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Sun Aug  9 18:15:02 2009 [dead_souls] Newt@ShadowMUDii Dev: ahh, workroom 
Sun Aug  9 18:15:06 2009 [dead_souls] Mazu@Left To Die: Yeah, silly me. 
Sun Aug  9 18:56:22 2009 [dead_souls] Mazu@Left To Die: I've seen "varargs" pop up in code in certain places. Any idea what that is? 
Sun Aug  9 18:59:35 2009 [dead_souls] Chil@sofa: Check out /doc/lpc/types/general -- Means the function can be called with a variable number of arguments. Else, the function's checked for the correct number of args. 
Sun Aug  9 18:59:46 2009 [dead_souls] Mazu@Left To Die: Ooh, thanks Chill 
Sun Aug  9 20:09:30 2009 [dead_souls] Mazu@Left To Die: Were I to load up a virtual room that's already been created, how would I go about doing this? I think I was told something about a location I need to go to in order to use Virtual Rooms? 
Sun Aug  9 21:05:04 2009 [dead_souls] Nilrin@Rebirth: goto filename/x,y 
Sun Aug  9 21:05:16 2009 [dead_souls] Nilrin@Rebirth: IE: goto forest/10,10 
Sun Aug  9 21:08:22 2009 [dead_souls] Mazu@Left To Die: Hmm? 
Sun Aug  9 21:08:39 2009 [dead_souls] Mazu@Left To Die: Oh 
Sun Aug  9 21:08:58 2009 [dead_souls] Mazu@Left To Die: Ok, I see then. So I just put in the x and y coordinates after the filename I want. 
Sun Aug  9 21:10:27 2009 [dead_souls] Mazu@Left To Die: And that's basically how it's created? 
Sun Aug  9 21:35:34 2009 [dead_souls] Nilrin@Rebirth: Basically how to load up a VR yeah. 
Sun Aug  9 21:37:17 2009 [dead_souls] Mazu@Left To Die: Neat. 
Sun Aug  9 21:37:22 2009 [dead_souls] Mazu@Left To Die: Thanks yet again, Nil :p 
Mon Aug 10 00:14:37 2009 [dead_souls] Mazu@Left To Die: I surrender >.> I was trying to hold back from answering too many questions when I could find out myself, but I'm having no luck so far. I remember reading about a part of script for NPCs or objects or something that decides if that object is attackable or not. Does anyone recall this? 
Mon Aug 10 00:14:48 2009 [dead_souls] Mazu@Left To Die: ASKING too many questions, even. 
Mon Aug 10 00:18:21 2009 [dead_souls] Mazu@Left To Die sighs, "It seems I'm thinking of the "no attack" property. Guess I'll start looking for what it is I need." 
Mon Aug 10 00:59:29 2009 [dead_souls] Kalinash@Fire and Ice: Crat helps those who help themselves 
Mon Aug 10 01:01:17 2009 [dead_souls] Mazu@Left To Die: What about those that try reaaaally hard to help themselves? I can't find it through the 1188 lines of code in combat. c and grep doesn't work for me yet >< 
Mon Aug 10 01:02:05 2009 [dead_souls] Kalinash@Fire and Ice: grep in the mud or grep from your system? 
Mon Aug 10 01:02:51 2009 [dead_souls] Mazu@Left To Die: Both aren't working. Blame Vista. I still need to set it up properly, but was having issues. 
Mon Aug 10 01:03:44 2009 [dead_souls] Kalinash@Fire and Ice: in vista it's easy... open a cmd prompt and go to the root of your lib directory, then do: findstr /s /i "string to find" * 
Mon Aug 10 01:05:07 2009 [dead_souls] Kalinash@Fire and Ice: the /i means case-insensitive, so leave it off if you want to match case 
Mon Aug 10 01:06:27 2009 [dead_souls] Mazu@Left To Die: Aah, seriously? Hmm... 
Mon Aug 10 01:06:36 2009 [dead_souls] Mazu@Left To Die: Let me try that real fast 
Mon Aug 10 01:06:50 2009 [dead_souls] Mazu@Left To Die: Does this work the same way grep would? 
Mon Aug 10 01:07:53 2009 [dead_souls] Kalinash@Fire and Ice: yeah 
Mon Aug 10 01:07:58 2009 [dead_souls] Kalinash@Fire and Ice: do a findstr /? 
Mon Aug 10 01:08:42 2009 [dead_souls] Mazu@Left To Die: Testing it now. I'm trying to find the code that determines whether something is or isn't attackable. 
Mon Aug 10 01:09:01 2009 [dead_souls] Mazu@Left To Die: so I'm going to run a search for the error command I receive when an object is not 
Mon Aug 10 01:09:14 2009 [dead_souls] Mazu@Left To Die: so "findstr /s /i "the %s is not alive." 
Mon Aug 10 01:09:20 2009 [dead_souls] Mazu@Left To Die: I think that's it anyways... 
Mon Aug 10 01:09:21 2009 [dead_souls] Kalinash@Fire and Ice: i do it all the time 
Mon Aug 10 01:09:25 2009 [dead_souls] Kalinash@Fire and Ice: you need a * at the end 
Mon Aug 10 01:09:30 2009 [dead_souls] Mazu@Left To Die: Aah thanks :) 
Mon Aug 10 01:09:31 2009 [dead_souls] Kalinash@Fire and Ice: or a *.c if you only want .c files 
Mon Aug 10 01:11:20 2009 [dead_souls] Mazu@Left To Die: omg spam screen haha 
Mon Aug 10 01:12:06 2009 [dead_souls] Mazu@Left To Die: So I assume my search had many, many results....sigh 
Mon Aug 10 01:12:33 2009 [dead_souls] Kalinash@Fire and Ice: oh 
Mon Aug 10 01:12:58 2009 [dead_souls] Kalinash@Fire and Ice: you want to use /L 
Mon Aug 10 01:13:07 2009 [dead_souls] Mazu@Left To Die: What's that do, and where would I put it? 
Mon Aug 10 01:13:09 2009 [dead_souls] Kalinash@Fire and Ice: or it searches for each word seperately 
Mon Aug 10 01:13:18 2009 [dead_souls] Mazu@Left To Die: Aah ~_~ that...explains it. 
Mon Aug 10 01:13:31 2009 [dead_souls] Kalinash@Fire and Ice: findstr /s /l /i "the %s is not alive" * > out.txt 
Mon Aug 10 01:13:42 2009 [dead_souls] Kalinash@Fire and Ice: then you can open out.txt in notepad for easier reading 
Mon Aug 10 01:13:58 2009 [dead_souls] Mazu@Left To Die: I'm not sure if it's %s, actually. I was guessing. I took that and "the" out and just seached for "is not alive" instead. 
Mon Aug 10 01:21:30 2009 [dead_souls] Mazu@Left To Die: Running it now 
Mon Aug 10 01:24:49 2009 [dead_souls] Mazu@Left To Die: Hrm, no luck. Isn't returning anything. 
Mon Aug 10 01:26:14 2009 [dead_souls] Kalinash@Fire and Ice: i see it in secure/daemon/master.c, cmds/player/stat.c and secure/obj/medtric.c 
Mon Aug 10 01:27:57 2009 [dead_souls] Mazu@Left To Die: Maybe it just doesn't work for me >< 
Mon Aug 10 01:31:10 2009 [dead_souls] Kalinash@Fire and Ice: i blame vista 
Mon Aug 10 01:33:22 2009 [dead_souls] Mazu@Left To Die: Same here, but I know where to look now. Thanks :) 
Mon Aug 10 01:33:47 2009 [dead_souls] Cratylus@Dead Souls Dev: SetAttackable(0) 
Mon Aug 10 01:34:11 2009 [dead_souls] Mazu@Left To Die: <3 
Mon Aug 10 01:34:13 2009 [dead_souls] Mazu@Left To Die: Thank you, Crat :D 
Mon Aug 10 01:34:19 2009 [dead_souls] Mazu@Left To Die: *writes that down* 
Mon Aug 10 01:34:33 2009 [dead_souls] Kalinash@Fire and Ice: SetCrattable(-1) 
Mon Aug 10 01:36:22 2009 [dead_souls] Kalinash@Fire and Ice: Thank you for shopping at the Crat Shack 
Mon Aug 10 01:37:32 2009 [dead_souls] Mazu@Left To Die: Indeed. 
Mon Aug 10 01:37:48 2009 [dead_souls] Mazu@Left To Die: Out of curiosity, was that written anywhere in any of the guides? 
Mon Aug 10 02:05:32 2009 [dead_souls] Mazu@Left To Die: *sigh* I hate asking so many big questions, so I'll ask an easier one instead. I've read the guides on NPCs and Sentients. Is there ANY more information on NPC creation in the guides and FAQs that I must be missing? 
Mon Aug 10 04:09:49 2009 [dead_souls] Kalinash@Fire and Ice: i don't believe in morse code 
Mon Aug 10 08:55:31 2009 [dead_souls] Tsarenzi@Sremassande: Is there a way to check if the string argument of an add_action refers to the current object?  Or an example where I can check this?  All of the examples I see doing things like this just compare it against a string literal, but I want to define the add_action in a parent object, so it wouldn't always be the same. 
Mon Aug 10 09:08:13 2009 [dead_souls] Nilrin@Rebirth: Lemme think about that for a sec. 
Mon Aug 10 09:08:49 2009 [dead_souls] Nilrin@Rebirth: There's different ways of going about that. 
