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| View Poll Results: Which mud client do you primarily use | |||
| MUSHclient |
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30 | 28.85% |
| zMUD/cMUD |
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22 | 21.15% |
| Portal |
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4 | 3.85% |
| RoAClient |
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3 | 2.88% |
| Gmud |
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7 | 6.73% |
| Mudmaster |
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2 | 1.92% |
| SimpleMU |
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3 | 2.88% |
| Pueblo |
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0 | 0% |
| Telnet |
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6 | 5.77% |
| None of the above (please post below which one) |
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27 | 25.96% |
| Voters: 104. You may not vote on this poll | |||
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LinkBack | Thread Tools |
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#91 | |
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Member
Join Date: May 2005
Posts: 208
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Re: The mud client poll
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A very big benefit of supporting many MUD clients is that it makes it easier for the players. E.g with zMUD/cMUD you can play on many different MUDs and the software keeps track of them for you. A player also doesn't have to install multiple clients so they can focus to learn the features of one. |
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#92 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Re: The mud client poll
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Throwing away decades of feature development? That sounds like a step backwards to me. |
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#93 | |
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Member
Join Date: Aug 2008
Home MUD: Archons of Avenshar
Posts: 51
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Re: The mud client poll
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I guess this does illustrate a major problem: coming up with standards and more importantly, getting client and server developers to implement/conform to said standards. I'm guessing its not gonna happen. That's why I said "that's where it needs to end:..." --- because the real standard is simply telnet. If you want to offer more, then you're free to with your own custom coding/client/plugin/control/mind bending technology/widgeting-ding-a-ling. It would be cool to see what features are important to players --- and why. Same for developers. You might find that some of those current client features which represent decades of feature development become obsolete when replaced with standards and proper UI elements. Whatever the case, I'm feeling like a broken record. There are blatant, obvious reasons MUD devs are creating custom clients for their games... and that reason is not hubris. |
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#94 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The mud client poll
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#95 | |||||||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Re: The mud client poll
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I can understand people wanting to create their own client for legal reasons, or because they want it to run from a browser (not much available to reuse in terms of browser-based mud clients), or even just because they enjoy the challenge. But reinventing the wheel just for the sake of it? I can think of better things to do with my time. Quote:
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Actually I suspect hubris may be one of the reasons. Others include those I mentioned earlier - legal concerns (particularly for commercial muds), wanting it to run from a browser, or simply for the challenge. Or perhaps just an unawareness of what modern clients are capable of? |
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#96 |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The mud client poll
Personally, when thinking about implimenting something for Mushclient, back before it got added, I had the thought of using markup to create the "layout" of the design you wanted, then either download that, or have the mud send it. The problem I ran into is that you have to create all custom controls. Why? Because MS doesn't even try to make it easy to use "design mode" for controls, outside their own IDE environments, and that assumes you are using controls that recognize it anyway. Worse, one reason to go with something like Lua, instead of tying the client to something in .NET, or COM, is to, at least in principle, allow someone to port it with a bit less insane recoding. Using Windows "native" system for controls kind of screws that, especially if you actually got design mode to work at all.
I have a vague sense how you could, but its... not documented in anything like a direct fashion. Its more like knowing that you can install front wheel drive, but having *never* seen how the whole system ties into the steering, or being able to find a manual showing how to do it right. Knowing the general idea of how it should isn't the same as actually being able to build it. I drove myself nuts for a while trying to find "anything" clearer than the vague hint buried in MS' own site (and their non-working link to a demo that supposedly used it), before giving up on the whole idea.In any case, in general, the best solution is "likely" to take something that already has a huge set of features, and works fast, then try to work out how to correct some of its.. oddities. For example, ages ago you could find "fast" text clients for muds, which supported similar features, including scripting and triggers, but also supported text positioning, which Mushclient doesn't. Its not trivial, but not impossible either, everything in existence that is designed to do rich text *has to* be able to remap a document, if you delete internal tags, change the text, or page up/down. This isn't "much" different than what you need to adjust both the buffer display, and what is on the page. In the case of the old days, ones like Telemate, basically recorded the "final" state of a line, once it was no longer on a page, and treated pages just like page breaks in a document editor. Point being, you could take an existing client, port it to something less platform dependant, as long as it was designed to start with to be that way, then just add the things that are missing. But, only for the open source ones. ![]() Flash... Seriously, I watch movies via that, and used for that, it seems to *eventually* lag what ever it is in, until it either slows the whole system down, or crashes the browser. It has known problems. An interesting alternative seems to be PHP, with java, which, interestingly, has even been used to make things like EyeOS, which is an entire virtual desktop, which runs in the browser. However, Flash is so annoyingly ubiquitous that it even shows up there, for things where it is "easier". So is, imho, trying to use a skate board and a rope, tied to someone else's car, compared to actually having to drive one, but... lol |
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#97 |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Re: The mud client poll
Couldn't you do it in MUSHclient by discarding the text window, and diverting the output to a miniwindow?
