Mon Sep 21 19:31:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Still, i think that a copypaste of putty-or-whatever window would be better than prtscr + save + imageshack + link...
Mon Sep 21 19:33:25 2009
[dead_souls]
Ker@OldSol: think the relevant stuff is tiny... I basically see numbers on the left and the bottom with a red @ with plain -#-# next to it
Mon Sep 21 19:35:07 2009
[dead_souls]
Cratylus@Dead Souls Dev: like i said before, that's the wizmap
Mon Sep 21 19:35:26 2009
[dead_souls]
Cratylus@Dead Souls Dev: that's not broken, that's what it's supposed to look like
Mon Sep 21 19:38:08 2009
[dead_souls]
Ker@OldSol: the map at Fort Road and other places further from the square look weird... I expect the grid ends abruptly because it hits the border of the sample zone and thus looks 'broken'
Mon Sep 21 19:40:38 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, the map should extend far to the south and one of the sides, and end shortly to the noths and other side...
Mon Sep 21 19:41:09 2009
[dead_souls]
Ker@OldSol: while we're discussing phantom bugs, etc... if my test char does 'cry', she 'cries tearfully' or whatever... but if my admin cries I get some odd output
Mon Sep 21 19:41:58 2009
[dead_souls]
Ker@OldSol: ahhh... I'll have to see what cryptogram does then
Mon Sep 21 19:42:06 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you can rename the file you see in `which cryptogram` , then update /daemon/command
Mon Sep 21 19:42:23 2009
[dead_souls]
Ker@OldSol: been getting hit left and right with different command abbreviations
Mon Sep 21 19:42:27 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: simply cat that file to see... it's rot13 or sth like that i think.
Mon Sep 21 19:42:32 2009
[dead_souls]
Cratylus@Dead Souls Dev: huh. maybe i otta make that an ambig error
Mon Sep 21 19:42:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and you can disable abbreviations... mudconfig matchcommands 0 ?
Mon Sep 21 19:43:21 2009
[dead_souls]
Cratylus@Dead Souls Dev: the alpha has more reasonable matching, tho this particular one slips by since it's an emote
Mon Sep 21 19:43:35 2009
[dead_souls]
Ker@OldSol: eh, don't wanna disable abbreviations, just a matter of remembering this ain't an abermud
Mon Sep 21 19:45:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: yeah, emotes are a problem. Actually, Crat, how many times i did say already that I should write export routines (back to the .cfg) for classes and races and rewrite emotes loader to use such .cfg too?
Mon Sep 21 19:45:33 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: And I still hadn't even started :(.
Mon Sep 21 19:47:07 2009
[dead_souls]
Ker@OldSol: could always twiddle emotes so they start with a special character, so you do '*cry' instead of 'cry'... though the language is slightly less natural
Mon Sep 21 19:47:43 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: That's actually how custom emotes and chan emotes work.
Mon Sep 21 19:48:46 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Fact is, :-prefix is used for both types in the channels, but only for custom emotes in the normal command line. That's not even consistent.
Mon Sep 21 21:14:58 2009
[dead_souls]
Apache@FizzyMUD: What's the correct declaration for a function with a void parameter which returns a string array?
Mon Sep 21 22:13:36 2009
[dead_souls]
Ker@OldSol: Is there an equivalent to the 'where' command in DS2? You do 'where shield' and the output is a list of objects named 'shield' and the rooms where they are
Mon Sep 21 22:16:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: find is for files. finobj is for loaded objs.
Mon Sep 21 22:17:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: equivalent to your 'where' seems to be findobj... tho if Abers like Dikus have everything loaded on-top it's probably a bit of both.
Mon Sep 21 22:20:08 2009
[dead_souls]
Ker@OldSol: abers have a queue of loaded objects, with each assigned a number as well as a number and name according to the zone with which they are associated
Mon Sep 21 22:21:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Meh, vnums... so a lot more like diku than lp... never seen an aber from the code side, tbh.