Mon Aug 10 09:09:11 2009 [dead_souls] Nilrin@Rebirth: You could check it against something of equality. 
Mon Aug 10 09:09:18 2009 [dead_souls] Nilrin@Rebirth: Like, name, or ID or some such. 
Mon Aug 10 09:10:18 2009 [dead_souls] Tsarenzi@Sremassande: <nodnod>  But then it would always have to be the same one instead of any valid one? 
Mon Aug 10 09:10:24 2009 [dead_souls] Nilrin@Rebirth: Like, do a foreach of the items ID array, and check the argument against each one of those. 
Mon Aug 10 09:11:04 2009 [dead_souls] Nilrin@Rebirth: You would just have to make sure that any valid items would have to have at least one of the same IDs. 
Mon Aug 10 09:11:21 2009 [dead_souls] Nilrin@Rebirth: I think I could answer this easier if there were more specifics. 
Mon Aug 10 09:13:59 2009 [dead_souls] Tsarenzi@Sremassande: I'm working on an alchemy type system and would like all of the ingredient objects to work with 'analyze'.  So I defined an analyze add_action, which I want to make sure I'm analyzing on the right object.  So if you 'analyze fiery element' you'd get the right results and not the results for 'watery element'. 
Mon Aug 10 09:15:04 2009 [dead_souls] Nilrin@Rebirth: Ahhh, okay 
Mon Aug 10 09:15:22 2009 [dead_souls] Nilrin@Rebirth: In that case, you might want to just create a new verb. Verbs are designed to handle stuff like that. 
Mon Aug 10 09:15:40 2009 [dead_souls] Aidil@Way of the Force: hmm. you can probably do that with add_action.. but it sounds like a job for verbs indeed. 
Mon Aug 10 09:16:51 2009 [dead_souls] Tsarenzi@Sremassande: Tehehe.  Verbs it is!  I have it working now with just the single main id and was hoping there was some easy way to check refers_to_object(obj, string) or something, but I guess I'm just getting ahead of myself. 
Mon Aug 10 09:17:54 2009 [dead_souls] Nilrin@Rebirth: Yeah, since verbs are designed to work with the parser system more friendly like, you wont have to deal with all that ID stuff. Basically, any word you can use to 'look' at the item, will work with your verb. 
Mon Aug 10 09:18:20 2009 [dead_souls] Tsarenzi@Sremassande: That sounds significantly easier then. 
Mon Aug 10 21:33:24 2009 [dead_souls] Nilrin@Rebirth: For the love of pete, I can't figure out why persistence doesn't work with virtual rooms. It saves the room/items file, but doesn't restore them. 
Mon Aug 10 21:33:33 2009 [dead_souls] Kalinash@Fire and Ice: cratbug 
Mon Aug 10 21:33:58 2009 [dead_souls] Cratylus@Dead Souls Dev: hmmm 
Mon Aug 10 21:34:09 2009 [dead_souls] Cratylus@Dead Souls Dev takes a look. 
Mon Aug 10 21:35:00 2009 [dead_souls] Nilrin@Rebirth: My first thought was to look for any if (file_exists) shinanigains, but that doesn't seem to be the case here. 
Mon Aug 10 21:35:27 2009 [dead_souls] Cratylus@Dead Souls Dev: i dont even remember how i coded persistence tbh 
Mon Aug 10 21:35:33 2009 [dead_souls] Cratylus@Dead Souls Dev: gimme a minute to figure it out 
Mon Aug 10 21:48:45 2009 [dead_souls] Nilrin@Rebirth: Ah here we go. What's happening is it properly saves the room, even with the virtual room extension (coordinates) but when it restores, it's just looking for the base virtual room. 
Mon Aug 10 21:49:40 2009 [dead_souls] Nilrin@Rebirth: IE: It saves /domains/default/virtual/arena/10,10 but restores /domains/default/virtual/arena 
Mon Aug 10 22:06:57 2009 [dead_souls] Cratylus@Dead Souls Dev: sry had to take a call for work 
Mon Aug 10 22:07:09 2009 [dead_souls] Cratylus@Dead Souls Dev: so you have it worked out then? 
Mon Aug 10 22:11:34 2009 [dead_souls] Nilrin@Rebirth: I gotta run to work, but if I patch a fix, want me to post somethin'? 
Mon Aug 10 23:24:03 2009 [dead_souls] Mazu@Left To Die: Anyone available to help me with a few problems? 
Mon Aug 10 23:27:23 2009 [dead_souls] Mazu@Left To Die: It would appear that I can't use SetAttackable(0) on doors. That may sound silly, but I'm trying to create destructable doors, with very little success. Can anyone here assist me shortly? 
Mon Aug 10 23:29:48 2009 [dead_souls] Kalinash@Fire and Ice: does combat even let you attack non-living objects? 
Mon Aug 10 23:30:18 2009 [dead_souls] Mazu@Left To Die: Nope, but I thought that's what SetAttackable() governed. 
Mon Aug 10 23:30:46 2009 [dead_souls] Mazu@Left To Die: Well, it may be that I will need to just create a command for it perhaps. Hrm... 
Mon Aug 10 23:30:51 2009 [dead_souls] Kalinash@Fire and Ice: that, most likely, governs the attackability of living objects ;) 
Mon Aug 10 23:31:05 2009 [dead_souls] Mazu@Left To Die: Haha, so it would seem. 
Mon Aug 10 23:31:07 2009 [dead_souls] Kalinash@Fire and Ice: look at the rules for the attack verb... i bet i matches on LIV not OBJ 
Mon Aug 10 23:31:55 2009 [dead_souls] Kalinash@Fire and Ice: which means it will call is_living() in the target... so i suppose you could add int is_living() { return 1; } to your door :) 
Mon Aug 10 23:32:00 2009 [dead_souls] Kalinash@Fire and Ice: but i'm just guessing 
Mon Aug 10 23:32:16 2009 [dead_souls] Kalinash@Fire and Ice: that could have undesired downstream effects 
Mon Aug 10 23:33:35 2009 [dead_souls] Mazu@Left To Die: Hmm...So if I wanted to change it, I'd probably be changing the attack.c in verbs? 
Mon Aug 10 23:33:57 2009 [dead_souls] Kalinash@Fire and Ice: i think there would be more 
Mon Aug 10 23:34:20 2009 [dead_souls] Kalinash@Fire and Ice: i doubt that a door inherits the functionatlity needed for it to participate in the combat code 
Mon Aug 10 23:34:42 2009 [dead_souls] Mazu@Left To Die: Hmm, likely. I think it'd just be easier if I set up a command that checks strength, wielded weapon type and damage, and uses it against the door (or barricade.) 
Mon Aug 10 23:35:02 2009 [dead_souls] Kalinash@Fire and Ice: yeah, i was just going to suggest that... 'bash' or some such 
Mon Aug 10 23:35:11 2009 [dead_souls] Mazu@Left To Die: Though I doubt I can give doors HP, so I'll probably need to think of something for that too >.> 
Mon Aug 10 23:35:22 2009 [dead_souls] Kalinash@Fire and Ice: sure you can 
Mon Aug 10 23:35:33 2009 [dead_souls] Mazu@Left To Die: Aah, I hadn't tried. That solves one problem :D 
Mon Aug 10 23:35:34 2009 [dead_souls] Kalinash@Fire and Ice: you can do ANYTHING 
Mon Aug 10 23:36:11 2009 [dead_souls] Mazu@Left To Die: Of course I can, but it's an issue of what hassle "ANYTHING" requires to work in the first place >_> 
Mon Aug 10 23:36:18 2009 [dead_souls] Kalinash@Fire and Ice: yep :) 
Mon Aug 10 23:38:12 2009 [dead_souls] Mazu@Left To Die: That being said, what hassle is required to set HP on doors? 
Mon Aug 10 23:39:01 2009 [dead_souls] Kalinash@Fire and Ice: it's just a matter of adding a member to the object... like: private int StructuralDamage; 
Mon Aug 10 23:39:12 2009 [dead_souls] Kalinash@Fire and Ice: and then adding accessors and initializing it 
Mon Aug 10 23:39:40 2009 [dead_souls] Mazu@Left To Die: Hold on, brain just fritzed. There's a StructuralDamage modifier? 
Mon Aug 10 23:39:46 2009 [dead_souls] Kalinash@Fire and Ice: and you'll probably want to modify the code for the descrption so it adds the current state of the door's damage 
Mon Aug 10 23:40:07 2009 [dead_souls] Kalinash@Fire and Ice: i don't know, but if it isn't there, you can add it :) 
Mon Aug 10 23:40:18 2009 [dead_souls] Mazu@Left To Die: Haha, I see. 
Mon Aug 10 23:40:37 2009 [dead_souls] Mazu@Left To Die: It's a lot to wrap my head around. 
Mon Aug 10 23:40:50 2009 [dead_souls] Kalinash@Fire and Ice: yeah, but it'll clear up eventually :) 
Mon Aug 10 23:41:46 2009 [dead_souls] Mazu@Left To Die: Hopefully. So then, you're saying I should be creating a member for the object? It doesn't sound that just typing in "private int StructuralDamage" is all I need to do. Furthermore, I'm not sure what accessors are, and I assume initializing consists of x > update <file>? 
Mon Aug 10 23:42:15 2009 [dead_souls] Kalinash@Fire and Ice: so there are three steps to adding a value to an object. 
Mon Aug 10 23:42:30 2009 [dead_souls] Kalinash@Fire and Ice: define the value; initialize the value; allow for access to the value 
Mon Aug 10 23:42:53 2009 [dead_souls] Kalinash@Fire and Ice: if you look at an existing object you'll see these things... 
