Sun May 31 07:01:11 2009
[dead_souls]
Tahin@Kar Unol: Hm... It's not writing anything to runtime or catch.
Sun May 31 07:05:06 2009
[dead_souls]
Tahin@Kar Unol: It's supposed to be creating all eight cardinal exits unless they lead to a dropoff or cliff.
Sun May 31 07:05:39 2009
[dead_souls]
Tahin@Kar Unol: And no, it's not an issue with my heightmap. I can teleport to the appropriate room and it works fine.
Sun May 31 07:07:34 2009
[dead_souls]
Tahin@Kar Unol: Thanks for looking at it, by the way. I'm really stumped.
Sun May 31 07:13:27 2009
[dead_souls]
Newt@shadowmuddev: I'm not seeing the prob....and I assume Crat wasn't either by his reply. *shrug* Maybe in how valid_exits is calculated?
Sun May 31 07:13:56 2009
[dead_souls]
Tahin@Kar Unol: Perhaps. It's been working fine up until this point...
Sun May 31 07:14:27 2009
[dead_souls]
Tahin@Kar Unol: It seems like some fundamental logic problem, but I really can't see anything. God I hate this bug.
Sun May 31 07:17:17 2009
[dead_souls]
Newt@shadowmuddev: since it's only giving south exits, I'm betting that it's in the valid_exits deal....my only suggestion if you can't find it is to post _complete_ code and see if that helps
Sun May 31 07:18:16 2009
[dead_souls]
Tahin@Kar Unol: Yeah. That might help, but I'm pretty sure it's centralized to that function as that's really the only one that I changed, and it's the only thing that affects the exit generation.
Sun May 31 07:32:26 2009
[dead_souls]
Deklax@Evolution: that foreach seems fine bugs like that are usually very obvious but not where your looking =P
Sun May 31 07:37:07 2009
[dead_souls]
Tahin@Kar Unol: It seems to be failing at if(WORLD_D->GetRoom(x,y,z) && WORLD_D->GetRoom(x,y,z)[exit] == 1) AND then ignoring the else statement...
Tue Jun 2 00:22:13 2009
[dead_souls]
Salabena@ZeroState: I have a wiz-coder type coming around to kick the tires in a bit and I noticed that 2.10 is out and I see there is a live update command
Tue Jun 2 00:22:51 2009
[dead_souls]
Kalinash@Fire and Ice: make sure your mud is properly inflated to 40psi
Tue Jun 2 00:23:50 2009
[dead_souls]
Salabena@ZeroState: yeah I didn't want to "try" a liveupdate and then have the MUD croak so wanted to check in before the stupidfactor took over
Tue Jun 2 19:11:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-creator-faq.html#3.12
Tue Jun 2 19:12:35 2009
[dead_souls]
Eru@ZeroState: I've been reading the help files and I'd like to makds ahh protocol thanks Cratylus
Tue Jun 2 19:13:23 2009
[dead_souls]
Eru@ZeroState: I've been reading the help files and it says "don't touch o files" I'd like to make changes in my wiz char - any clue to a help file how to do that would be appreciated
Tue Jun 2 19:13:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: experiment with a test char not your wiz char
Tue Jun 2 19:14:18 2009
[dead_souls]
Eru@ZeroState: oh yeah no doubt about the experiment part - i though perhaps there was a tool that keeps the info in the persistant format required
Tue Jun 2 19:14:34 2009
[dead_souls]
Cratylus@Dead Souls Dev: not really. what exactly is the change you want to make?
Tue Jun 2 19:15:16 2009
[dead_souls]
Eru@ZeroState: well I mothballed my First Admin and created ... sorry spam is blinding my prompt let me make a change
Tue Jun 2 19:15:44 2009
[dead_souls]
Eru@ZeroState: ...created my 2nd full admin and he's unaccomplished and stuff like that
Tue Jun 2 19:16:02 2009
[dead_souls]
Eru@ZeroState: I don't care for now but when Players eventually start showing up I'd like that all changed
Tue Jun 2 19:17:10 2009
[dead_souls]
Cratylus@Dead Souls Dev: ok well use the title command to change his title
Tue Jun 2 19:17:37 2009
[dead_souls]
Cratylus@Dead Souls Dev: as to how new players show up, take a look at connect.c and player.c
Tue Jun 2 19:17:54 2009
[dead_souls]
Deklax@Evolution: There is a good post on the forum about login path as well
Tue Jun 2 19:55:03 2009
[dead_souls]
Ideysus@shadowmudii: I suggest editing o files by hand. Just to spite Cratylus.
Tue Jun 2 19:55:27 2009
[dead_souls]
Eru@ZeroState: I already have thanks, does water put out fires in a server or would sand be better
Tue Jun 2 19:56:04 2009
[dead_souls]
Ideysus@shadowmudii: Get some bellows to... uhhh... blow it out.