Mon Sep 21 22:24:01 2009
[dead_souls]
Ker@OldSol: no idea about dikus... only ever logged onto one or two and very little idea about the code aside from watching smaug generate errors:P
Mon Sep 21 22:24:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Heh, similarly... i heard and saw some things...
Mon Sep 21 22:33:32 2009
[dead_souls]
Ker@OldSol: AFAIK, LP, diku and Dirt (sucessor to Aber proper) all appeared around the same time... early 1990 or so.
Mon Sep 21 22:35:34 2009
[dead_souls]
Ker@OldSol: LP was meant to combine the best of Aber and TinyMUD, while diku took the Blood MUD model to a new level
Mon Sep 21 22:36:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev suggests moving the conversation to dchat because it's not DS-specific anymore.
Mon Sep 21 22:58:31 2009
[dead_souls]
Ker@OldSol: objects (rooms, objects, npcs) all live either in domains, estates or realms, and occasionally secure?
Mon Sep 21 23:00:10 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Evetything is an object. Think OO programming.
Mon Sep 21 23:00:23 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Some of the objects are visible in the world, some aren't.
Mon Sep 21 23:00:34 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: All items are objects, not all objects are items.
Mon Sep 21 23:00:44 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: (same for players, daemons, whatever...)
Mon Sep 21 23:01:02 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: An onject can be put more or less anywhere, but /secure stuff is provileged.
Mon Sep 21 23:01:14 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Think of running aporgram with root privileges.
Mon Sep 21 23:03:22 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: It's stack security, so a secure object must specificaly filter out the caller with unguarded() or be called by something privileged in order to "stay" privileged itself.
Mon Sep 21 23:03:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Anyway, "world" objects are usually grouped in domains.
Mon Sep 21 23:04:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Realms are creators' home dirs, for experimental doodling, stuff that will or won't be later moved into a domain.
Mon Sep 21 23:04:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Estates are for builders, i.e. players that have no acces to code but can create ares using the QCS system (you read about it, i hope?)
Mon Sep 21 23:05:12 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But stuff made by them is worthless and useless outside of an estate until an creator moves it to a domain and changes its stats.
Mon Sep 21 23:05:23 2009
[dead_souls]
Ker@OldSol: yep... and read all this but couldn't recall the diff between realms and domains
Mon Sep 21 23:05:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: domains are /usr. realms are ~. Understood now?
Mon Sep 21 23:06:34 2009
[dead_souls]
Raudhrskal@Dead Souls Dev hopes it wasn't too harsh, wasn't meant to be.
Mon Sep 21 23:06:57 2009
[dead_souls]
Ker@OldSol: yeah... then domains are the prime focus for navigation during gameplay
Mon Sep 21 23:08:38 2009
[dead_souls]
Ker@OldSol: trying to figure out where everything is and how to access it quickly
Mon Sep 21 23:08:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: We, the Team, recommend avoiding the Old Muds' problem with critical player-open locations being stored in cre's home dors.
Mon Sep 21 23:09:25 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Shortcuts on command line: ~ expands to your realm, ~user to his realm, ^name to /domains/name/ .
Mon Sep 21 23:10:26 2009
[dead_souls]
Ker@OldSol: thx... cut, pasted and saved in the cheatsheet file
Mon Sep 21 23:11:14 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Kai: "our"?! You're not using DS, kthxbye.
Mon Sep 21 23:15:56 2009
[dead_souls]
Apache@FizzyMUD: I'm trying to use SetAction() with a function like so: SetAction(5, (: DoSomething :));
Mon Sep 21 23:16:19 2009
[dead_souls]
Apache@FizzyMUD: However, whether I have DoSomething() return a string or a string array, they never seem to work.
Mon Sep 21 23:19:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: `find shore` is a command, it'd print /domains/town/room/shore.c for you.
