Notice: Any messages purporting to come from this site telling you that your password has expired, or that you need to verify your details, confirm your email, resolve issues, making threats, or asking for money, are
spam. We do not email users with any such messages. If you have lost your password you can obtain a new one by using the
password reset link.
Due to spam on this forum, all posts now need moderator approval.
Entire forum
➜ SMAUG
➜ SMAUG coding
➜ AFKMud -VS- SmaugFUSS
It is now over 60 days since the last post. This thread is closed.
Refresh page
Posted by
| Zune
(76 posts) Bio
|
Date
| Mon 26 Jun 2006 03:10 PM (UTC) |
Message
| How do various folks feel about these two code bases, and in particular, which one is superior? | Top |
|
Posted by
| Zeno
USA (2,871 posts) Bio
|
Date
| Reply #1 on Mon 26 Jun 2006 04:20 PM (UTC) |
Message
| You can find others comments about AFKMUD here:
http://forums.alsherok.net/index.php?a=topic&t=1105
It depends though. AFKMUD is definitely superior, having much more features and content. But SMAUG is more "barebones" than AFKMUD. |
Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org | Top |
|
Posted by
| David Haley
USA (3,881 posts) Bio
|
Date
| Reply #2 on Mon 26 Jun 2006 06:07 PM (UTC) |
Message
| My understanding is that AFKMUD is actively developed (i.e. new features are added) whereas SmaugFUSS is bugfix-maintained (with only very occasional new features). Both are backed by Samson, though, so I'd vouch for the quality of either one, even if I suspect AFKMUD is superior simply because he has more leeway to do what he wants as opposed to having to stay completely compatible with SMAUG. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
|
Posted by
| Conner
USA (381 posts) Bio
|
Date
| Reply #3 on Tue 27 Jun 2006 01:58 AM (UTC) |
Message
| I'd have to say that I think the previous assessments are pretty dead-on, but also wanted to throw in my own two cents. ;)
AFKMud has some really nifty features and is a far better codebase, _IF_ you want those particular features. If you're not interested in overland and all the other cool extras built into AFK, then go with SmaugFUSS because it's got most of the bugs already removed, a few extras thrown in, and tons of support and snippets and areas are available for you already. |
-=Conner=-
--
Come test your mettle in the Land of Legends at telnet://tcdbbs.zapto.org:4000
or, for a little family oriented medieval fun, come join us at The Castle's Dungeon BBS at telnet://tcdbbs.zapto.org
or, if you just want information about either, check our web page at http://tcdbbs.zapto.org | Top |
|
Posted by
| Firedraconian
USA (32 posts) Bio
|
Date
| Reply #4 on Thu 29 Jun 2006 11:47 PM (UTC) |
Message
| Can you merge the two? Like, download FUSS and then add in the AFKMud features that you want? |
X. D. Caeruleus
Draconian Industries | Top |
|
Posted by
| David Haley
USA (3,881 posts) Bio
|
Date
| Reply #5 on Fri 30 Jun 2006 02:15 AM (UTC) |
Message
| It's probably not worth your while to try because the two codebases are quite different. I imagine that AFKMud is simply better than FUSS, but Samson would have the more informed opinion. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
|
Posted by
| Firedraconian
USA (32 posts) Bio
|
Date
| Reply #6 on Fri 30 Jun 2006 02:50 AM (UTC) |
Message
| What about changes? Which one is easier to change? Stuff like races, classes, skills, that sort of thing. |
X. D. Caeruleus
Draconian Industries | Top |
|
Posted by
| Conner
USA (381 posts) Bio
|
Date
| Reply #7 on Fri 30 Jun 2006 07:03 AM (UTC) |
Message
| In general, they both have the same foundations and can be changed about equally easily, but you might run into problems trying to add stuff from AFKmud into SmaugFUSS since they're now in different languages, AFKmud was converted to C++ some time ago whereas SmaugFUSS remains written in C, so you'd have quite the task to just add from one to the other and you'd prolly end up with some bizarre hybrid of the two, at best, if not an uncompilable waste of space on your hard drive, at worst. It'd be easier/safer to start with AFKmud and remove features than to try to merge them, either that or start with SmaugFUSS and find snippets for the features that are in AFK that you want and add them to SmaugFUSS. |
-=Conner=-
--
Come test your mettle in the Land of Legends at telnet://tcdbbs.zapto.org:4000
or, for a little family oriented medieval fun, come join us at The Castle's Dungeon BBS at telnet://tcdbbs.zapto.org
or, if you just want information about either, check our web page at http://tcdbbs.zapto.org | Top |
|
Posted by
| Samson
USA (683 posts) Bio
|
Date
| Reply #8 on Fri 30 Jun 2006 01:43 PM (UTC) |
Message
| The current release versions of AFKMud are not nearly as C++ converted as the 2.0 code will be. That said, yes, it is still C++ enough in a few places that it would take some work to get things working in regular Smaug code.
There is also the fact that many parts of the base do not behave the same way they did in Smaug and for some people this comes as a bit of a surprise. It's going to come down to what you want from the code.
I think it would help if you were to tell us which features you're looking for in the code. Once we know that it will be easier to help with advising on which way to go.
Now obviously I'm going to say that AFKMud is better than FUSS but that's a biased opinion. Not everyone will agree with this, and in fact there are some who think that all AFKMud has to offer makes it WORSE than other bases. It all depends on how much you want in the end. | Top |
|
The dates and times for posts above are shown in Universal Co-ordinated Time (UTC).
To show them in your local time you can join the forum, and then set the 'time correction' field in your profile to the number of hours difference between your location and UTC time.
27,872 views.
It is now over 60 days since the last post. This thread is closed.
Refresh page
top