Yay, I was hoping the mud would come back up. now for my two cents:
-As I've mentioned before in this mud's development (i think i did, i'm too lazy to check), if you want a REALLY object-based system to program a mud, AND one that can be coded 100% 'real-time', go with a MOO-type MU*, like LambdaMOO. Not only is EVERYTHING object based, every single item, room, and every command right down to stuff like the logging in system and such (ok, some very basic commands are still hardcoded, but really, that doesnt count...), its also all stored in a single 'database' file seperate from the 'server' files, and all those codes are typed and inserted right into the database and able to run instantly without any loading or whatever. I'm not sure if its the same thing with LP muds, but it seems not, as you've mentioned 'stuff.c' files and such. with MOOs, its just one big active file. Sadly, the big disadvantage to using a MOO is that, although its incredibly flexible, there are no publically-available 'starting packages' for RPG games. So everything down to the basic combat system would need to be coded by us. If we could manage that, it would be an awesome and quite flexible thing, but i think all here would prefer to not start something that could be really complicated. But other that that, atleast there are decent enough tutorials and a few extensive 'programmer's manuals' that detail all the commands available and such.
-Whatever MU* server you end up using, i'd like to join in! After reading Tahin's post about him not liking to have too many creators around, and preferring active ones, I think i'd join just as a player, because although i know how to code a bit in a few languages (mostly VisualBasic, PHP, and MySQL), i'm highly unreliable and have a quite random schedule