaar, but it was heavily customised so I guess that doesn't really count anymore. SO yes, LDMud deffinetly.

--Snowfruit
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Old 06-11-2002, 08:07 AM   #20
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Definitely LDMUD.
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