Tue Jun 2 19:56:20 2009
[dead_souls]
Kalinash@Fire and Ice: and stay in the room to make sure it works
Tue Jun 2 19:56:55 2009
[dead_souls]
Eru@ZeroState: ok thanks - I'm getting a little whoozy from the smoke so talk later
Wed Jun 3 12:48:02 2009
[dead_souls]
Maynard@AoD TempMUD: wow, TMI was fairly forward thinking to include an emo channel 15 or however many years ago
Thu Jun 4 06:32:53 2009
[dead_souls]
Tahin@Kar Unol: Okay, as far as I can tell it's completely ignoring every exit except south. I ran into an issue similar to this before where it would refuse to run the heart_beat() function if it made reference to a specific variable or another function that made reference to it, and I solved it by renaming the function in question and calling it from another object. Anyway, could this be a driver issue? What do you suggest I do?
Thu Jun 4 16:39:52 2009
[dead_souls]
Detah@Dead Souls Dev: anyone know of a mud which has multiplayer problems? I am trying to figure out what kinds of designs are multiplayer incentives. Do admin really create areas/monsters which can only be won/killed by race X? I cant think of another scenario where design incites multiplaying.
Thu Jun 4 19:41:11 2009
[dead_souls]
Detah@Dead Souls Dev: is there a write/eventPrint/tell_room which does not hardreturn at the end?
Thu Jun 4 19:52:13 2009
[dead_souls]
Detah@Dead Souls Dev: I did it the bruteforce way. I remember Wodan saying that += is not prefered in loops. so I was hoping to avoid that. but for now I used it.
Thu Jun 4 19:52:16 2009
[dead_souls]
Detah@Dead Souls Dev: eval int i, freq; string out; freq=7; out="["; for(i=0; i<freq; i++) { out+="*"; } for(i=0; i<3; i++) { out+=" "; } out+="]"; return out;
Thu Jun 4 19:53:36 2009
[dead_souls]
Detah@Dead Souls Dev: eval int i, freq, res; string out; freq=7; res=10-freq; out="["; for(i=0; i<freq; i++) { out+="*"; } for(i=0; i<res; i++) { out+=" "; } out+="]"; return out;
Thu Jun 4 19:54:18 2009
[dead_souls]
Cratylus@Dead Souls Dev: i dont know what problem youre solving
Thu Jun 4 19:55:44 2009
[dead_souls]
Detah@Dead Souls Dev: I am using += in both of my for loops. Wodan had said that thisis inefficient. So I was hoping there was some efun alternative that was more efficient. hearing none, I just used the bruteforce += method.
Thu Jun 4 19:57:30 2009
[dead_souls]
Cratylus@Dead Souls Dev: yer trying to do something im not so i dont understand the solution yer trying
Thu Jun 4 19:57:32 2009
[dead_souls]
Detah@Dead Souls Dev: its just generating a bar for a numeric which is unseen by the player.
Thu Jun 4 19:58:03 2009
[dead_souls]
Detah@Dead Souls Dev: the bar is seen [***** ] by the player. the actual number 52% Intox is not seen by the player.
Thu Jun 4 19:59:13 2009
[dead_souls]
Detah@Dead Souls Dev: There will probably be about 10 to 12 of those in my score screen. so if += is bad, doing it 12 times is probably really bad. hehe.
Thu Jun 4 19:59:39 2009
[dead_souls]
Tigwyk@LP Heroes: You can check out the health meter code I put up on the forums.
Thu Jun 4 20:02:06 2009
[dead_souls]
Detah@Dead Souls Dev: eval int freq, res; string out; freq=5; res=10-freq; out="["+repeat_string("*",freq)+repeat_string(" ",res)+"]"; return out;
Thu Jun 4 20:03:57 2009
[dead_souls]
Deklax@Evolution: I just checked out Tigwyk's health bar code on the forums might be exactly what your looking for Detah
Thu Jun 4 20:09:07 2009
[dead_souls]
Tigwyk@LP Heroes: Interesting. For a while there I was using convert_ascii(127) to get a neato character for my health meter.
Thu Jun 4 20:13:17 2009
[dead_souls]
Detah@Dead Souls Dev: colored version eval int freq, res; string out; freq=5; res=10-freq; out="["+repeat_string("*",freq)+repeat_string(" ",res)+"]"; return out;
Thu Jun 4 20:13:55 2009
[dead_souls]
Detah@Dead Souls Dev: close spaces. eval int freq, res; string out; freq=5; res=10-freq; out="WH ITE["+repeat_string("GRE EN*",freq)+repeat_string(" ",res)+"WH ITE]RES ET"; return out;
Thu Jun 4 20:16:20 2009
[dead_souls]
Detah@Dead Souls Dev: yeah. they got stripped out by either zmud or ds. not sure which.
Thu Jun 4 20:17:27 2009
[dead_souls]
Detah@Dead Souls Dev: close spaces. eval int freq, res; string out; freq=5; res=10-freq; out="["+repeat_string("*",freq)+repeat_string(" ",res)+"]"; return out;
Thu Jun 4 21:59:12 2009
[dead_souls]
Tahin@Kar Unol: So, under what circumstances might a foreach "miss" certain elements of an array?