Mon Aug 10 23:43:13 2009 [dead_souls] Kalinash@Fire and Ice: at the top is where you define the value... private int _damage; 
Mon Aug 10 23:43:20 2009 [dead_souls] Kalinash@Fire and Ice: that will be outside any functions 
Mon Aug 10 23:43:38 2009 [dead_souls] Kalinash@Fire and Ice: then you'll initialize it, usually in the create() function...  _damage = 0; 
Mon Aug 10 23:44:05 2009 [dead_souls] Kalinash@Fire and Ice: then you need to define functions to access the data outside the object:  int GetDamage() { return _damage; } 
Mon Aug 10 23:44:19 2009 [dead_souls] Kalinash@Fire and Ice: void SetDamage(int dam) { _damage = dam; } 
Mon Aug 10 23:44:50 2009 [dead_souls] Kalinash@Fire and Ice: that's the simplest thing you can do... but in this case you'll probably want a function or two with more smarts... 
Mon Aug 10 23:45:33 2009 [dead_souls] Mazu@Left To Die: So then, I would go to the door.c file in lib and do something along these lines, or in a door item? 
Mon Aug 10 23:45:39 2009 [dead_souls] Kalinash@Fire and Ice: void eventTakeDamage(int amount) { _damage -= amount;  if(_damage <= 0) { write("The door shatters!"); this_object()->eventDestruct(); return; } } 
Mon Aug 10 23:46:02 2009 [dead_souls] Kalinash@Fire and Ice: if you want it to apply to all doors, you'd do it in the lib object, since that's what all doors inherit from. 
Mon Aug 10 23:46:16 2009 [dead_souls] Kalinash@Fire and Ice: if it's just one special door you can just add it to that specific object file 
Mon Aug 10 23:46:29 2009 [dead_souls] Mazu@Left To Die: Then I would be applying it to the lib object. 
Mon Aug 10 23:46:36 2009 [dead_souls] Mazu@Left To Die: Let me try and write all of this down... 
Mon Aug 10 23:48:12 2009 [dead_souls] Kalinash@Fire and Ice: just make backups of everything while they are working, then experiment :) 
Mon Aug 10 23:49:03 2009 [dead_souls] Mazu@Left To Die: I'm sure on several levels you're all but doing the work for me at this point, but it's still somehow over my head. I think there's still a lot more I need to read and understand before I attempt more. For example, the door.c is about 457 lines of code. I think I remember reading that it doesn't matter exactly where you place lines of code, but I was pretty unsure about that... 
Mon Aug 10 23:49:44 2009 [dead_souls] Kalinash@Fire and Ice: it matters 
Mon Aug 10 23:49:53 2009 [dead_souls] Kalinash@Fire and Ice: you can't utilize something until it is defined 
Mon Aug 10 23:50:16 2009 [dead_souls] Kalinash@Fire and Ice: so you can't have "_damage = 0;" in create(); if you don't define it above create() 
Mon Aug 10 23:50:18 2009 [dead_souls] Mazu@Left To Die: Right. After it's been defined, then it doesn't matter what order it's placed in, right? 
Mon Aug 10 23:50:34 2009 [dead_souls] Mazu@Left To Die: Er, as long as it shows past the lines that define it. 
Mon Aug 10 23:50:36 2009 [dead_souls] Kalinash@Fire and Ice: but for things like public accessors that aren't used inside the object, it doesn't matter where they go 
Mon Aug 10 23:51:25 2009 [dead_souls] Mazu@Left To Die: Heh, although I'd wish to avoid it, could I basically just take what you suggested and attach it to the end of the door.c file? 
Mon Aug 10 23:51:27 2009 [dead_souls] Kalinash@Fire and Ice: so the basic layout of an object's source file is: inlcudes, inherits, member variables, forward function declarations, create() function, the rest of your functions 
Mon Aug 10 23:52:00 2009 [dead_souls] Kalinash@Fire and Ice: having the create() where i put it is really just a matter of convention and not requirement 
Mon Aug 10 23:52:09 2009 [dead_souls] Kalinash@Fire and Ice: it could be the last function in the file 
Mon Aug 10 23:53:01 2009 [dead_souls] Kalinash@Fire and Ice: so if you add those modifications to the door.c file, just find those areas and put the peices in those spots :) 
Mon Aug 10 23:53:31 2009 [dead_souls] Mazu@Left To Die: int GetDamage() { return _damage; }, void SetDamage(int dam) { _damage = dam; }   These are both lines of code that define and should belong above create(), correct...? 
Mon Aug 10 23:54:01 2009 [dead_souls] Kalinash@Fire and Ice: they define functions, and since they aren't called from within the object, you can put them anywhere 
Mon Aug 10 23:54:21 2009 [dead_souls] Kalinash@Fire and Ice: but they need to be under the definition of private int _damage; 
Mon Aug 10 23:55:41 2009 [dead_souls] Mazu@Left To Die: Under the definition of private...um, so to do that I would have { Private void SetDamage(int dam) { _damage = dam; }} and {int GetDamage() { return _damage; }} ? 
Mon Aug 10 23:55:59 2009 [dead_souls] Mazu@Left To Die: Er, {private int GetDamage() { return _damage; }} * 
Mon Aug 10 23:57:56 2009 [dead_souls] Kalinash@Fire and Ice: http://pastebin.com/m5dbb5531 
Mon Aug 10 23:59:04 2009 [dead_souls] Mazu@Left To Die: Aah, okay. I see. 
Mon Aug 10 23:59:09 2009 [dead_souls] Nilrin@Rebirth: Have you had a chance to read the LPC manual yet? 
Mon Aug 10 23:59:26 2009 [dead_souls] Mazu@Left To Die: The Creators Manual you mean? 
Mon Aug 10 23:59:34 2009 [dead_souls] Nilrin@Rebirth: Nope, lemme find a link. 
Mon Aug 10 23:59:41 2009 [dead_souls] Mazu@Left To Die: To be honest, I think DS is properly documented, but it's poorly accessible haha 
Tue Aug 11 00:00:04 2009 [dead_souls] Kalinash@Fire and Ice: well, some basic LPC tutorial will help you 
Tue Aug 11 00:00:10 2009 [dead_souls] Nilrin@Rebirth: I think the LPC manual is in the library some place, but I'll find it online. 
Tue Aug 11 00:00:33 2009 [dead_souls] Mazu@Left To Die: I deeply agree. I more lost than I care to admit and struggling to understand so your efforts don't go to waste >.o 
Tue Aug 11 00:01:08 2009 [dead_souls] Mazu@Left To Die: I've tried going through the DS in-game docs and what I can find off of dead-souls.net, but I can't find too much 
Tue Aug 11 00:03:18 2009 [dead_souls] Nilrin@Rebirth: It's not the best, but it'll help. 
Tue Aug 11 00:03:26 2009 [dead_souls] Nilrin@Rebirth: Written by Descartes I believe. 
Tue Aug 11 00:03:32 2009 [dead_souls] Kalinash@Fire and Ice: is that the old descartes tutorial? 
Tue Aug 11 00:03:37 2009 [dead_souls] Mazu@Left To Die: Thank you VERY much, Nilrin, Kalinash. You've both been tons of help. 
Tue Aug 11 00:03:44 2009 [dead_souls] Mazu@Left To Die: Beats no tutorial >.> 
Tue Aug 11 00:04:17 2009 [dead_souls] Nilrin@Rebirth: One thing I've learned though, is you read the manual, try to comprehend, then read 6 or 7 more times, then go from there. 
Tue Aug 11 00:04:28 2009 [dead_souls] Mazu@Left To Die: I'll start here and return to a few parts of the creator guide that were over my head and hopefully come back more competent lol 
Tue Aug 11 00:04:39 2009 [dead_souls] Nilrin@Rebirth: Coding can have a steep learning curve, but as you get the hang of it, things just start to 'work'. 
Tue Aug 11 00:04:45 2009 [dead_souls] Kalinash@Fire and Ice: and actually try to create objects and see how things work 
Tue Aug 11 00:05:38 2009 [dead_souls] Mazu@Left To Die: Yeah, I'll be doing plenty of both. It's no fun not understanding :p 
Tue Aug 11 00:05:55 2009 [dead_souls] Mazu@Left To Die: The faster I understand, the faster my game gets off the ground. 
Tue Aug 11 00:19:46 2009 [dead_souls] Kalinash@Fire and Ice: Alright brain, i don't like you and you don't like me.  So let's just get through this so i can get back to killing you with beer. 
Tue Aug 11 14:40:21 2009 [dead_souls] Wintermute@Kults: has someone tried to make some commands menu-driven? ie. examine would show a list of all objects in the room and assign them shortcuts, 1-x or a-z 
Tue Aug 11 14:40:38 2009 [dead_souls] Raudhrskal@Dead Souls Dev: that's not menu driven 
Tue Aug 11 14:40:52 2009 [dead_souls] Raudhrskal@Dead Souls Dev: menu driven is presenting a list of options and requesting to choose one, cf. admintool. 
