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https://github.com/kilobyte/kbtin

TinTin++-style MUD client
https://github.com/kilobyte/kbtin

Last synced: about 2 months ago
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TinTin++-style MUD client

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README

        

KBtin
=====

KBtin is a very heavily extended clone of well-known TinTin++.

If you're new to MUDding, I would really recommend using one of modern
clients, such as Mudlet instead. The TinTin++ language is awful to use;
the codebase in ancient; user-friendliness is an unthing.

On the other hand, it's one of last remaining text-mode clients, which
enables you eg. to run it on a box in the same datacenter as the game
server -- for juicy 0.1ms ping and thus reaction time -- while still
giving you adequate interactivity despite you living on the other side
of the world, hobbled by that pesky speed of light. You can use all
the usual Unix tools like `mosh`, `screen`/`tmux`, etc...

The features include:
* editing keys, input box
* scrollback
* status line
* keybindings ("#bind F9 {do drop pasty from cloak,eat pasty}")
* aliases, actions (triggers), substitutions, highlights
* shortest-path graph traversing aliases ("mt>rh")
* guaranteed actions (a line being split between two packets is not a problem)
* lists processing ("#foreach {$friends} {tell $0 [XX] $message}")
* TELNET protocol support
* MCCP compression
* the ability to run local programs as it was a MUD -- this is the only client you can use with games like adventure, or even programs like mysqlclient
* secondary sessions (ICQ integration, etc)
* UTF-8 and IPv6 support
* native SSL, with certificate retention to avoid MitM attacks
* fractional arithmetic

KBtin has been ported to the following systems:

* Linux
* SunOSlong untested
* MacOS X
* {Free,Open,Net}BSD
* Tru64 Unixlong untested
* HP-UXlong untested
* IRIXlong untested
* SCO OpenServerlong untested
* Solarislong untested

Dependencies required to build:

* cmake
* perl
* zlib (libz-dev) [OPTIONAL]
* gnutls (libgnutls28-dev) [OPTIONAL]
* hyperscan/vectorscan [OPTIONAL]
* valgrind-dev [OPTIONAL]

Security warning
================

This codebase is truly ancient, and large pieces of it have been written by
people who were obviously 1st year students with only a beginner's knowledge
of C -- at a time when even good programmers' practices could be considered
atrocious by modern standards. While any obvious holes have been patched by
yours truly, it's beyond any doubt that further security issues may be found
by anyone who bothers to look closely enough. Thus:

DO NOT EVER CONNECT TO A REMOTE SERVER WHOSE ADMINS YOU DO NOT TRUST.

Then why even bother with KBtin? Well, a sizeable minority of players still
swear by clients like CMUD or zMUD that haven't been updated since beginning
of this millenium, and sky isn't falling.

Still, you should not use KBtin (nor play most remote-accessing games) from
any account/machine you have sensitive data -- including credentials -- on.