Thu Jun 4 21:59:20 2009
[dead_souls]
Tahin@Kar Unol: Because that appears to be what is happening with my code...
Thu Jun 4 22:04:19 2009
[dead_souls]
Kalinash@Fire and Ice: horrible, horrible driver bug just before it crashes and burns
Thu Jun 4 22:04:30 2009
[dead_souls]
Zaknafein@AoD TempMUD: it shouldn't, have you outputted the array itself and check to make sure what you think should be contained in the array actually is?
Thu Jun 4 22:05:11 2009
[dead_souls]
Tahin@Kar Unol: I have it looping through the array and debug()ing each member right before I have the foreach that's bugging out. And they're all strings.
Thu Jun 4 22:05:29 2009
[dead_souls]
Tahin@Kar Unol: It's a keys() of a mapping, if that might screw something up.
Thu Jun 4 22:06:11 2009
[dead_souls]
Tahin@Kar Unol: He told me to use some debug statements, and I've narrowed it down to the foreach missing certain members.
Thu Jun 4 22:10:57 2009
[dead_souls]
Kalinash@Fire and Ice: well, the first thing I'd do is separate the declaration from the assingment of ex, ey, ea and that_height at the beginning of the foreach loop, then debug print the value of 'exit'
Thu Jun 4 22:11:21 2009
[dead_souls]
Kalinash@Fire and Ice: next i'd add debug statements "spot 1", "spot 2", etc after every statement
Thu Jun 4 22:11:38 2009
[dead_souls]
Kalinash@Fire and Ice: then look at the output and see if you're getting the values you expect or any abnormal loop exits
Thu Jun 4 22:12:05 2009
[dead_souls]
Kalinash@Fire and Ice: i'm 99.999% sure you're hitting a driver bug with that foreach() over the array returned by keys().
Thu Jun 4 22:12:26 2009
[dead_souls]
Kalinash@Fire and Ice: (i said the not on my head... fingers didn't listen)
Thu Jun 4 22:12:44 2009
[dead_souls]
Tahin@Kar Unol: Wait, so how would I separate the declaration from the assignment of those variables?
Thu Jun 4 22:13:36 2009
[dead_souls]
Kalinash@Fire and Ice: instead of "int ex = x + valid_exits[exit][0];", you have one line that's "int ex;" and another line that's "ex = x + valid_exits[exit][0];"
Thu Jun 4 22:14:00 2009
[dead_souls]
Tahin@Kar Unol: I see what you mean. That can actually cause issues?
Thu Jun 4 22:14:03 2009
[dead_souls]
Kalinash@Fire and Ice: the 'problem' is that you can't have code before variables and if you want to verify the value of 'exit' before any possible errors, you need to seperate those
Thu Jun 4 22:16:26 2009
[dead_souls]
Tahin@Kar Unol: Oh, I thought there was an issue with having assignment mixed in with declaration. That makes sense, though.
Thu Jun 4 22:18:55 2009
[dead_souls]
Tahin@Kar Unol: Okay, so I int ex, ey, ez, that_height; debug("Running: " + exit); and I'm still only seeing south.
Thu Jun 4 22:20:06 2009
[dead_souls]
Tahin@Kar Unol: It's properly looping through the exits and debugging each string right before that foreach, using a foreach, so there's something in there it's not liking.
Thu Jun 4 22:21:02 2009
[dead_souls]
Tahin@Kar Unol: If it helps, I had a heart_beat() function a while ago that was completely refusing to run every time I made reference to a specific mapping, and I had to rename the function and call it from the heart_beat() in a child object to get it working.
Thu Jun 4 22:21:16 2009
[dead_souls]
Kalinash@Fire and Ice: put a debug("Got here"); after the end of the foreach loop, just before that SetClimate call
Thu Jun 4 22:22:12 2009
[dead_souls]
Kalinash@Fire and Ice: oh... just for grins, rename that mapping from valid_exits to my_valid_exits throughout your file
Thu Jun 4 22:23:05 2009
[dead_souls]
Tahin@Kar Unol: I renamed it to WORLD_D after I expanded it to handle terrain and such.
Thu Jun 4 22:23:23 2009
[dead_souls]
Tahin@Kar Unol: It's not showing the "Got here" even though I have the debug in there.
Thu Jun 4 22:23:52 2009
[dead_souls]
Kalinash@Fire and Ice: wrap the whole foreach block in a catch() and see what it returns
Thu Jun 4 22:25:16 2009
[dead_souls]
Tahin@Kar Unol: Wait, how does catch work? This man page is confusing.
