
07-11-2008, 09:42 PM
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Script-fu
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Join Date: Jan 2002
Location: United Kingdom
Posts: 3,914
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The "mudlib" obsession
- It seems that the average forum user/scripter on Graal has no real concept as to what a "mudlib" really is.
Quote:
Originally Posted by Wikipedia
A mudlib is a library of interpreted code used to create a MUD. It is interpreted code usually written in the LPC language. The code is interpreted on the fly by a driver.
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Quote:
Originally Posted by Wikipedia
In computer gaming, a MUD (Multi-User Dungeon, Domain or Dimension) is a multi-player computer game that combines elements of role-playing games, hack and slash style computer games and social chat rooms.
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So, please can we stop using the term "mudlib" to describe your scripts?
- Can someone please explain to me what advantages a system that reads and writes from text files for all player or item data really has? I find it difficult to believe that, whatever it is, it justifies the:
- More CPU cycles going to loss to read and write text files when the gserver is already doing this for Database NPC flags or player attributes;
- Greater memory usage in caching both player flags and even more text data;
- Files filling up file manager which are just going to turn into a disorganised mess;
- More layers of scripting that could potentially go wrong and may need debugging, or more things to confuse someone else who has to work with your systems.
This GST doesn't approve. |
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