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56: Re: Just a bit of musing

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From: "Chris Gray" <cg@ami-cg.GraySage.Edmonton.AB.CA>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 14 Mar 97 19:26:04 MST
Organization: Kanga.Nu
:Hmm, I'm not sure what you mean by 'scenario'. 
:The server is designed to run fantasy/sci-fi/modern/historical RPGs.
:
:User hits web page and mud's http port, mud pushes HTML page across.
:Users browser automatically checks objects against cache and only DLs
:new objects.
:Client executes in browser and attempts to connect to mud's playing port.
:Client tells mud that he is special.
:When a character is obtained/created, mud sends body tags and prompt tags.
:and continues to send context tags with mud output.
:
:Everything sent to the user exists in the mud database, including the
:client
:program itself.

Ok, so if a particular RPG running under the server doesn't have combat,
then the various displays you talked about relating to combat status would
not be present? Is this done by sending a Java program to the client, so
that it controls what is in the display, and that program will vary
depending on the needs of the RPG? Or, can all you need be done with
straight push's and fetch's, without needed code in the client?

Sounds do-able, but you're gonna have trouble with security firewalls!

With a custom MUD protocol, the players only have to convice the sysadmin
to allow that port through. Lots of folks are disallowing Java through
firewalls. Also, aren't some systems now disallowing a script in the
browser from making any other network connections? Some allow back to
the same address the page came from, however. If you're aiming for home
PC's running Internet Explorer, then it probably doesn't matter, unless
the individual user is cautious and doesn't allow ActiveX (is that the
right name?) programs to run locally. I know I wouldn't, unless I could
physically write-protect my hard-drive! (But then, I'm known to be
paranoid about such things!)

--
Chris Gray   cg@ami-cg.GraySage.Edmonton.AB.CA
"push" vs "press" is a horse of a different caliber. Handled properly under my system just means that the object inherited from the appropriate $button object, thus getting all the verbs for free. >I dislike the effect you get >from the old adventurer games of "guess the verb" - I want to know what >commands I have availible to interact with my character right from the >start. Should this be natively provided by the system, or should it be a function of documentation, or both? Should a user/character be able to issue a command which returns all available verbs either in his environment, or on a specified object? If so, should certain commands *NOT* be so reported (hidden features), and if so, what determines the difference (are you still going to hide the feature from a character that has found out about it?). -- J C Lawrence Internet: coder@null.net ----------(*) Internet: coder@ibm.net ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...