Thu Jun 4 22:25:52 2009
[dead_souls]
Kalinash@Fire and Ice: so, the first statement in the foreach() block should be: mixed err = catch {
Thu Jun 4 22:26:00 2009
[dead_souls]
Kalinash@Fire and Ice: then add another } at the end of the foreach block
Thu Jun 4 22:26:32 2009
[dead_souls]
Kalinash@Fire and Ice: (the debug should be outside the catch {} but inside the foreach {}
Thu Jun 4 22:29:16 2009
[dead_souls]
Tahin@Kar Unol: /domains/IC/virtual/ic.c line 71: Cannot break out of catch { } or time_expression { }
Thu Jun 4 22:29:26 2009
[dead_souls]
Tahin@Kar Unol: I think I need to figure out how to use these catch things....
Thu Jun 4 22:29:51 2009
[dead_souls]
Kalinash@Fire and Ice: well, it may be easier to put debug("step x") after each statement in the block and just find the one that's barfing
Thu Jun 4 22:30:34 2009
[dead_souls]
Deklax@Evolution: the way you use catch is just wrap it around any statement... If the statement errors then it returns 0 if there is an error it returns a string (rather than crashing)
Thu Jun 4 22:30:44 2009
[dead_souls]
Deklax@Evolution: er if there is no errors it returns 0 if there is it is a string
Thu Jun 4 22:31:14 2009
[dead_souls]
Tahin@Kar Unol: It's not liking something I've got inside it, though. It's throwing up errors.
Thu Jun 4 22:31:29 2009
[dead_souls]
Tahin@Kar Unol: Which is what it's supposed to be doing, I guess. But not like this.
Thu Jun 4 23:31:41 2009
[dead_souls]
Deklax@Evolution: the catch will at least prevent the error from a fatal error
Thu Jun 4 23:33:32 2009
[dead_souls]
Wolvesbane@Dead Souls Dev: Ok that could be a little creepy. you might want to make sure its a sound fix, regardless if it looks bizzar.
Thu Jun 4 23:36:23 2009
[dead_souls]
Eddard@Winterfall: I cant find where I have to touch to translate the room exits, Does anyone know where to?
Thu Jun 4 23:42:44 2009
[dead_souls]
Eddard@Winterfall: So I have to translate the exits of the rooms
Thu Jun 4 23:43:16 2009
[dead_souls]
Wolvesbane@Dead Souls Dev: I was looking for some information under Lib objects but I can't find anything , sorry
Thu Jun 4 23:43:23 2009
[dead_souls]
Tahin@Kar Unol: Let's see... There's going to be something somewhere in the player libs.
Thu Jun 4 23:44:10 2009
[dead_souls]
Eddard@Winterfall: ok, I want to translate the exit in the room description
Thu Jun 4 23:44:36 2009
[dead_souls]
Eddard@Winterfall: (When you "look" a room to be more specific)
Thu Jun 4 23:45:44 2009
[dead_souls]
Tahin@Kar Unol: Wouldn't you just have AddExit("Oeste","/domains/place/room/stuff.c"); or something?
Thu Jun 4 23:47:40 2009
[dead_souls]
Deklax@Evolution: you can probably make a minor mod to /lib/std/room.c that translates the exits as long as they are standard right before display
Thu Jun 4 23:48:31 2009
[dead_souls]
Tahin@Kar Unol: So are the players going to type "o" to go "oeste", or what?
Thu Jun 4 23:48:44 2009
[dead_souls]
Deklax@Evolution: they will type o but it will be an alias for w
Thu Jun 4 23:49:03 2009
[dead_souls]
Tahin@Kar Unol: Why not just use spanish names when defining the exits? That seems... cumbersome.
Thu Jun 4 23:49:52 2009
[dead_souls]
Tahin@Kar Unol: Also: Question. In a spanish mud, which person do you use? First or second? In english the two are kind of interchangeable. I've always been curious.
Thu Jun 4 23:50:11 2009
[dead_souls]
Eerr@Kar Unol: translations work fine untill you start using single letters
Thu Jun 4 23:50:26 2009
[dead_souls]
Deklax@Evolution: line 1262 of /lib/std/room is GenerateObviousExits() that is where you need to go
Thu Jun 4 23:50:59 2009
[dead_souls]
Eddard@Winterfall: I dont have more than 10 lines in my room.c file
Thu Jun 4 23:52:05 2009
[dead_souls]
Eddard@Winterfall: its just a inherited room from LIB_ROOM with a create and init
Fri Jun 5 20:08:28 2009
[dead_souls]
Detah@Dead Souls Dev: what would be the syntax to run a command from within the player object, but not directly typed from the player. eg. I have a command buffer which stores commands in an array and executes them one per round until the buffer is empty. Its something like this_object()->cmd("/lib/skills/bash.c"); but Ive got something wrong.
Fri Jun 5 20:11:33 2009
[dead_souls]
Detah@Dead Souls Dev: eval this_player()->cmd("/cmds/players/who.c"); return 1; clearly does not work
Fri Jun 5 20:12:57 2009
[dead_souls]
Detah@Dead Souls Dev: I know Ive coded this before but I cant remember where, to go steal the code from.
Fri Jun 5 20:17:32 2009
[dead_souls]
Detah@Dead Souls Dev: well fooie. command() and process_input are not right either.
