Wed Jul 1 00:13:34 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you'll prolly missing a return 1; at end of your add_action.
Wed Jul 1 00:14:54 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that error means that there's a command (add_action or verb) tied to the item, which move or destroys that item but doesn't return 1 (i.e. "command handled"). No return at all is same as return 0; and in this context 0 means "not handled, continue processing"
Wed Jul 1 00:15:02 2009
[dead_souls]
Brian@Titanus: is it just me or is return in reverse though? I usualy see 1 used as error.
Wed Jul 1 00:15:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, no. Only command line has 0 as no error and anything else as different errors ;)
Wed Jul 1 00:16:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: here you return a boolean is_command_handled? TRUE=1/FALSE=0 as typical.
Wed Jul 1 00:16:23 2009
[dead_souls]
Brian@Titanus: Okay. I guess I'm just used to UNIX type of returns.
Wed Jul 1 00:16:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: `man add_action`, read the paragraph starting with "Functions called..."
Wed Jul 1 04:57:00 2009
[dead_souls]
Brian@Titanus: I'm having a bit of difficulty finding out where the map that displays when you look and enter a room is being called.. because I want to disable it. I'm currently in /lib/std/room.c...
Wed Jul 1 04:58:21 2009
[dead_souls]
Cratylus@Dead Souls Dev: define MINIMAP to 0 in /secure/include/config.h
Wed Jul 1 04:59:18 2009
[dead_souls]
Brian@Titanus: oh by the way.. I got the whole private room thing working today!
Wed Jul 1 05:00:11 2009
[dead_souls]
Brian@Titanus: It was a lot easier than expected, thanks to your help :)
Wed Jul 1 05:01:49 2009
[dead_souls]
Demitris@Consua: hey crat I moved my virtual ocean to /domains/lands/virtual/seas and now they don't even load at all
Wed Jul 1 05:02:30 2009
[dead_souls]
Demitris@Consua: I made sure I changed the __DIR__ and it's correct
Wed Jul 1 05:02:41 2009
[dead_souls]
Demitris@Consua: it just gives me *call_other() couldn't find object
Wed Jul 1 05:03:26 2009
[dead_souls]
Cratylus@Dead Souls Dev: dunno then. without seeing code theres no telling
Wed Jul 1 05:09:41 2009
[dead_souls]
Brian@Titanus: I just saved the file again and I'll reboot it, making sure I didnt hit the wrong button
Wed Jul 1 05:11:48 2009
[dead_souls]
Cratylus@Dead Souls Dev: in the meantime you can look at the minimap command
Wed Jul 1 05:12:02 2009
[dead_souls]
Cratylus@Dead Souls Dev: and make that happen when new players are created
Wed Jul 1 05:13:53 2009
[dead_souls]
Brian@Titanus: cool. is there a .c file I can reload that would allow me to not have to reboot the mud if I change the minimap variable? because it does say this feature is disabled.
Wed Jul 1 05:15:26 2009
[dead_souls]
Demitris@Consua: I had called the domain /lands/ but had /land/ in the __DIR__
Wed Jul 1 06:20:16 2009
[dead_souls]
Brian@Titanus: If I wanted to wrap ANSI color around the room short descriptions I'd edit /lib/std/room.c right?
Wed Jul 1 19:28:02 2009
[dead_souls]
Brian@Titanus: Hey Cratylus, have you ever had an issue where your character or in my case, the admin user file was almost entirely blank except for three lines?
Wed Jul 1 19:28:59 2009
[dead_souls]
Brian@Titanus: not usualy, I edited the entr message a while back to make it say something like $N arrives in a puff of smoke!
Wed Jul 1 19:30:06 2009
[dead_souls]
Tahin@Kar Unol: Did you do it manually or with the messages command?
Wed Jul 1 19:30:35 2009
[dead_souls]
Tahin@Kar Unol: Did you open up the file and edit it, or did you use the messages command?