Mon Sep 21 23:20:14 2009
[dead_souls]
Apache@FizzyMUD: That's interesting. Although in the shore example it's calling SetAction(int x, string array y, int z). Chapter 22 of the Creator Manual says that you can call SetAction(int x, string array y) and it will randomly select a string from y
Mon Sep 21 23:21:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Note that there are two separate SetAction() funcs, one in rooms other in NPCs.
Mon Sep 21 23:21:28 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: maybe you're reading about the NPC one?
Mon Sep 21 23:22:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Not sure if any NPC has a SetAction example, 1 sec...
Mon Sep 21 23:22:11 2009
[dead_souls]
Apache@FizzyMUD: my objective is to have an npc echo a random string out of an array of possibles.
Mon Sep 21 23:23:00 2009
[dead_souls]
Apache@FizzyMUD: I would prefer to return the string from a function since it would make the create function easier to read.
Mon Sep 21 23:24:29 2009
[dead_souls]
Apache@FizzyMUD: As I've written it, my npc updates fine, but the action never fires off.
Mon Sep 21 23:25:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Apache: `find dirk`, `find leo`, `find herkimer`
Mon Sep 21 23:26:09 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: All NPCs with SetAction-based random chats
Mon Sep 21 23:27:40 2009
[dead_souls]
Apache@FizzyMUD: Interesting..dirk was modified to use a custom talk function which avoids using SetAction(). :)
Mon Sep 21 23:27:53 2009
[dead_souls]
Ker@OldSol: Object: OBJ(herkimer /domains/town/npc/herkimer#232
Mon Sep 21 23:28:47 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you can have more than one clone of an object.
Mon Sep 21 23:28:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the "blueprint" has no #xxx suffox, clones do.
Mon Sep 21 23:29:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: The number is mud-global, so ut's not like there were 232 herkimers, but he's 232th object cloned.
Mon Sep 21 23:30:26 2009
[dead_souls]
Ker@OldSol: this is like the 'vnum' on Abers, except they generally aren't cloned
Mon Sep 21 23:31:03 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Well, Diku vnum, afaik is the element that signifies the object.
Mon Sep 21 23:31:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you refer to objs by vnums in there.
Mon Sep 21 23:31:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Here we're using object references, or path names.
Mon Sep 21 23:31:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the clone number is more for distinction in debug logs than anything else.
Mon Sep 21 23:34:26 2009
[dead_souls]
Ker@OldSol: DS feels like a shell environment, at least at admin level. That may prove quite convenient later
Mon Sep 21 23:35:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Yep... The Nightmare Shell... for both hostorical and usability reasons.
Mon Sep 21 23:37:21 2009
[dead_souls]
Ker@OldSol: lotta historic muds have been based in Scandinavia
Mon Sep 21 23:37:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: I meant the name of the command env in DS... no idea about discworld...
Tue Sep 22 10:49:31 2009
[dead_souls]
Argus@brr: is there a command that lists all the functions in an object
Tue Sep 22 21:01:02 2009
[dead_souls]
CrakAdmin@YottaQuest: Just curious, what are you seeing as my MUD name?
Tue Sep 22 21:05:34 2009
[dead_souls]
CrakAdmin@YottaQuest: ok.. I know there's a who command, but I'm not savvy enough to issue it.
Tue Sep 22 21:16:46 2009
[dead_souls]
Athen@Dead_Souls_athen: Seeking a Server on which to run with mud
Tue Sep 22 21:20:05 2009
[dead_souls]
Athen@Dead_Souls_athen: I think somewhere but not onto someone that would be good
Wed Sep 23 01:15:57 2009
[dead_souls]
CrakAdmin@YottaQuest: arg...! How do you run an intermud command, such as who
Wed Sep 23 01:20:53 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-creator-faq.html#3.1
Wed Sep 23 01:24:35 2009
[dead_souls]
CrakAdmin@YottaQuest: Oh, I see, I've been going about this all wrong
Wed Sep 23 01:25:48 2009
[dead_souls]
CrakAdmin@YottaQuest: I swear, I've read that 45 times and missed it every time. Thanks Cratylus.