Fri Jun 5 20:17:35 2009
[dead_souls]
Kalinash@Fire and Ice: process_input is what is called directly from the driver when input arrives from the socket, you'll probably want to abstract that a little bit so you can do security checks if you're going to allow arbitrary data to be sent to that function from something other than the driver itself
Fri Jun 5 20:18:59 2009
[dead_souls]
Zaknafein@AoD TempMUD: command() is what is used in the body object when the force command is used
Fri Jun 5 20:19:25 2009
[dead_souls]
Detah@Dead Souls Dev: nod. agreed. but eval this_player()->command("who"); return 1; does nothing.
Fri Jun 5 20:23:06 2009
[dead_souls]
Detah@Dead Souls Dev: hmm. then I would have expected to get an error message from teh driver which said something like function 'command' is not in OBJ(detah)
Fri Jun 5 20:23:12 2009
[dead_souls]
Deklax@Evolution: that should be on page 1 of creator manual =P
Fri Jun 5 20:24:20 2009
[dead_souls]
Cratylus@Dead Souls Dev: eval return this_player()->foobarbaz()
Fri Jun 5 20:24:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: it returns undefined because theres no defined public function in that object by that name
Fri Jun 5 20:25:24 2009
[dead_souls]
Cratylus@Dead Souls Dev: i dont think it would be wise to make that error
Fri Jun 5 20:26:19 2009
[dead_souls]
Cratylus@Dead Souls Dev: since it would mean everything about your lib would need to be perfectly coded
Fri Jun 5 20:33:08 2009
[dead_souls]
Kalinash@Fire and Ice: call_other always just returns null if the function isn't found
Fri Jun 5 20:33:44 2009
[dead_souls]
Kalinash@Fire and Ice: yeah, function_exists() can be used to check if the fun is actually there
Fri Jun 5 20:34:15 2009
[dead_souls]
Cratylus@Dead Souls Dev: i dont remember if it'll tell you about a static fun
Fri Jun 5 20:34:41 2009
[dead_souls]
Ideysus@shadowmudii: I thought you couldn't call_other static functions?
Fri Jun 5 20:35:28 2009
[dead_souls]
Detah@Dead Souls Dev: is there an object which already has command() in it?
Fri Jun 5 23:16:33 2009
[dead_souls]
Deklax@Evolution: Is there a way to list all available intermud channels?
Fri Jun 5 23:43:08 2009
[dead_souls]
Kalinash@Fire and Ice: when you send a startup-req packet to the intermud router it will send you a list of all the muds it knows as well as all the channels it knows
Fri Jun 5 23:43:28 2009
[dead_souls]
Kalinash@Fire and Ice: your intermud daemon just needs to keep track of those and expose a method so you can retrieve them
Fri Jun 5 23:43:44 2009
[dead_souls]
Kalinash@Fire and Ice: i think 'chanlist-reply' is the packet you get
Fri Jun 5 23:44:04 2009
[dead_souls]
Kalinash@Fire and Ice: like crat said, it's not convienient if the lib doesn't already support it
Fri Jun 5 23:44:43 2009
[dead_souls]
Kalinash@Fire and Ice: i think the router is also supposed to send chanlist-reply packets if channels are added or removed, but that happens rather infrequently
Sun Jun 7 01:40:08 2009
[dead_souls]
Eru@ZeroState: Hey anyone out there any good at troubleshooting the built-in web interface?
Sun Jun 7 22:58:05 2009
[dead_souls]
Eru@ZeroState: on the http side of things I can get the index page to load on a browser but the frame is looking for an html in a directory that doesn't exist
Sun Jun 7 23:00:07 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-admin-faq.html#23
Sun Jun 7 23:01:04 2009
[dead_souls]
Sys@BlackHole: is an intarweb sever one that servers inline tar files somehow?
Sun Jun 7 23:03:55 2009
[dead_souls]
Eru@ZeroState: and of course I look and it's truly not on the server :)
Sun Jun 7 23:07:23 2009
[dead_souls]
Sys@BlackHole: oic you have another page that references it, soz
Sun Jun 7 23:07:54 2009
[dead_souls]
Eru@ZeroState: main index.html loads fine, it's calling a file that doesn't exist - assume it might be generated by mud
Sun Jun 7 23:08:44 2009
[dead_souls]
Eru@ZeroState: checked original zip file - it wasn't int here either
Sun Jun 7 23:08:57 2009
[dead_souls]
Sys@BlackHole: ds2.8.4/lib/www/cgi/ on my server contains a who.c
Sun Jun 7 23:09:40 2009
[dead_souls]
Sys@BlackHole: but tbh I haven't bothered trying to make it work
Sun Jun 7 23:10:37 2009
[dead_souls]
Eru@ZeroState: well my guess is that who.html is dynamic (generated current who's list)...so my newbie guess is that something should be generating the who.html
Sun Jun 7 23:10:54 2009
[dead_souls]
Sys@BlackHole: but at a guess the webserver isn't setup to run .cs properly
Sun Jun 7 23:11:59 2009
[dead_souls]
Sys@BlackHole: which are probably lpc files, but I can't say I know how to make them run.