Tue Aug 11 14:41:13 2009 [dead_souls] Wintermute@Kults: sorry for my lack of another, more fitting term 
Tue Aug 11 14:41:19 2009 [dead_souls] Raudhrskal@Dead Souls Dev: you want temporary matching, so you can doo 'look' 'get 4' 'pull 7' 
Tue Aug 11 14:41:27 2009 [dead_souls] Wintermute@Kults: kind of like that but for commands like examine, look, etc 
Tue Aug 11 14:41:37 2009 [dead_souls] Raudhrskal@Dead Souls Dev: That would be very problematic because the verb needs an object to match 
Tue Aug 11 14:42:13 2009 [dead_souls] Raudhrskal@Dead Souls Dev: you'd need to add a temporary id() of '1', '2', etc to objects in room 
Tue Aug 11 14:42:15 2009 [dead_souls] Wintermute@Kults: couldn't it check for the objects that are in the room, assign them numbers and then ask for a number? 
Tue Aug 11 14:42:50 2009 [dead_souls] Raudhrskal@Dead Souls Dev: Like 'look' -> list list list -> "5" ? 
Tue Aug 11 14:42:51 2009 [dead_souls] Wintermute@Kults: I'm thinking of how to make my game easy to use for players on mobile phones 
Tue Aug 11 21:13:22 2009 [dead_souls] Nilrin@Rebirth: So it turns out, persistence is perfectly capable of handling virtual rooms. It's just important to coax it a little bit. 
Tue Aug 11 21:13:39 2009 [dead_souls] Nilrin@Rebirth: /* 
Tue Aug 11 21:14:08 2009 [dead_souls] Raudhrskal@Dead Souls Dev: * No comments. 
Tue Aug 11 21:14:12 2009 [dead_souls] Raudhrskal@Dead Souls Dev: */ 
Tue Aug 11 21:14:31 2009 [dead_souls] Nilrin@Rebirth: Holy how sorry, I tried pasting a line of code into telnet but posted the whole file. 
Tue Aug 11 21:14:32 2009 [dead_souls] Vlad@Other_World_Dev: so did you post that fix? 
Tue Aug 11 21:14:42 2009 [dead_souls] Apache@FizzyMUD: Would there be any problem with virtual rooms performance impact-wise if the mud is running on a virtual machine? 
Tue Aug 11 21:15:27 2009 [dead_souls] Nilrin@Rebirth: Heh, probably not. 
Tue Aug 11 21:15:52 2009 [dead_souls] Raudhrskal@Dead Souls Dev: Obviously. Now, if you take in mind that on modern hardware the difference isn't noticeable outside of usec-precise measurements... 
Tue Aug 11 21:16:09 2009 [dead_souls] Nilrin@Rebirth: All you need is  RestoreObject(GetSaveName() + "0^0" + x + "," + y);  as apposed to just RestoreObject(); 
Tue Aug 11 21:20:30 2009 [dead_souls] Nilrin@Rebirth: When you put RestoreObject() inside of Create() it'll only reference to the master object, which, for say, arena.c in the default domain, is always going to be arena.c instead of arena/1,2  arena/10,10 etc... 
Wed Aug 12 00:37:50 2009 [dead_souls] Tritan@ShAtTeREd StATeS: excuse me.. sorry to bother.  I just installed DS and it's up and running great, but the wizmap has vanished.  Does anybody know a possible cause? 
Wed Aug 12 00:38:13 2009 [dead_souls] Tritan@ShAtTeREd StATeS: on 
Wed Aug 12 00:38:27 2009 [dead_souls] Kalinash@Fire and Ice: you're on 
Wed Aug 12 00:38:49 2009 [dead_souls] Mazu@Left To Die: If you type wizmap and it says it's still on, then you need to close out of your telnet and the cmd window that's operating DS for you and load it back up again. That worked for me. 
Wed Aug 12 00:41:52 2009 [dead_souls] Tritan@ShAtTeREd StATeS: Anybody know some possible causes for the wizmap to quit working? 
Wed Aug 12 00:42:11 2009 [dead_souls] Kalinash@Fire and Ice: cosmic rays 
Wed Aug 12 00:42:43 2009 [dead_souls] Mazu@Left To Die: Well, I just gave you a way to fix it above, Tritan. As for why it happens, I'd say it's just a little cmd window burp when it's loading everything. It's only occured once for me. Just do as I said and you'll be ok. 
Wed Aug 12 00:43:18 2009 [dead_souls] Tritan@ShAtTeREd StATeS: sorry.. had mute on by accident : P 
Wed Aug 12 00:43:46 2009 [dead_souls] Mazu@Left To Die: Would you like me to repeat it? 
Wed Aug 12 00:43:56 2009 [dead_souls] Tritan@ShAtTeREd StATeS: if you would 
Wed Aug 12 00:43:58 2009 [dead_souls] Mazu@Left To Die: If you type wizmap and it says it's still on, then you need to close out of your telnet and the cmd window that's operating DS for you and load it back up again. That worked for me. 
Wed Aug 12 00:44:56 2009 [dead_souls] Tritan@ShAtTeREd StATeS: oh.. yeah.  thanks a ton.  Would what type of machine have any effect on it? 
Wed Aug 12 00:45:26 2009 [dead_souls] Tritan@ShAtTeREd StATeS: its only a PIII and i thought maybe DS decided I don't have the resources 
Wed Aug 12 00:45:48 2009 [dead_souls] Mazu@Left To Die: I don't think that's the issue...as I said, it was probably just a code burp. 
Wed Aug 12 00:46:06 2009 [dead_souls] Tritan@ShAtTeREd StATeS: alrighty.. thanks a lot you've been a great help 
Wed Aug 12 00:46:28 2009 [dead_souls] Cratylus@Dead Souls Dev: thats actually a pretty good guess, tritan 
Wed Aug 12 00:46:52 2009 [dead_souls] Cratylus@Dead Souls Dev: i'd suspect that your performance score is low 
Wed Aug 12 00:47:00 2009 [dead_souls] Cratylus@Dead Souls Dev: try updating the master daemon 
Wed Aug 12 00:47:09 2009 [dead_souls] Mazu@Left To Die: Aah, listen to Crat. He knows far more than me :p 
Wed Aug 12 00:47:11 2009 [dead_souls] Cratylus@Dead Souls Dev: update /secure/daemon/master 
Wed Aug 12 00:47:30 2009 [dead_souls] Cratylus@Dead Souls Dev: just might recalculate your performance score to your advantage 
Wed Aug 12 00:47:42 2009 [dead_souls] Tritan@ShAtTeREd StATeS: good deal, I'll give it a shot 
Wed Aug 12 00:50:55 2009 [dead_souls] Tritan@ShAtTeREd StATeS: hehe.. it worked.  Thanks Cratylus 
Wed Aug 12 00:52:24 2009 [dead_souls] Cratylus@Dead Souls Dev: np 
Wed Aug 12 00:53:07 2009 [dead_souls] Mazu@Left To Die: Hmm, I'm trying to find it, but I can't recall where it was I first saw it. There's a command for quickly creating basic commands/verbs to be used in game, correct? 
Wed Aug 12 00:54:56 2009 [dead_souls] Vlad@Other_World_Dev: add_action *only joking* 
Wed Aug 12 00:55:08 2009 [dead_souls] Cratylus@Dead Souls Dev: there is no such command 
Wed Aug 12 00:55:45 2009 [dead_souls] Mazu@Left To Die: Well, that's where reading when I'm half-asleep gets me, I suppose. Thanks. 
Wed Aug 12 00:55:53 2009 [dead_souls] Cratylus@Dead Souls Dev: np 
Wed Aug 12 02:10:06 2009 [dead_souls] Mazu@Left To Die: Ok, so running into a problem here. After editing some code (in this case, steel_door.c), exiting properly and updating it, then trying to create the door, the changes made to the code all disappear. Anyone know why this happens? 
Wed Aug 12 02:11:41 2009 [dead_souls] Tsarenzi@Sremassande: Hrm.. Completely sure you exited properly with an x not a Q?  And have you checked the actual code for the changes or just the behavior of the door you created? 
Wed Aug 12 02:13:30 2009 [dead_souls] Mazu@Left To Die: Yes. Completely positive that the code was there after exiting and updating. 
Wed Aug 12 02:14:48 2009 [dead_souls] Tsarenzi@Sremassande: And the one you're looking at now is the one you changed? 
Wed Aug 12 02:15:48 2009 [dead_souls] Mazu@Left To Die: Yes, without a doubt. It's the same file. 
Wed Aug 12 02:17:11 2009 [dead_souls] Cratylus@Dead Souls Dev: reload door 
Wed Aug 12 02:18:25 2009 [dead_souls] Mazu@Left To Die: Reload door? Would I use that after editing, exiting and updating it all? 
Wed Aug 12 02:18:43 2009 [dead_souls] Cratylus@Dead Souls Dev: use it now 
Wed Aug 12 02:20:36 2009 [dead_souls] Mazu@Left To Die: I'm actually asking this in place of another dev working on the game with me. He's already exited out of DS since this happened. A discussion about the situation lead me to asking about the problem here. Would it be best for him, when he wants to fix this, to load up DS and instantly type it, or re-edit the file to his liking, exit, update then try it? 
Wed Aug 12 02:21:28 2009 [dead_souls] Cratylus@Dead Souls Dev: if an object is not displaying the changes you are certain have been made to its code, reload it 
Wed Aug 12 02:23:00 2009 [dead_souls] Mazu@Left To Die: He says that he did not make the object until after he made the changes to the code. 