Wed Jul 1 19:31:13 2009
[dead_souls]
Cratylus@Dead Souls Dev: if youve been editing character files, theres no telling what failure modes you'll run into
Wed Jul 1 19:31:20 2009
[dead_souls]
Cratylus@Dead Souls Dev: you're not supposed to edit character files
Wed Jul 1 19:31:40 2009
[dead_souls]
Zaknafein@AoD TempMUD: manually editing character files is bad, mmkay
Wed Jul 1 19:31:46 2009
[dead_souls]
Brian@Titanus: maybe that explains sometimes when my admin profile enters some rooms it gets sent to the furnace?
Thu Jul 2 03:26:35 2009
[dead_souls]
Brian@Titanus: is there a place I can find most functions available for use by an object? for examle I want to know all of the calls you can do with this_player(), such as this_player()->GetKeyName..
Thu Jul 2 03:39:47 2009
[dead_souls]
Brian@Titanus: This may sound stupid, but is there a way can tell what sort of arguments these take?
Thu Jul 2 03:40:37 2009
[dead_souls]
Cratylus@Dead Souls Dev: use findfun to see where one is defined, then showfuns on that file to see the definition
Thu Jul 2 03:42:22 2009
[dead_souls]
Brian@Titanus: Thanks! By the way.. have you ever considered having some sort of online API for this?
Thu Jul 2 03:43:30 2009
[dead_souls]
Brian@Titanus: sort of like a searchable index with a list of functions, showing how to use them, what they do and sometimes practical ways of using them.
Thu Jul 2 03:44:19 2009
[dead_souls]
Cratylus@Dead Souls Dev: if youre asking me whether i have considered documenting every function, yes, ive considered it
Thu Jul 2 03:44:38 2009
[dead_souls]
Cratylus@Dead Souls Dev: i dont know how many hundreds will scroll by
Thu Jul 2 03:44:45 2009
[dead_souls]
Brian@Titanus: yes i looked, TinyFugue said there was like 700+ lines
Thu Jul 2 03:45:23 2009
[dead_souls]
Cratylus@Dead Souls Dev: so, i think it would be awesome to manually document them all
Thu Jul 2 03:45:52 2009
[dead_souls]
Brian@Titanus: yeah, it'd have to be community driven at that pont
Thu Jul 2 04:19:50 2009
[dead_souls]
Brian@Titanus: What do the first and seccond numbers mean on the STAT's properties of the race files?
Thu Jul 2 04:20:28 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-creator-faq.html#2.45
Thu Jul 2 04:20:58 2009
[dead_souls]
Brian@Titanus: Omg I gues sI didnt scroll down that far yet lol sorry.
Thu Jul 2 04:58:35 2009
[dead_souls]
Brian@Titanus: oh, I wanted to ask.. I found the code for mudtime in the seasons daemon. I notced it used division on a value, and I'm sure that that value sets the speed of time, but what does the number actualy represent? I mean like, would 1200 represent how many tmes a day the day and night changes? I want to make time much longer is why.
Thu Jul 2 19:18:20 2009
[dead_souls]
Brian@Titanus: Didn't know about the ranges part, I never had to use that
Thu Jul 2 19:18:37 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, that a..b thing comes from pascal, so i wanted to make sure you know.
Thu Jul 2 19:18:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: what's the question you wanted to ask?
Thu Jul 2 20:35:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and what have i done to earn such privilege, Sir?
Fri Jul 3 21:08:18 2009
[dead_souls]
Eddard@Valar Morghulis: Hmm I dont know how to find in FAQ "How to preserve an array"
Fri Jul 3 21:10:04 2009
[dead_souls]
Eddard@Valar Morghulis: so... something like save_object("news_handler.o");
Fri Jul 3 21:10:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Probably. Not sure about the extension.
Fri Jul 3 21:10:55 2009
[dead_souls]
Ideysus@ShadowMUDii: I think it automatically appends the extension in __SAVE_EXTENSION__
Fri Jul 3 21:11:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the news_handler is some daemon of yours?
Fri Jul 3 21:11:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: then save_object is the right thing to use, yea.