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#98 |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The mud client poll
Not.. Efficiently. The mini-window isn't designed for it at all, and coding the extra stuff in script, to handle paging.. It would really have to be done more directly, in the main window, not via scripting, I think. Mind, not a lot of muds actually use the stuff anyway, its just a tiny few that do, and its often buried in the prompt systems (like changing the line of the prompt to update time, or something, without sending an entire new prompt), etc. Its not necessary to even have the feature, but its damned annoying for it to be missing, if you a) need it, or b) want to connect to something running an older game. An example might be trying to run TW2002, via a mud client, so you can take advantage of its scripting ability. It was written for dialup, it works, with some help, via Telnet, but almost nothing in existence supports **all** of the text control functions in ANSI, while also having any sort of complex script system, of any kind at all. FSM forbid someone got it into their head to do some of that stuff on a mud, and found that 99% of the clients either don't support it well (there is no protocol for asking, "Do you support all of ANSI, of just bits of it?", really, and certainly not color, but not cursor movement codes, since the former was added later than the "more critical" cursor controls...), or work poorly, or are almost feature non-existent, if they did.
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#99 |
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Senior Member
Join Date: Jun 2004
Posts: 292
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Re: The mud client poll
TinTin++ supports full ANSI (typically called VT100), character mode, complex scripting, and runs on all major platforms.
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#100 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The mud client poll
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#101 |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The mud client poll
My preference "tends" to be for non-custom script languages too, which have a fair range of language features. Most clients have... what could be called a "subset" of commands, that are useful, when specific to basic stuff you want to do with muds, but, at the same time, tend to be irritatingly limited, if you want to do something that isn't in the "standard" lexicon of things you are *expected* to want. Personally, I hate all of them. lol But, yeah, there are a few that provide fairly complex, if client specific, scripting, and support the full set of ANSI functions.
This just means that there is no rational purpose in not reworking ones that don't, and have a wider feature set to begin with. |
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#102 | |
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Senior Member
Join Date: Jun 2004
Posts: 292
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Re: The mud client poll
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Another advancement is that scripts can be multi-lined and indented, in the past the typical tintin script was one long line of commands, making scripts so unreadable that any kind of serious programming was out of the question. From my own experience most things are a breeze to script, low level string operations require some creativity with regex, and if push comes to shove you can use #script to use another scripting language. Another cool feature that I don't believe any of the other mud clients offer is that you can run console programs like pine, lynx, ssh, and sftp within TinTin++ with full scripting capabilities. |
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#103 |
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Member
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Re: The mud client poll
Hmm, never even heard of VipMUD, not sure I could really class is as being very popular based on that. At least not in general, might be popular among players on your specific MUD, but out of the thousands of mudders I know none have ever mentioned using said client.
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#104 | ||
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Re: The mud client poll
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EDIT: Quote:
Last edited by Fizban : 09-19-2010 at 06:27 PM. |
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#105 | |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Re: The mud client poll
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But either way, the fact still remains that I've had players switching from zMUD because they couldn't get it working. |
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#106 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The mud client poll
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#107 | |
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Re: The mud client poll
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#108 |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The mud client poll
In almost all cases, if an application won't run unless its in "admin" mode, its usually due to it installing into "Program Files", and then attempting to write data to/from that location. Simply installing it to someplace else will tend to fix it. There are more than a few I use that still try to do that, and some of them, while they support adding additional locations for files instead of using the defaults, don't make setting that up exactly trivial. In some respects, it was stupid for them to be placing stuff in their own folders anyway imho, kind of like how 100% of all applications "insist" they need to be in the "main" trunk of the "Start" menu, even if it would be more logically to offer "media", or "games", or some sort of sub-subject as an option. Once people get the program working, more or less, and they are ready to package it, things like "Should be store user files here?", and "Are we an idiot for storing the link to the application in the same menu as all 800 other applications the user installed previously?", just never becomes something worth bothering with, or something.
Have to go in once a year and clean up their mess. lol |
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#109 |
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New Member
Join Date: Nov 2010
Posts: 3
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Re: The mud client poll
I use wxMUD and Lyntin, depending on my needs at the moment. Both have nice and clean interfaces, and varying potentials for extending them. I've thought about creating a Lyntin module for the mud I'm working on as a break from the main server coding/building, which has some good potential. I've also messed around with Mudlet before but I don't think I will be switching over to it as my primary client.
wxMUD - a cross-platform graphical MUD client The Lyntin Agent Framework: Main |
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