Wed Aug 12 02:23:24 2009 [dead_souls] Cratylus@Dead Souls Dev: im not troubleshooting anytrhing like this 
Wed Aug 12 02:23:28 2009 [dead_souls] Cratylus@Dead Souls Dev: sry 
Wed Aug 12 02:23:37 2009 [dead_souls] Cratylus@Dead Souls Dev: someone has a problem, they can talk to me 
Wed Aug 12 02:23:46 2009 [dead_souls] Mazu@Left To Die: That's understandable. Thanks, Crat. 
Wed Aug 12 02:23:51 2009 [dead_souls] Cratylus@Dead Souls Dev: np 
Wed Aug 12 02:23:57 2009 [dead_souls] Mazu@Left To Die: I'll let him know. 
Wed Aug 12 02:44:04 2009 [dead_souls] Mazu@Left To Die: Okay, so I toyed with it myself this time. The code I entered disappears after attempting to load the door. After reloading it, nothing seems to happen. The code simply disappears after the first time I attempt to use it on a door. 
Wed Aug 12 02:44:22 2009 [dead_souls] Mazu@Left To Die: It doesn't seem to matter what code it is, though that's just from my point of view. 
Wed Aug 12 02:44:46 2009 [dead_souls] Cratylus@Dead Souls Dev: i think you should post the code in question to lpmuds.net 
Wed Aug 12 02:44:54 2009 [dead_souls] Cratylus@Dead Souls Dev: then i can try it and see if i get the same problem 
Wed Aug 12 02:46:29 2009 [dead_souls] Mazu@Left To Die: Thank you Crat. One moment while I discuss it with him... 
Wed Aug 12 02:48:22 2009 [dead_souls] Mazu@Left To Die: Alright. Getting it up there now. 
Wed Aug 12 02:55:56 2009 [dead_souls] Mazu@Left To Die: Posted. 
Fri Aug 14 22:19:15 2009 [dead_souls] Vlad@Other_World_Dev: does anyone use version control software with their personal mud code?  Is that overkill? 
Fri Aug 14 22:19:54 2009 [dead_souls] Zaphod@Dead Souls Dev: definitely not overkill 
Fri Aug 14 22:20:15 2009 [dead_souls] Zaphod@Dead Souls Dev: both rcs and git have served me well 
Fri Aug 14 22:29:30 2009 [dead_souls] Victor@Core MUD: overkill? 
Fri Aug 14 22:30:22 2009 [dead_souls] Vlad@Other_World_Dev: yea to have like cvs or some such to archive your own code rather than just back ups 
Fri Aug 14 22:33:49 2009 [dead_souls] Aidil@Way of the Force: been using svn for that for quite some time now. definitely useful I'd say. 
Fri Aug 14 22:35:05 2009 [dead_souls] Aidil@Way of the Force: not the least because it caused me to have a log of changes :) 
Fri Aug 14 22:49:58 2009 [dead_souls] Vlad@Other_World_Dev: yea that's what I'm thinking as it appears that I am going to need several major changes 
Fri Aug 14 23:10:06 2009 [dead_souls] Aidil@Way of the Force: another thing that might be more relevant when running a 'live' mud is that it makes it easy to use 'staging' for changes, ie, have a development mud, test mud and 'production' mud (and possibly an 'acceptance testing' or 'playtesting' one inbetween. 
Fri Aug 14 23:12:07 2009 [dead_souls] Kalinash@Fire and Ice: process ftw! 
Fri Aug 14 23:20:52 2009 [dead_souls] Vlad@Other_World_Dev: all good suggestions! 
Fri Aug 14 23:21:21 2009 [dead_souls] Vlad@Other_World_Dev: as it happens, cvs is installed with the xcode development environment on my macbook 
Sat Aug 15 06:39:14 2009 [dead_souls] Tsarenzi@Sremassande: How would I go about calling the function whose name is in a variable? I was trying it with a call_out, which doesn't seem to be working, and I would rather avoid the call_out if possible, since it's suggested against, and I do just want an immediate call. 
Sat Aug 15 13:42:19 2009 [dead_souls] Cratylus@Dead Souls Dev: call_other 
Sat Aug 15 15:10:43 2009 [dead_souls] Kalinash@Fire and Ice: -> 
Sat Aug 15 15:10:54 2009 [dead_souls] Aidil@Way of the Force: <- 
Sat Aug 15 15:11:07 2009 [dead_souls] Kalinash@Fire and Ice: call_self ? ;) 
Sat Aug 15 15:11:15 2009 [dead_souls] Aidil@Way of the Force: :) 
Sat Aug 15 15:40:27 2009 [dead_souls] Flumpy@Dead Souls Dev: o_O 
Mon Aug 17 00:52:24 2009 [dead_souls] Tsarenzi@Sremassande: Does the skills component of potions work?  I'm not seeing any effect, even from the megapotion example in the town domain. 
Mon Aug 17 11:33:50 2009 [dead_souls] Nilrin@Rebirth: Where's the example at? 
Mon Aug 17 11:34:25 2009 [dead_souls] Nilrin@Rebirth: Megapotion? 
Mon Aug 17 11:36:45 2009 [dead_souls] Nilrin@Rebirth: Yeah, the skills part of potions doesn't work for me either. 
Mon Aug 17 18:37:46 2009 [dead_souls] Nilrin@Rebirth: Wasn't there an eventFoo function used to delay the character using combat related actions? 
Fri Aug 21 10:13:15 2009 [dead_souls] Traveller@Spirit World Hi dee hi 
Fri Aug 21 10:15:36 2009 [dead_souls] Sys@BlackHole: there's noone here but us chikcens 
Fri Aug 21 10:39:03 2009 [dead_souls] Traveller@Spirit World twitches...looking up the DS function GetSave, found some christian religious article under the filename getsave.html 
Fri Aug 21 10:39:06 2009 [dead_souls] Traveller@Spirit World: The internet is weird 
Fri Aug 21 10:49:40 2009 [dead_souls] Traveller@Spirit World: I could use a little help understanding object creation and reloading.  So...things like a weapon's class and its short name and stuff are set on create(), and saved, because they can be changed for an individual item. 
Fri Aug 21 10:49:46 2009 [dead_souls] Traveller@Spirit World: But if there's stuff that you don't expect to ever get changed for an item, where does that go?  When an item is reloaded, does it still run, say, sword.c's init()?  Or does it only load the raw data, and never refer back to the .c file? 
Fri Aug 21 10:53:42 2009 [dead_souls] Tsarenzi@Sremassande: Create is a good place to put all your default settings.  That's what the item reverts back to if it resets. 
Fri Aug 21 10:54:23 2009 [dead_souls] Tsarenzi@Sremassande: If you expect something to change in other places, you also want to do an AddSave for that property, so that it will keep track of the different values and restore them on reset. 
Fri Aug 21 10:55:15 2009 [dead_souls] Traveller@Spirit World: I've got some pretty beefy chunks of per-weapon data that I'm not sure if I want to save per-instance:  It's not going to change, and it's somewhere approaching 1kb per item. 
Fri Aug 21 10:56:38 2009 [dead_souls] Traveller@Spirit World: If I put that data in create(), then the item gets saved, rebooted, and reloaded...I would expect that stuff to have disappeared.  How can I copy that data back into the item from the .c file when it boots? 
Fri Aug 21 10:57:19 2009 [dead_souls] Tsarenzi@Sremassande: No, that stuff won't have disappeared if you put it in create. 
Fri Aug 21 10:57:30 2009 [dead_souls] Traveller@Spirit World: Even if it's not saved? 
Fri Aug 21 10:57:49 2009 [dead_souls] Traveller@Spirit World: Ah--So when a saved item is loaded, it runs create(), then overrides the defaults from saved stuff? 
Fri Aug 21 10:58:13 2009 [dead_souls] Tsarenzi@Sremassande: I believe so.  That's the end effect, anyway. 
Fri Aug 21 10:58:22 2009 [dead_souls] Traveller@Spirit World: Great, that's perfect!  Thanks 
Fri Aug 21 13:40:35 2009 [dead_souls] Traveller@Spirit World holds his breath, starts on the new combat system. 
Sat Aug 22 00:28:37 2009 [dead_souls] Traveller@Spirit World: I'm getting a little confused about heartbeat stuff.  Looks like each living thing gets a combat round when its heartbeat happens, thanks to combat.c, which implies that critters with different heartbeats would fight slower/faster...but everyone seems to get one round per second, regardless of their heartbeat set to 3 or 4.  What am I missing? 
Sat Aug 22 00:30:27 2009 [dead_souls] Tsarenzi@Sremassande: I read something about heart_beat being used differently on some different libs.  Some have any non-zero number means "on", where 0 means "off".  And some have the argument actually deciding the length of the heart_beat.  But I haven't actually played with heart_beats much this time around. 
