(Message inbox:67) Return-Path: wing@lysator.liu.se Received: from mail.fwi.uva.nl by gene.fwi.uva.nl with SMTP (5.65c(FWI)/3.0) id AA16667; Mon Feb 15 13:07:40 1993 Received: by mail.fwi.uva.nl from lysator.liu.se with SMTP (5.65c(FWI)/3.0) id AA02052; Mon, 15 Feb 1993 12:08:40 +0100 Received: from tistel.lysator.liu.se by lysator.liu.se with SMTP (ALPHA-6.12/6.1/Lysator) id AA22195; Mon, 15 Feb 1993 12:07:55 +0100 (IDENT: wing@tistel.lysator.liu.se) Received: by tistel.lysator.liu.se (4.1/1.34/Lysator-3.1) id AA05634; Mon, 15 Feb 93 12:07:40 +0100 (unknown) Date: Mon, 15 Feb 93 12:07:40 +0100 From: wing@lysator.liu.se Message-Id: <9302151107.AA05634@tistel.lysator.liu.se> To: stolk@fwi.uva.nl Cc: cschaffe@flounder.rutgers.edu, dove@well.sf.ca.us, edan@netcom.com, fontenot@comet.rice.edu, graham@cs.montana.edu, groenewo@fwi.uva.nl, hjtoi@jyu.fi, jw@ddsdx2.jhuapl.edu, lyn@matt.ksu.ksu.edu, peugh@wam.umd.edu, pulkka@cs.washington.edu, vexar@watserv.ucr.edu In-Reply-To: Bram's message of Mon, 15 Feb 1993 10:07:50 +0100 <199302150907.AA15137@carol.fwi.uva.nl> The time is ok for me, I'll be there. 1), the site here at lysator. We can move regenesis to a slightly faster machine, and we have enough disk-space for it to grow. It is however impossible to give out accounts, so all work will have to be done inside the mud, or by ftp. This is due to the fact that we don't own our internet-connection. (Just wanted to make sure everyone knows about this.) 2), I think the first bsx-protocol was too mch a hack, it would be possible to make a protocol without it's limitations that would not take up more band-width, or make it harder to implement clients. Here is a list of thingies I would like the protocol to be able to handle: * Arbitrary placement of object (now you only ahve 8*16 places). * Placement of objects in arbitrary angle. * Zoom of objects and scenes. * Bigger coordinate system, for complex scenes * Depth (to make it possible to put a object high up on the screen, without having to make it be blocked by others. Could also be used for semi 3-d effects). * 24-bit colors, I don't like 8, bit much, I think it's better to he a set numbers of pixels per rgb-color. Maybe 3*6, or 3*5 could do, though. * New shapes, circles, ellipces, beizer(sp)- or spline-curves, would save space for complex objects. * Fonts. (The most inportant change, imho, I would love 'em). Well that'll probably keep us occupied for quite a while :-), what do you think? (Message inbox:86) Return-Path: wing@lysator.liu.se Received: from mail.fwi.uva.nl by gene.fwi.uva.nl with SMTP (5.65c(FWI)/3.0) id AA26944; Mon Feb 15 19:37:23 1993 Received: by mail.fwi.uva.nl from lysator.liu.se with SMTP (5.65c(FWI)/3.0) id AA05277; Tue, 16 Feb 1993 20:38:04 +0100 Received: from tistel.lysator.liu.se by lysator.liu.se with SMTP (ALPHA-6.12/6.1/Lysator) id AA04632; Mon, 15 Feb 1993 18:37:49 +0100 (IDENT: wing@tistel.lysator.liu.se) Received: by tistel.lysator.liu.se (4.1/1.34/Lysator-3.1) id AA06016; Mon, 15 Feb 93 18:37:23 +0100 (unknown) Date: Mon, 15 Feb 93 18:37:23 +0100 From: wing@lysator.liu.se Message-Id: <9302151737.AA06016@tistel.lysator.liu.se> To: peugh@wam.umd.edu Cc: stolk@fwi.uva.nl, cschaffe@flounder.rutgers.edu, dove@well.sf.ca.us, edan@netcom.com, fontenot@comet.rice.edu, graham@cs.montana.edu, groenewo@fwi.uva.nl, hjtoi@jyu.fi, jw@ddsdx2.jhuapl.edu, lyn@matt.ksu.ksu.edu, peugh@wam.umd.edu, pulkka@cs.washington.edu, vexar@watserv.ucr.edu In-Reply-To: Lindsy McDonnal's message of Mon, 15 Feb 1993 09:52:00 -0500 <199302151452.AA00322@next18pg2.wam.umd.edu> Well, ther reason behind the bigger coordinate-system is that it will be needed when you use zoom in a complex scene. You do of course not have to use it on scenes and objects where it's not necessary... And I really don't understand how you can do without depth. I forgot the most important and dramatic change, asyncronious protocol, ie the client moves your character when you do press a cursor-key and then notifies the mud. This will make movement much smoother, but it also means that different players would not see the same, if they are moving. It also makes some things very hard to code, like melee-combat. Let's think about it... Ps: well yes it was i who added some code to fix the say-command, since it did not work I rewrote the whole %@$#^%@ command and now it should work better than ever ( doesn't say much, though :)