Fri Jul 3 21:12:27 2009
[dead_souls]
Eddard@Valar Morghulis: I want a daemon to public the news of the creation
Fri Jul 3 21:12:28 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it dumps all of your top-level vars which aren't declared static.
Fri Jul 3 21:12:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: note that you need to manually restore_object() in create() to load the data back.
Fri Jul 3 21:13:35 2009
[dead_souls]
Ideysus@ShadowMUDii: Doesn't anybody use nosave/public/protected/private?
Fri Jul 3 21:13:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Only those who have SENSIBLE_MODIFIERS compiled in.
Fri Jul 3 21:13:55 2009
[dead_souls]
Eddard@Valar Morghulis: nosave! I used nosave in other mudlibs XD
Fri Jul 3 21:14:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: I prefer static. Most of the NM coders too.
Fri Jul 3 21:14:52 2009
[dead_souls]
Eddard@Valar Morghulis: I LOVE static variables, but I dont use them so much
Fri Jul 3 21:15:02 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: echo #define nosave static >> /secure/include/global.h
Fri Jul 3 21:15:45 2009
[dead_souls]
Ideysus@ShadowMUDii: Or don't you mean in the C local static sense?
Fri Jul 3 21:16:12 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Well, static has two meaning in LPC. For toplevels, it's nosave (as opposed to C's local-to-the-file).
Fri Jul 3 21:16:33 2009
[dead_souls]
Eddard@Valar Morghulis: Only to be sure... Its there any daemon who save the news of the mud, numbered, and you can list and see them?
Fri Jul 3 21:16:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i'm pretty sure that in-func static works like in C, for preserving the contents between invocations.
Fri Jul 3 21:16:52 2009
[dead_souls]
Ideysus@ShadowMUDii: I didn't think it was allowed in that context.
Fri Jul 3 21:17:09 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: don't think so. The standard DS news thing just cats the /news/* files when they're changed since you last saw them.
Fri Jul 3 21:17:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Ideysus, you might be right. Don't remeber, and not going to check now.
Fri Jul 3 21:17:49 2009
[dead_souls]
Eddard@Valar Morghulis: the cool thing is to have a message at the begining: You have 5 news left to read.
Fri Jul 3 21:17:52 2009
[dead_souls]
Ideysus@ShadowMUDii: Can somebody 'eval static int x=1;' to test please?
Fri Jul 3 21:18:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Then static is only nosave, i guess?
Fri Jul 3 21:19:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: No, 'eval static int x = 1' gives both syntax error and illegal lhs.
Fri Jul 3 21:19:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: nosave might too, but most of the files use static.
Fri Jul 3 21:20:06 2009
[dead_souls]
Eddard@Valar Morghulis: private: ..... protected: .... or private int bla;
Fri Jul 3 21:20:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it even has one-class-per-file like java ;P
Fri Jul 3 21:21:33 2009
[dead_souls]
Ideysus@ShadowMUDii: Java doesn't restrict you to a class per file. And I don't know if I'd call a file in lpc a class...
Fri Jul 3 21:21:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: interfaces are for wimpy languages that don't have multiple inheritance.
Fri Jul 3 21:22:09 2009
[dead_souls]
Eddard@Valar Morghulis: multiple inheritance will destroy you when you mantein that code
Fri Jul 3 21:22:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, fun thing of lpc is that implicit master instance of every object, that you clone.
Fri Jul 3 21:22:29 2009
[dead_souls]
Ideysus@ShadowMUDii: Its more prototype based than class based.
Fri Jul 3 21:22:47 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, true. but i never got the proper lingo.
Fri Jul 3 21:23:29 2009
[dead_souls]
Eddard@Valar Morghulis: property on player : Last reader and daemon saving all news... is that correct?
Fri Jul 3 21:23:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but i think that proper prototype based would duplicate the state of an object when you clone it
Fri Jul 3 21:23:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: ahd lpc clone is much like instantiation, with clean state
Fri Jul 3 21:27:39 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Eddard, and yes, you may store the 'last read' property on player.