Sun Jun 7 23:13:19 2009
[dead_souls]
Sys@BlackHole: which presumably works for ds, apache would need the right AddHandler line
Sun Jun 7 23:15:35 2009
[dead_souls]
Eru@ZeroState: no and I did mudconfig http restart on top still didn't work
Sun Jun 7 23:22:47 2009
[dead_souls]
Eru@ZeroState shakes his head "no" (even looked in the /cgi sub)
Sun Jun 7 23:23:06 2009
[dead_souls]
Eru@ZeroState: unless it be generating some where else (does a search)
Sun Jun 7 23:32:05 2009
[dead_souls]
Eru@ZeroState: ok so I make websites all day but perhaps my "expertise" is getting in the way - I have an entry in /etc/apache2/sites-available and ~/sites-enabled... this good bad, irrelevant?
Sun Jun 7 23:33:18 2009
[dead_souls]
Eru@ZeroState: for a virtual website to exist on my server I have to tell apache "hey this is what it's called, this is where it's path is and here is the appropriate port"
Sun Jun 7 23:33:35 2009
[dead_souls]
Eru@ZeroState: but I'm asking because perhaps your mud doesn't require this
Sun Jun 7 23:33:56 2009
[dead_souls]
Cratylus@Dead Souls Dev: sounds like your mixing apples and oranges and gettin all confused as a result
Sun Jun 7 23:36:44 2009
[dead_souls]
Sys@BlackHole: I assume you can't run apache and the ds webserver on port 80 at the same time, and I assume you can config what port the ds webserver runs on
Sun Jun 7 23:37:21 2009
[dead_souls]
Eru@ZeroState: I'm pretty much dedicating this box to the game for now
Sun Jun 7 23:37:37 2009
[dead_souls]
Sys@BlackHole: so on thatr boxs port 8- you have the ds webserver no?
Sun Jun 7 23:38:03 2009
[dead_souls]
Eru@ZeroState: my router sends 80 request to only one box not this one
Sun Jun 7 23:38:25 2009
[dead_souls]
Eru@ZeroState: and my mud port sends to this box (just fine - I get the index page)
Sun Jun 7 23:39:08 2009
[dead_souls]
Eru@ZeroState: there are no files for the browser to find (no who.html or creweb.html)
Sun Jun 7 23:39:17 2009
[dead_souls]
Sys@BlackHole: I don't think that has anything to do with the cgi config within ds, which is what would seem to be broken
Sun Jun 7 23:40:28 2009
[dead_souls]
Sys@BlackHole: who.html is dynamically generated from who.c which presumably isn't happening
Sun Jun 7 23:43:13 2009
[dead_souls]
Cratylus@Dead Souls Dev: so am i to understand that eru has been trying to use apache to access the ds web directory, and the problem is that apache isnt doing anything with the cgi stuff in ds?
Sun Jun 7 23:43:36 2009
[dead_souls]
Cratylus@Dead Souls Dev: if this is correct, then failure is the normal result
Sun Jun 7 23:44:06 2009
[dead_souls]
Eru@ZeroState: I don't know how to test for the answers however I run just about everything under the sun on these servers
Sun Jun 7 23:44:25 2009
[dead_souls]
Eru@ZeroState: is there a specific cgi package that's required?
Sun Jun 7 23:44:48 2009
[dead_souls]
Cratylus@Dead Souls Dev: you have fundamentally misunderstood how to do it
Sun Jun 7 23:45:17 2009
[dead_souls]
Cratylus@Dead Souls Dev: the ds web stuff is designed to be accessed as a feature of the mud
Sun Jun 7 23:45:31 2009
[dead_souls]
Cratylus@Dead Souls Dev: bringing apache into it means that the cgi stuff will not work
Sun Jun 7 23:46:04 2009
[dead_souls]
Cratylus@Dead Souls Dev: the documentation for ds explains how to get the ds web server running. that is what you use to access the ds cgi stuff
Sun Jun 7 23:46:07 2009
[dead_souls]
Eru@ZeroState: yeah I cut apache out of it (sites-availabel & enabled) and no change
Sun Jun 7 23:46:30 2009
[dead_souls]
Eru@ZeroState: worked it every direction before I asked for help
Sun Jun 7 23:46:33 2009
[dead_souls]
Cratylus@Dead Souls Dev: i have no idea what you're doing at this point since your misapprehension is so fundamental i cant begin to guess what you've misconfigured
Sun Jun 7 23:46:41 2009
[dead_souls]
Cratylus@Dead Souls Dev: please restart, reviewing the documentation on how to do it
Sun Jun 7 23:48:01 2009
[dead_souls]
Cratylus@Dead Souls Dev: keep in mind that if yer going to port 80, you'
Sun Jun 7 23:49:07 2009
[dead_souls]
Cratylus@Dead Souls Dev: a good thing to do is type: help creweb
Sun Jun 7 23:49:42 2009
[dead_souls]
Eru@ZeroState: I know it looks like my GMC Pacer is up on blocks and I'm trying to put play-dogh in the carberator but...no
Sun Jun 7 23:51:52 2009
[dead_souls]
Eru@ZeroState: I read the instructions, I've got my mud at 8888 instructions say 5 less for the site 8883 (if thats good math)
Sun Jun 7 23:54:37 2009
[dead_souls]
Cratylus@Dead Souls Dev: if you follow the instructions in "help creweb" you should be good to go
Sun Jun 7 23:54:39 2009
[dead_souls]
Sys@BlackHole: from reading them it would seem that http needs to be disabled before enabling cgi
Sun Jun 7 23:54:41 2009
[dead_souls]
Cratylus@Dead Souls Dev: try the instructions that result from typing: help creweb
Sun Jun 7 23:54:42 2009
[dead_souls]
Eru@ZeroState: I'm running apache on the server I'm setting this up on - are you telling me I have to disable or stop apache in order to use the intraweb thing?
