[1576] in Coldmud discussion meeting
Re: Editing code from in-game
daemon@ATHENA.MIT.EDU (Mon May 1 18:29:34 2000
)
From: "Steven J. Owens" <puff@netcom.com>
To: coldstuff@cold.org
Date: Mon, 1 May 2000 15:21:38 -0700 (PDT)
In-Reply-To: <Pine.LNX.4.10.10005011328280.12492-100000@bork.weath> from "Jeremy Weatherford" at May 01, 2000 01:32:38 PM
Reply-To: coldstuff@cold.org
Jeremy Weatherford writes:
> How do people usually set up editing when they're doing a lot of
> programming? In Genesis, or other MOOs, doesn't matter. I'm just looking
> for good concepts. I'm ready to start implementing editing in my core.
MCP, or MOO Client Protocl, which Bruce alluded to is what most
serious MOO coders use - essentially it's a set of tags that tell the
browser to to filter output from the user's view of the session and
send it to a separate buffer for editing. I believe it was first
developed for use with emacs mud.el, but as Bruce mentioned, tkMOO
supports it. I'm sure you can find a web page somewhere about it.
There are a couple links to MOO clients that support MCP here:
http://dmoz.org/Games/Internet/MUDs/MOOs/MOO_Clients/
Unfortunately, I'm about to leave work so Ican't do any more
legwork on this. Hm, here's a general page on it, along with pointers
to the spec, the MCP-dev mailnig list, etc.
http://www.moo.mud.org/mcp/
Steven J. Owens
puff@netcom.com