Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
 parse description bug
Today, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
Bug in will_fall( )
Oct 23, 2017, 1:35 am
By GatewaySysop
Bug in do_zap( ), do_brandish( )
Oct 18, 2017, 1:52 pm
By GatewaySysop
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Memwatch
Author: Johan Lindh
Submitted by: Vladaar
Users Online
CommonCrawl, Bing, Google

Members: 0
Guests: 8
Stats
Files
Topics
Posts
Members
Newest Member
477
3,706
19,240
608
LAntorcha
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » SWR FUSS » Upgrade smaug code in swr to ...
Forum Rules | Mark all | Recent Posts

Upgrade smaug code in swr to 1.6FUSS?
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
* #1 Nov 22, 2005, 8:34 pm
Go to the top of the page
Go to the bottom of the page

Stan
Fledgling
GroupMembers
Posts23
JoinedNov 19, 2005

:thinking:
I bet smaug has changed a lot in the past 10 years since the version included with swr1.0 was released.
I may go ahead and install swr code into smaug1.6fuss, I just would like to hear everyones thoughts on whether or not it is worthwhile.
I know smaug has olc races, I love that feature as well as the olc classes.
       
Post is unread #2 Nov 22, 2005, 9:26 pm
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

I'm assuming by this you mean taking SmaugFUSS 1.6 and simply adding all the Star Wars/Space stuff to it and such? I suppose that would work and might actually be good in the long run. Let us know if you run into any trouble.
       
Post is unread #3 Nov 23, 2005, 4:48 am
Go to the top of the page
Go to the bottom of the page

Stan
Fledgling
GroupMembers
Posts23
JoinedNov 19, 2005

Oh ok yeah, I would simply add swr code into smaug1.6fuss.
I did forget to ask, is there a better smaug derivitive that is as up to date as the latest version of smaug that would be better suited to a star wars thiem?
By better suited I mean having more features than stock smaug yet still stable, and if it was modified for a modern thiem that should be all the better.
I imagine it would take a week working for 8 hours a day just to remove the mideval code.
I think afkmud or feermud could be better, but haven't looked at it enough to know for sure.


Overland wilderness is cool, I am legally blind and use a screen reader called Jaws for Windows.
If someone has a list of what symbol means what in the overland system, I may want to try making it interpret and display the information in plain text if blind mode is activated.
       
Post is unread #4 Nov 23, 2005, 8:04 am
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

I'm not sure what the currernt status of FEAR is so I can't comment. Xerves hasn't been seen in some time though. AFKMud would be a good choice, but I might also be biased beyond credibility on that one :P

Any decision you make may end up taking alot more time than you realize. Readding the space theme code back into Smaug at this point will be quite a task. No matter which "more modern" distro you end up using.

As far as Overland, in the overland.c file there is a struct that has all of the symbols used by it and what they end up becoming. The display_map function may also be of interest as that's where the information is interpreted.
       
Pages:<< prev 1 next >>