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https://github.com/john-science/decafmud

Web-based MUD Client for the Discworld MUD
https://github.com/john-science/decafmud

mud-client tcp tcp-client telnet telnet-client

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Web-based MUD Client for the Discworld MUD

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# DecafMUD for the Discworld

> The Web-based MUD Client for the [Discworld MUD](http://discworld.atuin.net/lpc/)

This MUD client started life as [version 0.9.0](https://github.com/stendec/DecafMUD) of Stendec's wonderful [DecafMUD](http://decafmud.stendec.me/). Much credit and thanks go to Stendec for the client.

Going forward, this particular client will be entirely devoted to the Discworld MUD. There will be no attempt at general support for all MUDs. The goal here is to provide the best possible client for the Disc, and that's all.

## Release / Build Process

DecafMUD will work as-is with no release / build process at all. In fact, it was originally designed that way and worked quite well for many years. But now DecafMUD sports a new feature, the ability to compile the code. This has several advantages:

* smaller file sizes to download
* automatic error-checking
* automatic verification of supported browser versions

To use this automated build system, you simply need to run the BASH script `compile.sh` on any Unix / Linux system:

```shell
bash compile.sh
```

The above command will generate a folder `compiled` with everything a player needs to run DecafMUD. It will have a similar layout to the project that exists before compiling, but there will just be *less* of everything.