Fri Jul 3 21:28:06 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But you can also keep it in the daemon, indexing by player name. (not objhandle obviously)
Fri Jul 3 21:29:14 2009
[dead_souls]
Ave@AoD TempMUD: storing it individually saves you some cleanup and ease of use
Fri Jul 3 21:29:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: yeah, but it's easy when its a single timestamp.
Fri Jul 3 21:30:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: storing per-category, for example, would be easier on the daemon side.
Fri Jul 3 21:30:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: otoh, current pfiles are so cluttered... there's a bunch of temp vars that should be static'd eons ago...
Fri Jul 3 21:31:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that prolly it won't see a difference :P
Fri Jul 3 21:31:33 2009
[dead_souls]
Eddard@Valar Morghulis: I was thinking to do it for a various categories
Fri Jul 3 21:31:34 2009
[dead_souls]
Ave@AoD TempMUD: or just (["global_news" : 54645324, "wiz_news" : 342322,]) etc
Fri Jul 3 21:32:14 2009
[dead_souls]
Eddard@Valar Morghulis: news_handler with map value on player orrr map in handler? which one is better? XD
Fri Jul 3 21:32:59 2009
[dead_souls]
Ave@AoD TempMUD: dunno what your preferences are for speed/readability :) maps aren't the fastest when a whole bunch of them, otoh, lpc hardly takes any computer resources at all these days
Fri Jul 3 21:33:47 2009
[dead_souls]
Eddard@Valar Morghulis: but i think it will be harder to mantain a big map with 2000 users, each one with map with 3 or 4 categories
Fri Jul 3 21:34:39 2009
[dead_souls]
Eddard@Valar Morghulis: but im not sure, so thats why I asked hehehe
Fri Jul 3 21:34:57 2009
[dead_souls]
Ave@AoD TempMUD: then you should store it on the player. no big reason to not, and if you feel that is easier, safe yourself some work
Fri Jul 3 21:37:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev tries to remember if we have a kitchen sink coded anywhere...
Fri Jul 3 21:39:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: if you contribute a bathroom to the campus, DS will have sinks!
Fri Jul 3 21:40:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Yea, but the code seems quite... primitive.
Fri Jul 3 21:40:44 2009
[dead_souls]
Ideysus@ShadowMUDii: A few people seem to be doing some form of mapping. What kind of approach do people take?
Fri Jul 3 21:41:20 2009
[dead_souls]
Tahin@Kar Unol: Mapping as in creating maps, or mapping as in using mappings?
Fri Jul 3 21:42:30 2009
[dead_souls]
Ideysus@ShadowMUDii: I mean, looking at it from scratch the best approach may be to largely ditch the old nodal room system and simply specify coordinates.
Fri Jul 3 21:42:38 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: DS ROOMS_D uses quite complex packed addressing system for storage, and generates maps automatically. You set a zero-point in one room, and as adjacent room interconnections are resolved the map gets generated automatically (if i understood Crat correctly).
Fri Jul 3 21:42:50 2009
[dead_souls]
Ideysus@ShadowMUDii: I don't think people are doing that, so how do you map your coordinates to rooms and vice versa?
Fri Jul 3 21:44:31 2009
[dead_souls]
Ave@AoD TempMUD: We have an ascii map that generates the "world" in large, thus also providing great data for a map
Fri Jul 3 21:45:16 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: `eval return MAP_D` might be worth checking put too, i guess.
Fri Jul 3 21:45:34 2009
[dead_souls]
Tahin@Kar Unol: Interestingly, ditching the old nodal room system is exactly what I've done. Of course, I'm using a virtual room for my world, so I kind of had to.
Fri Jul 3 21:47:09 2009
[dead_souls]
Haldir@Pending: *sigh* Doesn't look like it would be easy to make a minimap bigger..
Fri Jul 3 21:48:44 2009
[dead_souls]
Haldir@Pending: Well, I dont care much about the wizmap, I want the minimap bigger
Fri Jul 3 21:49:05 2009
[dead_souls]
Tahin@Kar Unol: But the wizmap is the one that acts the way you want the minimap to.