Sat Aug 22 00:31:02 2009 [dead_souls] Kalinash@Fire and Ice: check if there's a simul_efun that overrides the parameter 
Sat Aug 22 00:36:45 2009 [dead_souls] Traveller@Spirit World: Kalinash, that's slightly greek to me, but query_heart_beat does return >1.  Tsarenzi, that is helpful though, thanks 
Sat Aug 22 00:37:36 2009 [dead_souls] Sinistrad@Dead Souls Dev: Funny 
Sat Aug 22 00:37:43 2009 [dead_souls] Sinistrad@Dead Souls Dev: Kalinash does have a little greek in him 
Sat Aug 22 00:37:52 2009 [dead_souls] Kalinash@Fire and Ice: it's the pimentos 
Sat Aug 22 00:38:04 2009 [dead_souls] Vlad@Other_World_Dev: and the fetta 
Sat Aug 22 00:38:45 2009 [dead_souls] Kalinash@Fire and Ice: i don't remember where it is in ds, but in the secure dir is a simul_efun folder... see if there is a version of set_heart_beat() in there that overrides the parameter passed to efun::set_heart_beat() 
Sat Aug 22 00:41:21 2009 [dead_souls] Vlad@Other_World_Dev: findfun says it is an efun 
Sat Aug 22 00:41:28 2009 [dead_souls] Vlad@Other_World_Dev: ah you just said that 
Sat Aug 22 00:41:30 2009 [dead_souls] Traveller@Spirit World: Doesn't look like it, and either way query_heart_beat indicates it's not clamped to 0/1.  Ah well, I just wanted to make sure that combat rounds really did happen from heartbeats on npcs, not from some other arcane thing 
Sat Aug 22 00:41:40 2009 [dead_souls] Kalinash@Fire and Ice: when crat is involved i'd vote for arcana 
Sat Aug 22 00:42:18 2009 [dead_souls] Vlad@Other_World_Dev chortles 
Sat Aug 22 00:43:33 2009 [dead_souls] Traveller@Spirit World: Alright, here's a question then.  If I want code to run immediately after a heartbeat has just run...that is, after all objects across the mud just got a heartbeat...where should I put it?  Is there a way to make sure something gets the last heartbeat? 
Sat Aug 22 00:43:59 2009 [dead_souls] Kalinash@Fire and Ice: call_out with a 0 delay 
Sat Aug 22 00:45:48 2009 [dead_souls] Traveller@Spirit World: aha...I'm trying to do a two-stage combat thing where all combatants pick a combat move on their heartbeat, then the results happen after they've all chosen.  So I'd just make the actual blows happen in a call_out, and it'd happen after their opponent is guaranteed to have his heartbeat? 
Sat Aug 22 00:46:12 2009 [dead_souls] Kalinash@Fire and Ice: hmm 
Sat Aug 22 00:46:30 2009 [dead_souls] Kalinash@Fire and Ice: you should still probably use heart beats for that 
Sat Aug 22 00:46:50 2009 [dead_souls] Kalinash@Fire and Ice: but i'm sure you'll have to make a lot of mods to the existing combat code 
Sat Aug 22 00:46:52 2009 [dead_souls] Traveller@Spirit World: well, I mean, call_out from the heartbeat? 
Sat Aug 22 00:46:56 2009 [dead_souls] Traveller@Spirit World: yeah 
Sat Aug 22 00:47:55 2009 [dead_souls] Kalinash@Fire and Ice: basically, an action doesn't have to happen each heart beat... the user can run a command that sets a flag and counts down x number of heart beats before it takes effect 
Sat Aug 22 00:49:22 2009 [dead_souls] Traveller@Spirit World: What I have in mind is semi-random automatic selection of techniques from your weapon type.  if your tech is a parry kind of thing this round, you need to know it before your opponent applies damage to you, and vice versa--so technique selection has to occur before damage is applied 
Sat Aug 22 00:50:07 2009 [dead_souls] Traveller@Spirit World: but it is every round, and is simultaneous 
Sat Aug 22 00:51:18 2009 [dead_souls] Traveller@Spirit World: hm, might work better if I have a combat daemon--on each heartbeat, a combatant picks their technique, and adds themself to a list that the daemon reads on a call_out after its heartbeat, that minimizes call_outs 
Sat Aug 22 01:34:50 2009 [dead_souls] Traveller@Spirit World: Okay, maybe this is painfully obvious, but how can I make a new daemon create itself when the mud boots?  Having trouble finding how the existing ones do it. 
Sat Aug 22 01:35:06 2009 [dead_souls] Cratylus@Dead Souls Dev: put it in AUTOEXEC_D 
Sat Aug 22 01:37:44 2009 [dead_souls] Traveller@Spirit World: sure looks like it'll work--I don't see other daemons in there, though.  Things like /daemon/map for example, where's that get started from?  I'm just not seeing it 
Sat Aug 22 01:37:53 2009 [dead_souls] Cratylus@Dead Souls Dev: preload.cfg 
Sat Aug 22 01:38:12 2009 [dead_souls] Traveller@Spirit World: Aha, perfect, thanks 
Sat Aug 22 01:38:17 2009 [dead_souls] Cratylus@Dead Souls Dev: np 
Sat Aug 22 01:42:08 2009 [dead_souls] Traveller@Spirit World: Crat, I'm trying to figure out combat heartbeats.  Looks like combatants get a combat::heart_beat once per second...but query_heart_beat is returning, like, 3 for players.  A heartbeat of 5 is definitely 5 seconds for my daemon though.  Do combat heartbeats really happen through the normal heartbeat stuff, or is there some magic going on? 
Sat Aug 22 01:45:09 2009 [dead_souls] Cratylus@Dead Souls Dev: hmm 
Sat Aug 22 01:45:36 2009 [dead_souls] Cratylus@Dead Souls Dev: oh i know 
Sat Aug 22 01:45:45 2009 [dead_souls] Cratylus@Dead Souls Dev: heh 
Sat Aug 22 01:46:01 2009 [dead_souls] Cratylus@Dead Souls Dev: disable fast combat in config.h 
Sat Aug 22 01:46:38 2009 [dead_souls] Cratylus@Dead Souls Dev: when fast combat is enabled, combatant heart beats speed up 
Sat Aug 22 01:46:47 2009 [dead_souls] Traveller@Spirit World: Ahh, I see where that is now 
Sat Aug 22 01:50:03 2009 [dead_souls] Traveller@Spirit World: Could use some advice on combat heartbeats actually.  Trying to set up a two-step system where all combatants do pre-round calculations, then all swings are resolved.  I know combat rewrites are like...the worst thing to do, but I just want to check if my approach won't fail hugely 
Sat Aug 22 01:50:57 2009 [dead_souls] Cratylus@Dead Souls Dev: sry design advice questions are poorly addressed here 
Sat Aug 22 01:51:02 2009 [dead_souls] Cratylus@Dead Souls Dev: you should ask on the forum 
Sat Aug 22 01:51:44 2009 [dead_souls] Traveller@Spirit World: hm, alright.  purely technical then:  if something does a call_out with 0 seconds on its heartbeat, will it run immediately after all heartbeats run? 
Sat Aug 22 01:53:18 2009 [dead_souls] Cratylus@Dead Souls Dev: goes at the bottom of the queue for that time slot, iirc, yeh 
Sat Aug 22 01:53:54 2009 [dead_souls] Traveller@Spirit World: sweet.  that should be all I need then :D all heartbeats run at the same time, right?  it's not like...one guy runs every second offset by 50ms, one guy runs one second offset by 80ms, etc? 
Sat Aug 22 01:54:39 2009 [dead_souls] Cratylus@Dead Souls Dev: they run as "at the same time" as a single thread allows 
Sat Aug 22 01:55:11 2009 [dead_souls] Traveller@Spirit World: and thank god for that, I've seen the horrors that multiple threads cause.  alright, perfect! 
Sat Aug 22 01:55:18 2009 [dead_souls] Cratylus@Dead Souls Dev: :) 
Sat Aug 22 03:50:27 2009 [dead_souls] Traveller@Spirit World: Excellent.  Looks like the foundation for my new combat system should be done tonight. 
Sat Aug 22 03:50:36 2009 [dead_souls] Cratylus@Dead Souls Dev: nice jinx 
Sat Aug 22 03:50:42 2009 [dead_souls] Traveller@Spirit World: :D 
Sat Aug 22 03:50:54 2009 [dead_souls] Traveller@Spirit World: At this rate, being this productive every few months like this, I should have something playable by 2020 
Sat Aug 22 16:58:18 2009 [dead_souls] Blood Wolf@The Lost Technology: theres a help file for Xyzzy. Whats up with that? 
Sat Aug 22 16:58:29 2009 [dead_souls] Kalinash@Fire and Ice: he's a complex creature 
Sat Aug 22 16:58:33 2009 [dead_souls] Blood Wolf@The Lost Technology: ok 
Sat Aug 22 16:59:12 2009 [dead_souls] Blood Wolf@The Lost Technology: Carbon Based? 
Sat Aug 22 16:59:19 2009 [dead_souls] Kalinash@Fire and Ice: we're not sure :( 
Sat Aug 22 16:59:28 2009 [dead_souls] Blood Wolf@The Lost Technology: must be Hydrogen then. 
Sun Aug 23 07:00:42 2009 [dead_souls] Argus@Lands of Chaos: hrm 
Sun Aug 23 07:00:59 2009 [dead_souls] Argus@Lands of Chaos: been quite some time since i looked at this thing 
Sun Aug 23 14:18:43 2009 [dead_souls] Eltari@Porphyra: It's pretty quiet. 
Sun Aug 23 14:21:55 2009 [dead_souls] Ninja@Dead Souls Dev: Deep, too. 
Sun Aug 23 14:22:01 2009 [dead_souls] Ninja@Dead Souls Dev: And cold....very cold. 
Sun Aug 23 14:22:30 2009 [dead_souls] Eltari@Porphyra: Say, any idea why the http server might return .. nothing to all queries? 
Sun Aug 23 14:22:45 2009 [dead_souls] Eltari@Porphyra: It's not exactly facilitating the ultimate creweb experience. 
Sun Aug 23 14:22:51 2009 [dead_souls] Ninja@Dead Souls Dev: not my job, got  no clue who to ask. 
Sun Aug 23 14:23:01 2009 [dead_souls] Ninja@Dead Souls Dev: boss seems to be still sleeping. 
