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Post is unread #1 Jan 8, 2010, 12:44 pm
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Marduk
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Hi all (and Samson),

I'm trying to figure out something good from your tools but i've noticed a few problems that i would like to solve:
- AFKMUD 2.1.3 CAN'T work properly on Karmic Koala Ubuntu..there's a huge ammount of warnings and overflow! (but this is not a problem 'cause i'm using SMAUGFUSS now)..

SmaugFuss:
I've tried to modify the colors..it's really simple, but something doesn't work..Try to do:

color yells red

Even if the yells colore is changed in the "color types list", if you use the command yells: es. yell hello world ..It doesn't work.
The same for shout, helpfiles, and a lot of other commands.

How can we solve this?

Thank you!
Marduk
       
Post is unread #2 Jan 8, 2010, 2:37 pm
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Remcon
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You will want to take a look in act_comm.c talk_channel at how it handles everything including color etc... Just need to toss in for it to use the new colors for the CHANNEL_YELL (Like make it so it will use AT_YELL, or whatever it is for that channel) etc....
       
Post is unread #3 Jan 8, 2010, 3:19 pm
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Marduk
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Thank you, i solved the problem!

However i think that this thing should be "all configurated" by default..because the "color command" doesn't works properly.

Thank you again
Marduk
       
Post is unread #4 Jan 8, 2010, 4:55 pm
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Remcon
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I agree, but the color code if memory serves was back ported from AFK to SmaugFUSS and not every aspect is in and working for Smaug.
       
Post is unread #5 Jan 9, 2010, 12:29 am
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Samson
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Marduk said:

I'm trying to figure out something good from your tools but i've noticed a few problems that i would like to solve:
- AFKMUD 2.1.3 CAN'T work properly on Karmic Koala Ubuntu..there's a huge ammount of warnings and overflow!


I'd need to see the error output you got from it since I don't have access to a machine with that OS installed. It may just be some more crud from compiler updates that needs to be accounted for.
       
Post is unread #6 Jan 9, 2010, 4:52 am
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Marduk
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Samson said:

Marduk said:

I'm trying to figure out something good from your tools but i've noticed a few problems that i would like to solve:
- AFKMUD 2.1.3 CAN'T work properly on Karmic Koala Ubuntu..there's a huge ammount of warnings and overflow!


I'd need to see the error output you got from it since I don't have access to a machine with that OS installed. It may just be some more crud from compiler updates that needs to be accounted for.


I don't have the log right now..I'ill try to give as soon as i can..
Compiling there were a lot of wornings...this is cause because i've read that something as changed in C or C++ Compilor and so the exceptions are no more catched...Later whan i ./started up the mud it was ok but after the login of the first pg it crashes...My friend tried too...this time i was able to login but when i logged in, the mud crashed in the same way.
When i'll start the other pc i'll try to give you more details.
       
Post is unread #7 Jan 9, 2010, 10:57 am
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Zeno
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The color command works more or less, just apparently not on yell.
       
Post is unread #8 Jan 9, 2010, 1:31 pm
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Remcon
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Agreed.

While I don't recall all the ones that worked in AFK, but have yet to be put in SmaugFUSS (and the others) to work, I'm sure there are more then just yell that isn't working. On the bright side it is easy enough to get them working and the code overall was a great change compared to what it use to have.
       
Post is unread #9 Jan 24, 2010, 7:29 am
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lain_noskire
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i had the same problem then saw a suggestion about using an older compiler. then got the missing gd.h error and fixed that. the only problem is lack of documents on how to run the damn thing. the online readme for afkmud says to reead installation notes but i don't know where they are. so how do you start it.
       
Post is unread #10 Jan 24, 2010, 8:06 am
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lain_noskire
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btw im new at mud building and am checking out different codebases and so far only three worked out of the box. smaug(and it's variants) circle(and it's variants) and tinymush. tiny mush has nothing and circle mud require hardcoding stuff in. tba doesn't look too newbuilder friendly. smaug seems promising but the prompt for race/class in new character ceeaton seems out of order. afk i finally got compiled but can't start till i find the right documentation on how to run it. going to try the swr next...
       
Post is unread #11 Jan 24, 2010, 4:25 pm   Last edited Jan 24, 2010, 4:26 pm by Remcon
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Remcon
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AFK should work fine once you have everything that it requires to run. There are a lot of muds that aren't very newbie friendly and some that are extremely hard to follow to get the changes done that you want. As for running the mud once you have it all setup so it will compile. There should be a readme somewhere in it that explains how to run it after you have had a successful compile.

That has always been one of the things that bugged me in Smaug, but it was part of how it was setup. Good luck on your hunt for a good out of the box codebase. If you want to feel free to check out the LoP codebase as well.

Btw welcome to the community and best of luck in whatever you choose to use.
       
Post is unread #12 Jan 24, 2010, 4:51 pm
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Kayle
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Remcon said:

There should be a readme somewhere in it that explains how to run it after you have had a successful compile.


Feel free to write one up and I'll toss it in the distros.
       
Post is unread #13 Jan 24, 2010, 5:33 pm
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Remcon
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Well just doing a quick change on the one in Smaug should do something like this.
AFKmud README.1ST
--------------------

Installing and using the code
-----------------------------

It should be fairly a straightforward process to install the mud.
Using either Cygwin or a *nix flavor, unpack the tgz file (which you probably already have if you're reading this).

1. Compiling

On a Linux based system:

Change to the afkmud/src directory and type: make

On Cygwin:

Change to the afkmud/src directory.
Open the Makefile.
Uncomment the Cygwin definition and save the file.
Type make

On FreeBSD:

Change to the afkmud/src directory and type: gmake
BSD compiling is probably not compatible with pmake.

