![]() These were all real-time games, and for the most part, the faster you could string together commands, the better you were. The two styles of MUD that were most common to me were ones based off of White Wolf’s tabletop series (Vampire: the Masquerade, Werewolf: the Apocalypse, et cetera), and ones based off of some kind of D&D setting. There were as many codebases as there are nations of people, so I’m not going to go into all of them, because that would be absolute folly. Everything was described, each room having a (mostly) detailed description of where you were, and where you could go from there. ![]() There were no graphics outside of the occasional ASCII art. I used to use ZMUD/GMUD, but now I use MUDlet.Ī MUD is a multi-user dungeon. Players had to log in via Telnet, or through a MUD client. Most servers were cheap, and so staff paid for them, and occasionally received donations from the players. The difference in these and a free-to-play MMO was there was almost never a cash shop. These were virtually all free-to-play, and I feel should at least receive some of the credit for paving the way towards F2P online MMOs. It was just easier to play UOSSMUD rather than find a party in Final Fantasy XI. I preferred these text-based games over EverQuest, over WoW, not quite over Final Fantasy XI. When World of Warcraft was just starting, I was still logging into my favorite MUDs on a daily basis. Some of my closest friends were met there, many of whom I still talk to this day. They were biggest in the late 90s I’d say, but there are still MUDs going strong to this day, including one I’m proud to say I worked on. Before there were MMOs, and after the BBS (Bulletin-Board System) craze, there were MUDs. That is unless I’m talking to someone I played them with. I don't think we should put "wontfix" on this because I am not a lawyer and maybe there is a way to solve this in the end.Most of the time, when I mention a MUD (Multi-User Dungeon) I get blank stares of confusion. ![]() That's why it's available for download freely from the docs □ Thank you for pointing that out.Īs far as we're concerned, no, you don't need to distribute on our store to use the SDK. I'm gonna raise that with our legal council here. Deprecation and Migration to Discord GameSDK discord/discord-rpc#290.Move away from deprecated version, be able to receive upgrades from upstream Extra information, such as Mudlet version, operating system and ideas for how to solve / implement: Error output / Expected result of feature It is possible to re-compile the RPC library from the source code - but I found it hard to do and it had some dependencies that I found difficult to satisfy IIRC - on the other hand should a Mudlet user want to see the source code for the library it is there on - so we should be able to meet our GPL obligations. With the library being archived ( discord/discord-rpc#290 ) it is now fixed and unchangeable - unless someone forks it and revises (or reverse engineers) it to connect to the Discord application (or applications as there are three current at any one time) via their own API. it is available under a licence that is GPL compatible and thus can be included in the Mudlet package whereas the replacement (the Discord Games SDK) is proprietary and cannot. ![]() I do not know much about the latter but I can speak about the former. On top of it, Mudlet uses upstream discord-rpc-api code as is, just bundles the upstream lib, no changes whatsoever, therefor it seems to me that this issue is something that ought to be directed to upstream (where no help will come, since code is depreciated). Move away from deprecated version, be able to receive upgrades from upstream Steps to reproduce the issue / Reasons for adding commented in #3914 (comment)īear in mind that discord-rpc-api which is currently used has been labeled as depriciated by upstream developers in favour of new Dicord GameSDK, so it's quite questionable for how long will current implementation in Mudlet work at all. Brief summary of issue / Description of requested feature: ![]()
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