Sun Aug 23 14:23:09 2009 [dead_souls] Eltari@Porphyra: Sleep? Such luxuries. 
Sun Aug 23 14:23:37 2009 [dead_souls] Ninja@Dead Souls Dev: well, his heart stops, so technically he's dead. 
Sun Aug 23 14:23:51 2009 [dead_souls] Ninja@Dead Souls Dev: but we resuscitate when he begins to smell. 
Sun Aug 23 14:23:53 2009 [dead_souls] Sys@BlackHole: tax reasons? 
Sun Aug 23 14:24:08 2009 [dead_souls] Ninja@Dead Souls Dev: nah...his wife snores. 
Sun Aug 23 14:24:30 2009 [dead_souls] Ninja@Dead Souls Dev: but he IS married for tax reasons. 
Sun Aug 23 14:25:09 2009 [dead_souls] Eltari@Porphyra: Trading tax liabilities for other liabilities. 
Mon Aug 24 03:47:14 2009 [dead_souls] Eltari@Porphyra: Hmm, some time has passed since I last asked - perhaps different timezones are awake ... 
Mon Aug 24 03:47:21 2009 [dead_souls] Eltari@Porphyra: I'm finding the http server returns .. nothing. 
Mon Aug 24 03:47:25 2009 [dead_souls] Eltari@Porphyra: Which obviously breaks creweb. 
Mon Aug 24 03:47:36 2009 [dead_souls] Cratylus@Dead Souls Dev: mmm 
Mon Aug 24 03:47:41 2009 [dead_souls] Eltari@Porphyra: Any suggestions as to where I should look? 
Mon Aug 24 03:47:43 2009 [dead_souls] Cratylus@Dead Souls Dev: change the port 
Mon Aug 24 03:47:48 2009 [dead_souls] Eltari@Porphyra: I've changed the port already 
Mon Aug 24 03:47:54 2009 [dead_souls] Eltari@Porphyra: and followed the instructions. 
Mon Aug 24 03:48:22 2009 [dead_souls] Cratylus@Dead Souls Dev: the most likely thing is that something else is on that port 
Mon Aug 24 03:48:25 2009 [dead_souls] Cratylus@Dead Souls Dev: what OS? 
Mon Aug 24 03:48:49 2009 [dead_souls] Eltari@Porphyra: Solaris 10; SPARC. There's nothing else on the port - when the http service is enabled, it answers but returns nothing. 
Mon Aug 24 03:48:59 2009 [dead_souls] Cratylus@Dead Souls Dev: you are my new favorite person 
Mon Aug 24 03:49:26 2009 [dead_souls] Eltari@Porphyra: let me just drop down into the debugging rooms and I'll pastebin some content in a second 
Mon Aug 24 03:49:28 2009 [dead_souls] Cratylus@Dead Souls Dev: what port you usin? 
Mon Aug 24 03:49:30 2009 [dead_souls] Cratylus@Dead Souls Dev: k 
Mon Aug 24 03:50:20 2009 [dead_souls] Eltari@Porphyra: So I just hit refresh on the browser, and the following pops up 
Mon Aug 24 03:50:31 2009 [dead_souls] Eltari@Porphyra: let me enable http monitoring ... 
Mon Aug 24 03:50:49 2009 [dead_souls] Cratylus@Dead Souls Dev: lol wtf tha 
Mon Aug 24 03:50:51 2009 [dead_souls] Cratylus@Dead Souls Dev: right 
Mon Aug 24 03:51:32 2009 [dead_souls] Cratylus@Dead Souls Dev: if those are popping up on browser refresh, im guessing you're hitting the oob port not the web port 
Mon Aug 24 03:51:37 2009 [dead_souls] Cratylus@Dead Souls Dev: which is consistent with blankness 
Mon Aug 24 03:52:23 2009 [dead_souls] Cratylus@Dead Souls Dev: yeah yer hittin oob, looks like 
Mon Aug 24 03:52:34 2009 [dead_souls] Cratylus@Dead Souls Dev: type: cat /secure/save/inet.o 
Mon Aug 24 03:52:35 2009 [dead_souls] Eltari@Porphyra: Okay, I'm using port 9005. I'll try changing it to 9010 now. 
Mon Aug 24 03:52:46 2009 [dead_souls] Eltari@Porphyra: oh, hang on, let me check that file ... 
Mon Aug 24 03:53:05 2009 [dead_souls] Cratylus@Dead Souls Dev: there should be an element named http 
Mon Aug 24 03:53:16 2009 [dead_souls] Cratylus@Dead Souls Dev: it has a number before the path 
Mon Aug 24 03:53:27 2009 [dead_souls] Cratylus@Dead Souls Dev: yes 
Mon Aug 24 03:53:34 2009 [dead_souls] Eltari@Porphyra: (what did we do before pastebin? <g>) 
Mon Aug 24 03:53:53 2009 [dead_souls] Cratylus@Dead Souls Dev: you have oob and http on the same port 
Mon Aug 24 03:54:01 2009 [dead_souls] Cratylus@Dead Souls Dev: see that 5? 
Mon Aug 24 03:54:07 2009 [dead_souls] Cratylus@Dead Souls Dev: change the http port 
Mon Aug 24 03:54:14 2009 [dead_souls] Eltari@Porphyra: aah, got it. 
Mon Aug 24 03:54:17 2009 [dead_souls] Cratylus@Dead Souls Dev: that 5 will be something else 
Mon Aug 24 03:54:18 2009 [dead_souls] Eltari@Porphyra: let me change that port! 
Mon Aug 24 03:55:25 2009 [dead_souls] Eltari@Porphyra: Okay, that's giving a response now 
Mon Aug 24 03:55:30 2009 [dead_souls] Cratylus@Dead Souls Dev: :) 
Mon Aug 24 03:55:33 2009 [dead_souls] Eltari@Porphyra: But still not good 
Mon Aug 24 03:55:37 2009 [dead_souls] Cratylus@Dead Souls Dev: go on 
Mon Aug 24 03:55:43 2009 [dead_souls] Eltari@Porphyra: "Bad response. The server or forwarded response doesn't look like HTTP" 
Mon Aug 24 03:55:48 2009 [dead_souls] Cratylus@Dead Souls Dev: uh 
Mon Aug 24 03:55:55 2009 [dead_souls] Eltari@Porphyra: That could be an interaction with my proxy server, I guess. 
Mon Aug 24 03:55:59 2009 [dead_souls] Cratylus@Dead Souls Dev: yeah 
Mon Aug 24 03:56:03 2009 [dead_souls] Eltari@Porphyra: Let me try from a non-proxied browser. 
Mon Aug 24 03:56:06 2009 [dead_souls] Cratylus@Dead Souls Dev: creweb doesnt do proxy 
Mon Aug 24 03:56:16 2009 [dead_souls] Eltari@Porphyra: Yep, that fixed it. 
Mon Aug 24 03:56:28 2009 [dead_souls] Cratylus@Dead Souls Dev: you got a complimicated setup 
Mon Aug 24 03:56:30 2009 [dead_souls] Eltari@Porphyra: Looks like either privoxy or squid doesn't get along too well with ds 
Mon Aug 24 03:56:35 2009 [dead_souls] Cratylus@Dead Souls Dev: and you use solaris sparc 
Mon Aug 24 03:56:44 2009 [dead_souls] Eltari@Porphyra: I don't trust x86 machines ;-) 
Mon Aug 24 03:56:50 2009 [dead_souls] Cratylus@Dead Souls Dev: you get the medal of awesome for today 
Mon Aug 24 03:56:58 2009 [dead_souls] Eltari@Porphyra: Do I get more awesome for a Sun Fire V880? 
Mon Aug 24 03:57:04 2009 [dead_souls] Cratylus@Dead Souls Dev: i like those 
Mon Aug 24 03:57:21 2009 [dead_souls] Cratylus@Dead Souls Dev: dont be hasty when you upgrade the disk backplane firmware 
Mon Aug 24 03:57:29 2009 [dead_souls] Cratylus@Dead Souls Dev: but other than that, sweet little babies 
Mon Aug 24 03:57:44 2009 [dead_souls] Eltari@Porphyra: Hah, that's been pretty stable for a long time now. I think the Daktari (v880) is one of the most reliable machines Sun has pushed out the door to date. 
Mon Aug 24 03:58:20 2009 [dead_souls] Cratylus@Dead Souls Dev: well 
Mon Aug 24 03:58:29 2009 [dead_souls] Cratylus@Dead Souls Dev: oh 
Mon Aug 24 03:58:36 2009 [dead_souls] Cratylus@Dead Souls Dev: this is non dead souls stuff. moving to dchat 
Mon Aug 24 03:59:14 2009 [dead_souls] Cratylus@Dead Souls Dev: the E3000 for example, thos long in the tooth and dead slow by todays standards 
Mon Aug 24 03:59:17 2009 [dead_souls] Cratylus@Dead Souls Dev: grr 
Tue Aug 25 02:14:20 2009 [dead_souls] Traveller@Spirit World: Think I've got a bug in foreach...when I tell it to extract two variables it works, three it doesn't 
Tue Aug 25 02:16:38 2009 [dead_souls] Cratylus@Dead Souls Dev: must see code 
Tue Aug 25 02:16:49 2009 [dead_souls] Cratylus@Dead Souls Dev: lpmuds.net/forum/ 
Tue Aug 25 02:19:27 2009 [dead_souls] Traveller@Spirit World: relevant lines small enough to be here: http://pastebin.com/m23609b9a it gives me 'syntax error' on the offending line when it has issues. 
