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> Savitar identifies itself as "ANSI" ...., Shouldn't it be more specific?
Guest_Myrd_*
post Nov 3 2003, 07:56 PM
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For identification using the standard telnet client identification protocol, Savitar identifies itself as "ANSI". I think this should be changed to "Savitar" because ANSI isn't really what the client is.

"ANSI" is also the identification of the WindowsXP default telnet client, and for my Mud I would like to differentiate about different clients people use, so I can assist them better if they have some problems w/ how things are displayed etc.

Obviously, this is not convenient to do, if I can't tell if the person is using Savitar or WindowsXP telnet.

On a side note, Rapscallion simply ignores the identification protocol, while other clients like Mac OS X telnet and hydraMUD identify themselves correctly ("XTERM-COLOR", "hydraMUD").

Thanks.
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Guest_Myrd_*
post Nov 8 2003, 06:09 PM
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My goal is to be able to provide the best experience for my players. Different clients have different capabilities, and as such, you have to tailor your game to work with everything, else you end up alienating some of your players.

For example, the WindowsXP telnet client, which identifies itself the same way as Savitar, has the ability to emulate a certain virtual terminal standard, which allows for actual graphics (simple ones albeit, composed of lines etc) to be drawn on the screen. Such a capability might be useful to know for a MUD, if, for example it has the ability to show a graphical map of the area the person is in.

However, if I make my MUD send this information to clients that identify themselves as "ANSI", the WindowsXP telnet client users will be happy, as they get a cool graphical map to see. However, for Savitar users, whose client also identifies itself as "ANSI", they would get garbage output, as the client does not support that standard.

This is just one example, and I'm sure there are many others that could be given to show the value of knowing client identity.
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