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  Topic: Kusht
3squire

Replies: 18
Views: 36889

PostForum: Coding   Posted: Thu Mar 25, 2010 9:57 am   Subject: Kusht
Hey it's your forum, do what you like with it. You're the one who redefined MUD then when I said this codebase fell outside the definition told me if I didn't like your definition then I was welcome t ...
  Topic: Kusht
3squire

Replies: 18
Views: 36889

PostForum: Coding   Posted: Wed Mar 24, 2010 6:40 am   Subject: Kusht
KaVir, you have to understand that from my perspective, what you are saying is like someone telling me that EverQuest should have supported telnet.

I mean, look at the code. You are writing as if I ...
  Topic: Kusht
3squire

Replies: 18
Views: 36889

PostForum: Coding   Posted: Tue Mar 23, 2010 3:19 pm   Subject: But Extensible Clients are the Point
The real difference between the MUDs of yore and the modern MMORPG client isn’t the sim on the backend; it’s the fact that the datastream is tokenized. When you connect to a MUD and it attempts to ...
  Topic: Kusht
3squire

Replies: 18
Views: 36889

PostForum: Coding   Posted: Tue Mar 23, 2010 12:11 pm   Subject: Finally, the question I was looking for
Kavir, that's an excellent question: The answer is emphatically no.

You see, a real game client does not use a request protocol like telnet, wherein the pushdown is only information I am able to se ...
  Topic: Kusht
3squire

Replies: 18
Views: 36889

PostForum: Coding   Posted: Tue Mar 23, 2010 9:42 am   Subject: Kusht
http://img203.imageshack.us/img203/9783/kusht1.th.jpghttp://img16.imageshack.us/img16/1849/screen2vs.th.jpghttp://img17.imageshack.us/img17/6237/screen3ya.th.jpg

We're building a cool new kind of M ...
 
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