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<H1>Re: [MUD-Dev]  GRUMPS</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  GRUMPS</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Sat, 4 Apr 98 16:23:53 MST</LI>
<LI><em>>Received</em>: by ami-cg.GraySage.Edmonton.AB.CA (V1.17-beta/Amiga)  id &lt;8wad#ami-cg,GraySage.Edmonton.AB.CA&gt;; Sat, 4 Apr 98 16:23:53 MST</LI>
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<PRE>
[Frank Crowell:]

:One advantage to creating GRUMPS is that anything
:could be converted to GRUMPS, or GRUMPS converted to anything.

That's a very large order. It essentially means that GRUMPS has to be
at least as powerful a system as any other system out there. That's
going to be very difficult to do. Keep in mind that lots of MUDs use
a lot of custom code, and allow players to create an almost unlimited
range of things, by allowing unlimited user programming. That means
you have to have a dynamic in-MUD language that can effectively emulate
the languages of all other MUDs.

I've been thinking a bit about what it would take to be able to import
sources or "zones" from other MUDs into a generic system done with my
MUD system. Parts could be automated, but any such conversion is going
to require hand work as well. Consider LP - I would have to write an
LP compiler using my in-MUD language, and compile the LP code into
equivalent MUD-code for my system. Theoretically possible, but a vast
amount of work, and for what advantage?

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Character development [was Re: ]</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00204" HREF="msg00204.html">Re: [MUD-Dev] Character development [was Re: ]</A></strong>, 
Alex Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Fri 17 Apr 1998, 04:24 GMT
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</ul>
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<LI><strong><A NAME="00024" HREF="msg00024.html">caved in:  Algorithms for for storing free space.</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 05 Apr 1998, 02:31 GMT
<UL>
<LI><strong><A NAME="00029" HREF="msg00029.html">Re: [MUD-Dev]  caved in:  Algorithms for for storing free space.</A></strong>, 
Cimri <a href="mailto:cimri1#gte,net">cimri1#gte,net</a>, Sun 05 Apr 1998, 09:10 GMT
</LI>
<LI><strong><A NAME="00078" HREF="msg00078.html">Re: [MUD-Dev] caved in: Algorithms for for storing free space.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Apr 1998, 23:50 GMT
</LI>
</UL>
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<LI><strong><A NAME="00021" HREF="msg00021.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 04 Apr 1998, 23:30 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00027" HREF="msg00027.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
maddog <a href="mailto:maddog#best,com">maddog#best,com</a>, Sun 05 Apr 1998, 04:55 GMT
</LI>
<LI><strong><A NAME="00028" HREF="msg00028.html">Re: [MUD-Dev]  GRUMPS</A></strong>, 
maddog <a href="mailto:maddog#best,com">maddog#best,com</a>, Sun 05 Apr 1998, 07:06 GMT
<UL>
<LI><strong><A NAME="00080" HREF="msg00080.html">Re: [MUD-Dev] GRUMPS</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 09 Apr 1998, 01:33 GMT
<UL>
<LI><strong><A NAME="00084" HREF="msg00084.html">Re: [MUD-Dev] GRUMPS</A></strong>, 
maddog <a href="mailto:maddog#best,com">maddog#best,com</a>, Thu 09 Apr 1998, 03:54 GMT
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</UL></BLOCKQUOTE>

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