Tue Aug 25 02:19:45 2009 [dead_souls] Traveller@Spirit World: I can put it on the forum if you like, but there's not much else useful to add there 
Tue Aug 25 02:20:57 2009 [dead_souls] Ideysus@ShadowMUDii: You can't do that. Is ptech[2] a mapping? 
Tue Aug 25 02:21:19 2009 [dead_souls] Traveller@Spirit World: ...doh 
Tue Aug 25 02:21:33 2009 [dead_souls] Traveller@Spirit World: okay, ignore me 
Tue Aug 25 02:22:00 2009 [dead_souls] Traveller@Spirit World: hurr, of course it'll know how to get at the array stored as a value, nevermind 
Tue Aug 25 02:22:11 2009 [dead_souls] Ideysus@ShadowMUDii: Assuming it is. foreach(a, b in X) iterates through X with 'a' as a key and 'b' as the corresponding value. Three variables make no sense. 
Tue Aug 25 02:25:35 2009 [dead_souls] Traveller@Spirit World: all fixed now, heh, thanks 
Tue Aug 25 04:33:12 2009 [dead_souls] Tsarenzi@Sremassande: Is there a way to create a copy of an object in the code? 
Tue Aug 25 04:33:36 2009 [dead_souls] Tigwyk@LP Heroes: the current object? 
Tue Aug 25 04:33:49 2009 [dead_souls] Tigwyk@LP Heroes: like, clone the thing from within itself? 
Tue Aug 25 04:33:58 2009 [dead_souls] Cratylus@Dead Souls Dev: prolly something like ob = new(base_name(this_object())) 
Tue Aug 25 04:34:13 2009 [dead_souls] Tigwyk@LP Heroes: wow, bang on Crat. That's what I was thinking. 
Tue Aug 25 04:34:18 2009 [dead_souls] Tsarenzi@Sremassande: Ahh.. That'd likely work.  Thanks. 
Tue Aug 25 04:34:23 2009 [dead_souls] Cratylus@Dead Souls Dev: np 
Tue Aug 25 04:34:41 2009 [dead_souls] Cratylus@Dead Souls Dev: thats line is the most coding ive done in like a month 
Tue Aug 25 04:34:46 2009 [dead_souls] Cratylus@Dead Souls Dev: i need to get back in 
Tue Aug 25 04:59:15 2009 [dead_souls] Tsarenzi@Sremassande: That does work, thankya.  Wouldn't have ever thought of base_name; don't think I've used it before. 
Tue Aug 25 10:19:31 2009 [dead_souls] Tsarenzi@Sremassande: Is there a command to see the values of the variables in an instance object?  I saw variables but that only seems to be their existence and type not current values. 
Tue Aug 25 10:21:15 2009 [dead_souls] Nilrin@Rebirth: hmm, good question. Not sure myself actually. 
Tue Aug 25 10:21:22 2009 [dead_souls] Nilrin@Rebirth: But I'm gunna try and find out for ya. 
Tue Aug 25 10:21:47 2009 [dead_souls] Tsarenzi@Sremassande: Thanks.  I'll keep scanning the helpfiles for likely candidates.  No luck so far. 
Tue Aug 25 10:21:49 2009 [dead_souls] Nilrin@Rebirth: Err wait, you're not just talking about the 'stat' command are you? That works for livings. 
Tue Aug 25 10:22:50 2009 [dead_souls] Tsarenzi@Sremassande: No, I looked at that one.  I want to check items. 
Tue Aug 25 10:23:49 2009 [dead_souls] Nilrin@Rebirth: For variables, I'm not so sure there is, but you can use the debug function so that it'll report certain variables to you. 
Tue Aug 25 10:24:59 2009 [dead_souls] Tsarenzi@Sremassande: Hm, thanks.  I'll look into that.  If I decide I need it, I guess I might have to write it. 
Tue Aug 25 10:26:13 2009 [dead_souls] Nilrin@Rebirth: I know Crat would sugest it as well. When in doubt, put debug(var) all over your code, then you know exactly what's going on. 
Tue Aug 25 23:03:28 2009 [dead_souls] Nilrin@Rebirth: So is reboot suposed to actually restart DS? Because when its doing a scheduled reboot, it just shutsdown. 
Tue Aug 25 23:07:19 2009 [dead_souls] Kalinash@Fire and Ice: depends on the script you use to launch the driver 
Tue Aug 25 23:07:37 2009 [dead_souls] Kalinash@Fire and Ice: i believe reboot sets a different exit code so the script can loop 
Tue Aug 25 23:13:53 2009 [dead_souls] Nilrin@Rebirth: I don't even use a script. I just go to the shell and do a ./driver mudos.cfg 
Tue Aug 25 23:14:08 2009 [dead_souls] Kalinash@Fire and Ice: then reboot is the same as shutdown for you :) 
Tue Aug 25 23:14:23 2009 [dead_souls] Nilrin@Rebirth: lol, I best change that then :) thanks 
Tue Aug 25 23:20:34 2009 [dead_souls] Kalinash@Fire and Ice: i'm pretty sure crat supplies a restart script for both windows and unix in there 
Tue Aug 25 23:29:57 2009 [dead_souls] Nilrin@Rebirth: Yeah, it was there. For whatever reason I just never used the startmud script. 
Tue Aug 25 23:37:16 2009 [dead_souls] Kalinash@Fire and Ice: i too fear the unkown 
Tue Aug 25 23:37:22 2009 [dead_souls] Kalinash@Fire and Ice: unknown 
Tue Aug 25 23:39:02 2009 [dead_souls] Nilrin@Rebirth: That and bros. 
Tue Aug 25 23:55:05 2009 [dead_souls] Kalinash@Fire and Ice: mario bros? 
Tue Aug 25 23:55:10 2009 [dead_souls] Kalinash@Fire and Ice: SUPER mario bros??! 
Tue Aug 25 23:58:30 2009 [dead_souls] Nilrin@Rebirth: lol 
Wed Aug 26 22:01:58 2009 [dead_souls] Tsarenzi@Sremassande: Any way to add a save to an item after you've created it? 
Wed Aug 26 22:36:10 2009 [dead_souls] Tsarenzi@Sremassande: Hm.  Mmkay. 
Thu Aug 27 06:27:04 2009 [dead_souls] Tsarenzi@Sremassande: Is there any documentation around on how ... works? 
Sat Aug 29 00:36:27 2009 [dead_souls] Traveller@Spirit World screams at the double meaning of the word "class" in any rpg game's code 
Sat Aug 29 00:36:34 2009 [dead_souls] Traveller@Spirit World: class Class cls = Classes[class_name]; 
Sat Aug 29 00:37:05 2009 [dead_souls] Traveller@Spirit World: if anyone ever creates a datatype called "buffalo" I am going to murder someone 
Sat Aug 29 00:43:58 2009 [dead_souls] Ninja@Dead Souls Dev: yeah, Nightmare mudlib hit that problem like a decade ago. 
Tue Sep  8 01:42:29 2009 [dead_souls] Silencher@Dead_Souls_silencher: Hello? 
Tue Sep  8 01:42:36 2009 [dead_souls] Archbaron@Dead Souls Dev: Hello. 
Tue Sep  8 01:43:34 2009 [dead_souls] Silencher@Dead_Souls_silencher: Hey. I have a newbie question. I managed to make a clock item with some help but the time it displays is not mine. My timezone is Mountain time and the timezone -is- listed as MST but for whatever reason its hours and minutes off. Is there a way to update it to the correct time? 
Tue Sep  8 01:45:32 2009 [dead_souls] Archbaron@Dead Souls Dev: So, when you type "timezone" you see MST? 
Tue Sep  8 01:45:43 2009 [dead_souls] Silencher@Dead_Souls_silencher: "Yout timezone is: MST" yep 
Tue Sep  8 01:45:46 2009 [dead_souls] Silencher@Dead_Souls_silencher: Your* 
Tue Sep  8 01:46:34 2009 [dead_souls] Silencher@Dead_Souls_silencher: My time it is 6:46, but according to the clock its 3:18 
Tue Sep  8 01:46:54 2009 [dead_souls] Archbaron@Dead Souls Dev: What do you get when you type "mudtime" ? 
Tue Sep  8 01:47:09 2009 [dead_souls] Archbaron@Dead Souls Dev: I get 3:19, which is probably what your clock says now. 
Tue Sep  8 01:47:24 2009 [dead_souls] Silencher@Dead_Souls_silencher: It is Vaigday, 20th day of Kantki, in autumn. In the mud, the time is 3:20am 
Tue Sep  8 01:47:41 2009 [dead_souls] Archbaron@Dead Souls Dev: Now look at your clock again. Is that what time it's reading? 
Tue Sep  8 01:47:53 2009 [dead_souls] Silencher@Dead_Souls_silencher: Yep 
Tue Sep  8 01:48:06 2009 [dead_souls] Silencher@Dead_Souls_silencher: So in my function I must be calling mudtime, not realtime? 
Tue Sep  8 01:48:12 2009 [dead_souls] Archbaron@Dead Souls Dev: Exactly. 
Tue Sep  8 01:48:20 2009 [dead_souls] Silencher@Dead_Souls_silencher: Okay I'll take another look at it 
Tue Sep  8 01:49:14 2009 [dead_souls] Silencher@Dead_Souls_silencher: Okay I see where it is now. Hmm.. what would the syntax be for real time? GetRealTime();? 
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