2. Starting up

After the compile finishes, open the starup file and change the port number to the one you plan to use.
Then type: nohup ./startup &

This will launch the mud in the background, telling it to ignore when you disconnect from your session.

3. First immortal

Log in to the mud, and use the following user/pass:

admin/admin

Once you're in, you can either use the pcrename command to change this character's name to yours ( and then change the password! ) or you can use it to advance another character who logs in afterward. If you choose to advance a different character, delete the admin player for security purposes.

4. Start having some fun! :)

Not sure if that part about admin/admin etc... is all correct, but I know there is an admin pfile with AFKmud also. Don't know if the pcrename is the same etc... it has been awhile since I messed with AFKmud. (Thought that it had a readme file already.) Another thing that might be nice is to include the information for what all AFKmud requires to compile cleanly in there somewhere. In cygwin I just got a ton of warnings about stdl stuff in the headers and it quit compiling on overland.cpp since it requires gd.h which I don't normally need and haven't installed lol.
       
Post is unread #14 Jan 25, 2010, 5:16 pm   Last edited Jan 25, 2010, 5:21 pm by lain_noskire
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lain_noskire
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its this problem with afkmud:

noskire@Freya:~/Documents/mud/afkmud/src$ nohup ./startup &
[1] 4817
noskire@Freya:~/Documents/mud/afkmud/src$ nohup: ignoring input and appending output to `nohup.out'

[1]+ Exit 1 nohup ./startup

/*tests mud with gnome-mud and seeing nothing enters following*/


noskire@Freya:~/Documents/mud/afkmud/src$ ./startup &
[1] 4830
noskire@Freya:~/Documents/mud/afkmud/src$ ^M: Command not found.
^M: Command not found.
: No such file or directory.

[1]+ Exit 1 ./startup

smaugfuss though works great with no problems at all...i'll just need to fix the prompts for creating the new character since i prefer picking race first then class... but i'm more familiar with c++ not c which is why im trying to get afk to work
       
Post is unread #15 Jan 25, 2010, 6:47 pm
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Remcon
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Well the No such file or directory makes me wonder if it is having a problem finding the afkmud execution file. Id make sure it exist and all and then look over the startup file. The ^M I think means it is in windows format or something it has been awhile since I seen it. try using editpad to change it to *nix format. That might even be all the problem is lol hard to know until you try.

There is actually a lot to changing that setup in smaugfuss. The reason it is done like that is because most the skills/etc... are class based not race based. So they did it where you pick classes first and then there is a spot in the races (I think, maybe it's in the classes, lol been awhile) that keeps you from getting that race if its not playable for your class. Hope that makes sense lol.
       
Post is unread #16 Jan 27, 2010, 5:40 am   Last edited Jan 27, 2010, 5:50 am by lain_noskire
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lain_noskire
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thank youi'll try that for the afk mud.

and yea it makes alot of sense. it seems to be focused more on class than race though the limit tag is in the race files. ive looked through the codes and found that i have to rearange comm.c mud.h and tables.c and maybe other dependencies just to switch the promts. or just eliminate classes altogether and make the skills race based or generic skills like they have in fallout. so far ive succeeded in switching them but it won't display the class choices (and i should continue this on a different thread)
       
Post is unread #17 Feb 3, 2010, 5:14 pm   Last edited Feb 3, 2010, 5:14 pm by Keirath
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Keirath
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I was messing around today with AFKMUD and had the same error.

Any fix on this?
will@will-laptop:~/MUD/afkmud/src$ ^M: Command not found.
^M: Command not found.
: No such file or directory.
       
Post is unread #18 Feb 3, 2010, 5:26 pm
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Remcon
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Well no one has said for sure one way or the other but the only time I can recall ever seeing that error is when something is in windows format instead of unix format, if I recall correctly lol. (Been ages since I seen that error)
       
Post is unread #19 Feb 3, 2010, 5:45 pm   Last edited Feb 3, 2010, 5:45 pm by Keirath
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Keirath
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You see anything I don't? I've been staring at this one for a while.
#! /bin/csh -f

# Set the port number.
set port = 5656
if ( "$1" != "" ) set port="$1"

# Change to area directory.
cd ../area

# Set limits.
nohup
if ( -e shutdown.txt ) rm -f shutdown.txt
limit coredumpsize unlimited
limit stacksize unlimited

while ( 1 )
    # If you want to have logs in a different directory,
    #   change the 'set logfile' line to reflect the directory name.
    set index = 1000
    while ( 1 )
        set logfile = ../log/$index.log
        if ( ! -e $logfile ) break
        @ index++
    end

    # Record starting time
    date > $logfile
    date > ../area/boot.txt

    # Run AFKMud.
    # Check if already running
    set matches = `netstat -an | grep ":$port " | grep -c LISTEN`
    if ( $matches >= 1 ) then
        # Already running
        echo Port $port is already in use.
        exit 0
    endif
    ../src/afkmud $port >&! $logfile

    if ( -e core ) then
      mv core ../src
      cd ../src
      date > ../crash/$index.crash
      gdb -batch -x commands afkmud core >> ../crash/$index.crash
      #rm -f core
      cd ../area
    endif

    # Restart, giving old connections a chance to die.
    if ( -e shutdown.txt ) then
        rm -f shutdown.txt
        exit 0
    endif
    sleep 5
end
       
Post is unread #20 Feb 3, 2010, 5:45 pm
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Zeno
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Try running unix2dos on it or something.
       
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