Fri Jul 3 21:49:06 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: BUT the wizmap is the one that knows about more than one room to each side.
Fri Jul 3 21:49:26 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: thus, rather than hacking mnimap, make a small version of wizmap and give it to players.
Fri Jul 3 21:49:31 2009
[dead_souls]
Tahin@Kar Unol: The minimap doesn't even look at the different rooms. It just looks at the exits and whether they have doors or not.
Fri Jul 3 21:51:12 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But if i'd have to guess... probably.
Fri Jul 3 21:57:02 2009
[dead_souls]
Tahin@Kar Unol: ...I just made the mistake of longcatting /save/map.o
Fri Jul 3 21:58:01 2009
[dead_souls]
Tahin@Kar Unol: Yes, but that's what, 10 lines per map, per room.
Fri Jul 3 21:59:45 2009
[dead_souls]
Tahin@Kar Unol: Which explains why the wizmap didn't like updating back when I used it.
Fri Jul 3 22:00:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: hmm... one thing that i vaguely recall is that there are some commands and items that control the mapping system to some degree.
Fri Jul 3 22:00:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you prolly need to trigger rescan or sth.
Fri Jul 3 22:16:00 2009
[dead_souls]
Eddard@Valar Morghulis: hmm I have seen a command using write("things"); its that the best thing to show info in screen?
Fri Jul 3 22:16:49 2009
[dead_souls]
Ave@AoD TempMUD: who do you want to show it to, and do you need more control over it then just printing it out to the room?
Fri Jul 3 22:18:38 2009
[dead_souls]
Ave@AoD TempMUD: write will just echo the message to the room (environment)
Fri Jul 3 22:19:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: write() prints to current interactive object. Either the screen of player that ran the command, or... nothing.
Fri Jul 3 22:19:43 2009
[dead_souls]
Ave@AoD TempMUD: if you need to colour it, or exclude targets, have a look at the message() efun (and probably a bunch of sefun specific to DS that I don't know of)
Fri Jul 3 22:19:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: say() is the one that prints to room current playes is in, or nothing when there's no player in stack.
Fri Jul 3 22:20:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: ->eventPage and ->eventPrint will work too.
Fri Jul 3 22:20:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: because there's no this_player() in the stack, probably.
Fri Jul 3 22:21:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: TP is set only if a player triggered the action somehow.
Fri Jul 3 22:21:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: if it's a callback or timed thing, you need another way to locate something to print to
Fri Jul 3 22:22:24 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: put a debug(this_player()); line right before that write, run the 'debug on' command, and retry
Fri Jul 3 22:22:26 2009
[dead_souls]
Eddard@Valar Morghulis: noticias.c is in /cmds/players/ directory
Fri Jul 3 22:23:54 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: have you recompiled the file after changing the code?
Fri Jul 3 22:25:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: or you didn;t updated and/or reloaded the right file
Fri Jul 3 22:26:27 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: pastebin.com, lpmuds.net/forum - whichever you prefer
Fri Jul 3 22:26:43 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: pastebin might be better in this case
Fri Jul 3 22:27:25 2009
[dead_souls]
Ave@AoD TempMUD: it's quite frustrating not having enough access :)
Fri Jul 3 22:28:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: why do you have that ifcheck at all?
Fri Jul 3 22:29:00 2009
[dead_souls]
Eddard@Valar Morghulis: I mean... if you dont pass any arg it have to do something
Fri Jul 3 22:29:08 2009
[dead_souls]
Ave@AoD TempMUD: change it to be if(!args || args == "") if that is what you want
Fri Jul 3 22:30:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: 0 and UNDEFINED are barely distinguishable.
Fri Jul 3 22:32:07 2009
[dead_souls]
Haldir@Pending: I've been looking around in the folders in the Town domain, but I can't find whatever it is that puts a wizmap in place of "Map Unavailable"
Fri Jul 3 22:32:12 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well "" + "abc" and 0 + "abc" will behave differently for example ;)
Fri Jul 3 22:32:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: empty string is different from 0, which's quite like NULL/nil.
