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<LI><em>To</em>: mud-dev &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>From</em>: HALE2 Root &lt;<A HREF="mailto:root#hawaii,edu">root#hawaii,edu</A>&gt;</LI>
<LI><em>Date</em>: Mon, 15 Sep 1997 06:26:54 -1000</LI>
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<PRE>
&lt;local - yospe 17840&gt;: error (Permission denied) creating "/home/8/yospe/.inbox/yospe" (this is abnormal, investigate!)

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Date:	Sun, 14 Sep 1997 23:24:16 -1000
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From:	"Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;
To:	mud-dev#null,net
Subject: [MUD-Dev] MUD Design Fundamentals(Was: Looking for

On 11 Sep 97 at 6:06, Ola Fosheim Grostad wrote:
&gt; Jon A. Lambert wrote:
&gt; I believe MUDs differs significantly from most applications.  In most
&gt; applications, you have got some concrete problemspace as the backbone of the
&gt; system. In my view, a MUDs general problemspace mainly consists of users, a
&gt; geography and whatever interaction these users find interesting. The OOA methods I
&gt; know of, won't help a whole lot.

I think OOA/D is ideally suited for this particular problem just 
because of mud's potentially vast and abstract problemspace.  

&gt; I'm interested in THIS kind of realtime information, as well as whatever happens
&gt; on the clientside (when using an intelligent client). However I believe this
&gt; warrants some special attention in any persistent store, and that was the issue I
&gt; guess.

Do you mean clients that continue to function normally while the 
server is down?

Interesting. I have a smart client, but only in the sense that it 
parses/formats output and allow mouse input. Otherwise they are quite 
dumb.  There is a very small set of static graphics that is shipped 
with client.

My mud's time runs at a faster rate than real time and I can't really 
think of any reason why I would need external inputs into the server 
other than the user clients and my database.

--
Jon A. Lambert

If I'd known it was harmless, I would have killed it myself.


</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00644" HREF="msg00644.html">No Subject</A></strong>, 
Maddog Worlds <a href="mailto:maddog#best,com">maddog#best,com</a>, Sun 17 Aug 1997, 18:42 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01211" HREF="msg01211.html">No Subject</A></strong>, 
HALE2 Root <a href="mailto:root#hawaii,edu">root#hawaii,edu</a>, Sun 14 Sep 1997, 19:03 GMT
</LI>
<LI><strong><A NAME="01217" HREF="msg01217.html">No Subject</A></strong>, 
HALE2 Root <a href="mailto:root#hawaii,edu">root#hawaii,edu</a>, Mon 15 Sep 1997, 16:48 GMT
</LI>
<LI><strong><A NAME="01218" HREF="msg01218.html">No Subject</A></strong>, 
HALE2 Root <a href="mailto:root#hawaii,edu">root#hawaii,edu</a>, Mon 15 Sep 1997, 16:48 GMT
</LI>
<LI><strong><A NAME="01219" HREF="msg01219.html">No Subject</A></strong>, 
HALE2 Root <a href="mailto:root#hawaii,edu">root#hawaii,edu</a>, Mon 15 Sep 1997, 16:50 GMT
</LI>
<LI><strong><A NAME="01221" HREF="msg01221.html">No Subject</A></strong>, 
HALE2 Root <a href="mailto:root#hawaii,edu">root#hawaii,edu</a>, Mon 15 Sep 1997, 16:56 GMT
</LI>
<LI><strong><A NAME="01222" HREF="msg01222.html">No Subject</A></strong>, 
HALE2 Root <a href="mailto:root#hawaii,edu">root#hawaii,edu</a>, Mon 15 Sep 1997, 17:09 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00643" HREF="msg00643.html">Re: [MUD-Dev] Fuzion - Game System</A></strong>, 
Frank Crowell <a href="mailto:frankc#maddog,com">frankc#maddog,com</a>, Sun 17 Aug 1997, 18:32 GMT
<LI><strong><A NAME="00639" HREF="msg00639.html">Fuzion - Game System</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 17 Aug 1997, 17:16 GMT
</LI>
</UL></BLOCKQUOTE>

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