Added a Readme.txt file to the project.
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<?xml version="1.0" encoding="utf-8"?><ItemProperties xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"><Properties><Property><Name>svn:ignore</Name><Value>Debug
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<?xml version="1.0" encoding="utf-8"?><ItemProperties xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"><Properties><Property><Name>svn:ignore</Name><Value>Debug
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Release
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</Value></Property></Properties></ItemProperties>
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</Value></Property></Properties></ItemProperties>
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Readme.txt
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Readme.txt
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* Introduction *
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=======================================================================
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Mud Designer Game Engine
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Version: Alpha 1.3
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Website: http://MudDesigner.Codeplex.com
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Team:
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Lead Developer: Scionwest
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Networking: u8sand
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Concept Ideas: genericperson
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* About *
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=======================================================================
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The Mud Designer Game Engine is a complete MUD engine developed from
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scratch using Microsofts C# and .NET Framework 4.0.
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The project includes several components, including the game engine
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library itself, a script compiler and a server/client executable.
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The Mud Designer Game Engine comes with a complete script engine,
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allowing developers to extend off the engine and build their own MUD's
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without being constrained to our code only. The script engine allows
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developers to build their game without ever needing to open the engine
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source code itself.
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The Engine supports custom game commands via scripts, allowing
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developers to write custom in-game commands that users can use, and
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extend on the already existing commands if they want to.
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The Engine supports dynamic object creation, allowing developers to
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create their game world on the fly, while players are connected
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and playing. Any object created in the game world becomes immediately
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available for the connected players to use/traverse.
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Note that this is still a work in progress feature.
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The MudGame.exe is a custom Multiplayer Server/Singleplayer Client
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built for the Mud Designer Engine. In either Multiplayer or Singleplayer
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mode, the engine will load all of the Scripts found within the Scripts
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folder, compile them and use them once the game is fully loaded.
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Players can use the Settings.ini file to enable or disable the Server
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mode. When server mode is disabled the game becomes a offline singleplayer
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game.
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Adding ServerEnabled=false to the Settings.ini file will force the game
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to run in offline mode. Removing the property from the file, or setting
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to true will enable the multiplayer server.
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* Using The Game *
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=======================================================================
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Running the MudGame.exe in Singleplayer or Multiplayer will perform the
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same. All of the same commands will be available for use, and the player
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will interact with objects in the same manor.
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When the Server mode is enabled, the console becomes read-only, printing
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information related to the game to the server window. However, you can
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not enter any commands to the server. You will need to connect to the
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server via a telnet client (I recommend putty telnet) in order to execute
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any server commands.
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You may type 'Help' to recieve a list of available commands. Typing
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Help CommandNameHere will print help for the specified command.
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Running the MudCompiler.exe will allow you to compile your scripts without
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having to start/stop the game/server all the time.
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* Using the Scripts *
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=======================================================================
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You may add onto the game via the game scripts. Please review the
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included sample scripts to see how scripts are wrote.
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If you wish to construct custom game commands, you MUST give your script
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a name that starts with 'Command'. Example would be adding a attack command.
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In game the user might enter 'Attack' but your script name (public class MyCommand)
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MUST be called CommandAttack. The internal command engine performs corrections
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to commands that assume their name begins with 'Command'.
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* Using the Source Code *
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=======================================================================
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You will need to have Visual Studio 2010 or Visual C# Express 2010
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installed along with .NET Framework 4.0 in order to compile the source
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code.
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