Fri Jul 3 22:40:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: urm, Haldir, i totally missed your line...
Fri Jul 3 22:42:25 2009
[dead_souls]
Haldir@Pending: I'm trying to figure out how to make a wizmap of my area
Fri Jul 3 22:43:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: to expand the map to a new area yu need (i think) either link it to some already mapped area and walk from one to the other (walk, not goto) to define the relative positions of both, or use the map administration commands (was it gridconfig?) to manually set a coordinate in one of the roomsa and then walk from this one to others. IMBW tho, i never checked how the map works.
Fri Jul 3 22:45:06 2009
[dead_souls]
Ave@AoD TempMUD: If I made it, I would have made an option to "map all accessible from here", maybe there is?
Fri Jul 3 22:45:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Not sure, but the official way might be to set up a starting coordinate and unleas a bunch of provided playerbots.
Fri Jul 3 22:46:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i don't have admin privs in here yet, gimme a sec to grep the dirs...
Fri Jul 3 22:46:41 2009
[dead_souls]
Ave@AoD TempMUD: why couldn't you just have a script that probes the rooms, why the need to physically move around?
Fri Jul 3 22:47:02 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: I gues it was an optimization stuff.
Fri Jul 3 22:47:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: instead of traverse the whole world, map is built as players explore.
Fri Jul 3 22:48:09 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: gridconfig only sets the coordinate... i'll look, maybe there is some populate command or call.
Fri Jul 3 22:49:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Well, ROOMS_D don't have any scanning funcion i can see, and there's no command name that might suggest it.
Fri Jul 3 22:50:26 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: On an unrelated note, seems that caching in MAP_D is a toggle.
Fri Jul 3 22:50:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: so if you prefer regenerating every time to huge .o savefile...
Fri Jul 3 22:52:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: So, seems that playerbots are the way to do it for now.
Fri Jul 3 22:52:10 2009
[dead_souls]
Haldir@Pending: okay, well you were right about the command being gridconfig
Fri Jul 3 22:52:16 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: remember that the mapping code is sill in dev.
Fri Jul 3 22:53:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: yeah, so iirc you gridconfig a room to be 0,0,0 or whatever you wish, then move from it and map is generated as you walk.
Fri Jul 3 22:59:05 2009
[dead_souls]
Haldir@Pending: finally getting that wizmap to work, thanks alot
Fri Jul 3 23:00:57 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: gridconfig just one room then walk, iirc. You might want to use some exotic coords, not sure what will happen when you use 0,0,0 1000,1000,1000 or any othat that are already used.
Fri Jul 3 23:01:39 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Prolly shows parts of the town and gradually overwrites it as you walk?
Fri Jul 3 23:01:47 2009
[dead_souls]
Haldir@Pending: I have a beach to the nw from town, which is showing on the map as kinda melting with the town
Fri Jul 3 23:02:47 2009
[dead_souls]
Ave@AoD TempMUD: a simple mapping system usually assumes rooms are equal size and logically placed
Fri Jul 3 23:02:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you can shutdown the mud and restore the rooms.o and map.o from the dist and check where the town coords end with /domains/town/obj/gps
Fri Jul 3 23:04:12 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, this system assigns coords dynamically. So if you set up a room to be 0,0,0 and other to be 10,0,0 but make them 30 rooms apart, hilarity may ensue.
Fri Jul 3 23:04:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: shutdown the mud, overwrite them with copied from the install zip, boot.
Sat Jul 4 00:24:28 2009
[dead_souls]
Haldir@Pending: sorry if that was late, I tend to be kinda late
Sat Jul 4 00:34:23 2009
[dead_souls]
Eddard@Valar Morghulis: how can I get the (non mud) month, day and year?
Sat Jul 4 00:43:54 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: `which mudtime`, then check what that command does.