Sun Jun 7 23:54:46 2009
[dead_souls]
Cratylus@Dead Souls Dev: i think you should just do what it says
Sun Jun 7 23:54:48 2009
[dead_souls]
Eru@ZeroState: I've already followed these instructions but I will do them one more time to make sure I didn't miss anything
Sun Jun 7 23:54:49 2009
[dead_souls]
Cratylus@Dead Souls Dev: im saying apache has nothing whatsoever to do with it
Tue Jun 9 13:29:48 2009
[dead_souls]
Eru@ZeroState: So the creweb problem was "none-of-the-above" to fix - though it was on my side
Tue Jun 9 13:32:48 2009
[dead_souls]
Lotus@shadowmudii: *sigh* don't want to work on loot, it's hard
Tue Jun 9 13:35:41 2009
[dead_souls]
Lotus@shadowmudii: code a comprehensive loot system, and then tell me what was hard about it :P
Tue Jun 9 13:36:32 2009
[dead_souls]
Eru@ZeroState: oh I'm sure I'm in your Coding Shadow...so what is the core of the challenge
Tue Jun 9 13:37:13 2009
[dead_souls]
Lotus@shadowmudii: I haven't coded in a long ol' time, so that's part of the challenge, getting back into it. But I'm coding a loot system that will generate loot based on keywords.
Tue Jun 9 13:37:29 2009
[dead_souls]
Lotus@shadowmudii: and of course, it needs to be able to incorporate hard-coded items too
Tue Jun 9 13:37:48 2009
[dead_souls]
Eru@ZeroState: oic you don't mean currency - you mean treasure charts
Tue Jun 9 13:38:04 2009
[dead_souls]
Lotus@shadowmudii: yeah, money is easy. Right now I'm working on the weapons/armor
Tue Jun 9 13:38:24 2009
[dead_souls]
Eru@ZeroState: and they keywords will be taken from the room, the mob, the area?
Tue Jun 9 13:39:11 2009
[dead_souls]
Lotus@shadowmudii: I'm at the point now where if I pass "elf" as a keyword, I'll get ({"silver"}) returned as a material, since Elves in this world make things from silver a lot.
Tue Jun 9 13:39:46 2009
[dead_souls]
Lotus@shadowmudii: and I tend to make things very configurable, so if I make another material that elves like to use, it'll pop that one back too. So that's a decent start/
Tue Jun 9 13:39:52 2009
[dead_souls]
Eru@ZeroState: so your real challenge is to assign thought-out values to areas, mobs and rooms
Tue Jun 9 13:40:38 2009
[dead_souls]
Lotus@shadowmudii: that's why I can add another race to the mud in about 2 minutes.
Tue Jun 9 13:41:02 2009
[dead_souls]
Eru@ZeroState: so your real real challenge is to identify base types
Tue Jun 9 13:41:29 2009
[dead_souls]
Lotus@shadowmudii: and to remember how to code. And we're not even getting into magic items yet. :)
Tue Jun 9 13:41:50 2009
[dead_souls]
Eru@ZeroState: seems like the magic items would be based more on the story than the surroundings
Tue Jun 9 13:41:59 2009
[dead_souls]
Lotus@shadowmudii: yep, you're getting it. A monster in an underwater area might carry a seashell, or a trident
Tue Jun 9 13:42:05 2009
[dead_souls]
Eru@ZeroState: unless in your world "magic is strongest at the beach"
Tue Jun 9 13:42:17 2009
[dead_souls]
Lotus@shadowmudii: an underwater elf might carry a silver trident, specifically.