Sat Jul 4 00:44:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: eval return localtime(time()) for UTC time, but you need to add the timezone adjustment.
Sat Jul 4 00:45:48 2009
[dead_souls]
Eddard@Valar Morghulis: Result = ({ 4, 0, 17, 31, 11, 1969, 3, 364, 25200, "MST", 0 })
Sat Jul 4 00:46:14 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: eval return localtime(time())[LT_MON]
Sat Jul 4 00:46:30 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: localtime returns an array of date lelements for specified timestamp.
Sat Jul 4 00:47:24 2009
[dead_souls]
Haldir@Pending: gridconfig worked fine for the ground, but if I go up, it doesn't keep mapping...
Sat Jul 4 00:48:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you should asked that half of hour ago... Crat was around...
Sat Jul 4 00:49:28 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: when you go up/down does the Z coordinate on gps change?
Sat Jul 4 01:59:21 2009
[dead_souls]
A Shadow@Valar Morghulis: call Eddard->do_command("noticias") <- one that actually works ?
Sat Jul 4 02:05:12 2009
[dead_souls]
Haldir@Pending: it is now 9pm EST, and I just finished cutting my backyard
Sat Jul 4 02:10:10 2009
[dead_souls]
Eddard@Valar Morghulis: ds call Eddard->do_command("noticias") <- one that actually works ?
Sat Jul 4 02:21:52 2009
[dead_souls]
Haldir@Pending: Problem resolved, due to my.....-->MAD SKILLZEZ!!<--.....
Sat Jul 4 22:48:15 2009
[dead_souls]
Eddard@Valar Morghulis: I have a doubt... I made a handler, to public news in the mud
Sat Jul 4 22:48:40 2009
[dead_souls]
Eddard@Valar Morghulis: So.. I have an string array, a variable in the pj (number of news readed)
Sat Jul 4 22:49:10 2009
[dead_souls]
Eddard@Valar Morghulis: and I overrided the create method to No tinees ninguna noticia pendiente de leer de 3 <nuevo>, 1 <admin>, 1 <error>
Sat Jul 4 22:49:34 2009
[dead_souls]
Eddard@Valar Morghulis: and I overrided the create method to if ( file_exists( DIR_PLAYER_CMDS "/noticias.o" ) ){restore_object( DIR_PLAYER_CMDS "/noticias.o" ); }
Sat Jul 4 22:50:59 2009
[dead_souls]
Eddard@Valar Morghulis: But When a creator try to execute save_object it breaks
Sat Jul 4 22:51:37 2009
[dead_souls]
Eddard@Valar Morghulis: Do I have to put the save_object in the destroy method or something like that?
Sat Jul 4 22:54:14 2009
[dead_souls]
Cratylus@Dead Souls Dev: those will probably use the permissions you need
Sun Jul 5 04:21:19 2009
[dead_souls]
Pazreal@Dead_Souls_pazreal: Man, been years since I was last playing with this!
Sun Jul 5 04:21:42 2009
[dead_souls]
Pazreal@Dead_Souls_pazreal: Just long enough for me to forget pretty much everything I knew ;) Working on finding where all the info is again though.
Wed Jul 8 05:06:32 2009
[dead_souls]
Tahin@Kar Unol: Is there a function that returns an array of all objects accessible to this_player()?
Wed Jul 8 20:19:42 2009
[dead_souls]
Eddard@Valar Morghulis: The default message for someone to enter to the room is: <player> enters. How difficult is to do: <player> come from the <direction> ?
Wed Jul 8 20:22:05 2009
[dead_souls]
Detah@Dead Souls Dev: a month or so ago, someone had done that.
Wed Jul 8 20:22:08 2009
[dead_souls]
Eddard@Valar Morghulis: I dont know if I have to add the (oposite) direction in any moveevent or the driver support it like "$N comes from $D"
Wed Jul 8 20:24:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: See, when a pleyer uses an exit to leave a room, the code knows which was used and can say "player leaves east." or similar.
Wed Jul 8 20:25:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But the thatget room only knows that player entered it somehow.
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