Tue Jun 9 13:42:38 2009
[dead_souls]
Eru@ZeroState: well that's tricky - he probably would carry a coral spear
Tue Jun 9 13:42:53 2009
[dead_souls]
Eru@ZeroState: unless you have lots of famous underwater smelting areas
Tue Jun 9 13:43:01 2009
[dead_souls]
Lotus@shadowmudii: sure, coral could be attached to the keyword "underwater"
Tue Jun 9 13:43:15 2009
[dead_souls]
Lotus@shadowmudii: so many would, but as an elf, he still might get a silver one
Tue Jun 9 13:44:19 2009
[dead_souls]
Eru@ZeroState: you would be required to include all those keywords in each room
Tue Jun 9 13:44:44 2009
[dead_souls]
Lotus@shadowmudii: the room keywords would be passed automatically. Same for race and such
Tue Jun 9 13:45:46 2009
[dead_souls]
Lotus@shadowmudii: and I'll be more than happy to share the code when I'm done.
Tue Jun 9 13:45:49 2009
[dead_souls]
Eru@ZeroState: right...well perhaps one way would be to create a matrix for each sub-category - race, terrain, room
Tue Jun 9 13:46:13 2009
[dead_souls]
Eru@ZeroState: and not every sub category in each context will get ALL the possible attributes
Tue Jun 9 13:47:20 2009
[dead_souls]
Eru@ZeroState: so age of race (or maturity) might determin if a creature has lived long enough to have acquired anything relevant to your treasure chart
Tue Jun 9 13:47:42 2009
[dead_souls]
Lotus@shadowmudii: that's an idea. We'll probably end up going by level.
Tue Jun 9 13:48:17 2009
[dead_souls]
Lotus@shadowmudii: but I'm not going to get that complex with the first draft.
Tue Jun 9 13:48:43 2009
[dead_souls]
Eru@ZeroState: thanks for stimulating my mind while I'm still in coffee mode - good luck with the keyword treasure generator
Tue Jun 9 13:49:54 2009
[dead_souls]
Lotus@shadowmuddev: the two things I came out of retirement to do
Tue Jun 9 18:34:07 2009
[dead_souls]
Pytlak@PytlakMUD: Is there a way, without looking too deep into the abyss, that I can create a "shortcut" for goto. i.e. goto startroom or something like that?
Tue Jun 9 18:34:51 2009
[dead_souls]
Pytlak@PytlakMUD: Just wondering if there was something I could set in the room. Sort of like an id, but for a room
Tue Jun 9 18:35:35 2009
[dead_souls]
Cratylus@Dead Souls Dev: the pathname is the only global handle for a room
Tue Jun 9 18:36:00 2009
[dead_souls]
Pytlak@PytlakMUD: Alright. Alias for now. Might tinker with goto later
Tue Jun 9 18:36:03 2009
[dead_souls]
Cratylus@Dead Souls Dev: like a room nickname daemon or something
Tue Jun 9 18:37:04 2009
[dead_souls]
Pytlak@PytlakMUD: I figure if I can "catch" the argument early on in the goto function I could set what it eventually does with some kind of table, but I'm putting off that kind of tinkering for the moment.
Tue Jun 9 19:22:09 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-creator-faq.html#2.8
Tue Jun 9 19:23:12 2009
[dead_souls]
Kalinash@Fire and Ice: but you have to be careful... on some systems int is still 32 bit and long is 64 bit
Tue Jun 9 19:23:36 2009
[dead_souls]
Kalinash@Fire and Ice: so it's best to use things like INT32 and INT64
Tue Jun 9 19:24:46 2009
[dead_souls]
Inari@Earthen Dreams: or 18,446,744,073,709,551,615 for an unsigned int64
Tue Jun 9 19:25:26 2009
[dead_souls]
Detah@Dead Souls Dev: if any player gets 9.2 quintillion xp, I will declare them the winner.
Tue Jun 9 19:26:18 2009
[dead_souls]
Cratylus@Dead Souls Dev: one time i compiled 64 bit and made a char have its level be max int
Tue Jun 9 19:26:29 2009
[dead_souls]
Detah@Dead Souls Dev: youre so silly. theres no bugs on Arcania. only undeclared features.
Tue Jun 9 19:26:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: i dont remember exactly how, but it broke combat
Tue Jun 9 19:27:08 2009
[dead_souls]
Cratylus@Dead Souls Dev: i think the opponent was killed like millions of times
Tue Jun 9 19:42:30 2009
[dead_souls]
Detah@Dead Souls Dev: I solved my 32bit problem for skillpoints in a sorta slick way. the cost per skill level is 200+level^2 skill points. At each level it resets the skillpoints to 0. so players could get to skill level 45,825 before hitting the ceiling. they would have certainly claimed demigodhood well before that.
Tue Jun 9 20:40:28 2009
[dead_souls]
Shadyman@QuantumScape: Is there an LPC XML interpreter anywhere?
Tue Jun 9 20:47:32 2009
[dead_souls]
Pytlak@PytlakMUD: Yay! My first real change to something about how the mud works (ok, it was minor) but it works.
Tue Jun 9 20:48:05 2009
[dead_souls]
Pytlak@PytlakMUD: No. Adding a tab and ansi before "Obvious Exits"
Tue Jun 9 20:48:35 2009
[dead_souls]
Eru@ZeroState got the web interface to work last night by accident
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