Wed Sep 23 01:43:51 2009
[dead_souls]
CrakAdmin@YottaQuest: my LCP is non-existent and my OO is weak. But when I see something like who->eventLearnSpell() that means the who object is calling the eventLearnSpell function/method right?
Wed Sep 23 01:45:31 2009
[dead_souls]
Cratylus@Dead Souls Dev: that calls the eventLearnSpell() fun in who
Wed Sep 23 01:49:04 2009
[dead_souls]
CrakAdmin@YottaQuest: Ok, right. Soooo then that leads me to my next question, which is driving me nutso. If I (unix) grep the DS file structure for eventLearnSpell it only returns the the functions.o file, and several NPC files who use eventLearnSpell. Where is the actual code behind eventLearnSpell?
Wed Sep 23 01:49:57 2009
[dead_souls]
CrakAdmin@YottaQuest: (and yes, sorry, it's more correct to say the func in who rather than how I phrased it.)
Wed Sep 23 01:56:31 2009
[dead_souls]
CrakAdmin@YottaQuest: Thanks, I just had the critical brain spasm and stopped searching "methods" and started searching "function" and now, look, I've found manual/chapter5 which is explaining this all to me.
Wed Sep 23 01:56:50 2009
[dead_souls]
CrakAdmin@YottaQuest: and I think I've used up my alloted newb questions.
Wed Sep 23 02:04:02 2009
[dead_souls]
CrakAdmin@YottaQuest: I know you can't grep a dead tree, but why I do have the feeling I'm going to printing the manuals and probably the FAQs and re-reading them a few times...
Wed Sep 23 02:05:09 2009
[dead_souls]
CrakAdmin@YottaQuest: I've read them. Clearly I have not *absorbed* them.
Wed Sep 23 02:06:04 2009
[dead_souls]
CrakAdmin@YottaQuest: I believe in the faqs and docs you frequently mention how good of an idea it is to read the faqs and docs. I can see you weren't joking around.
Wed Sep 23 02:08:08 2009
[dead_souls]
CrakAdmin@YottaQuest: you know that feeling you have when the boss says, "Hey <system you've never heard of> isn't working. Go fix it." that kind of not knowing whether to crap or go blind? I have that feeling right now. It's stimulating.
Wed Sep 23 16:59:28 2009
[dead_souls]
A Shadow@YottaQuest: what's the difference between AddEnter and AddExit?
Wed Sep 23 17:02:29 2009
[dead_souls]
Kalinash@Fire and Ice: one uses the 'enter' verb and other uses the 'go' verb
Wed Sep 23 17:03:26 2009
[dead_souls]
Kalinash@Fire and Ice: so you can type 'enter portal' instead of 'go portal'
Wed Sep 23 17:04:14 2009
[dead_souls]
CrakAdmin@YottaQuest: when I'm Invis do you see me as a Shadow, or CrakAdmin?
Wed Sep 23 17:06:25 2009
[dead_souls]
Kalinash@Fire and Ice: personally i think crat should fix that
Wed Sep 23 17:07:54 2009
[dead_souls]
CrakAdmin@YottaQuest: Well, I am the sahdow. And the shadow knows... nothing.
Wed Sep 23 17:08:08 2009
[dead_souls]
Kalinash@Fire and Ice: you know what evil lurks in the hearts of men!
Wed Sep 23 17:08:53 2009
[dead_souls]
CrakAdmin@YottaQuest: protip when you use object->SetSpellBook to add a new spell to your TestChar you clobber your existing spells =(
Wed Sep 23 17:09:22 2009
[dead_souls]
CrakAdmin@YottaQuest: Is there an AddSpell equivalent that doesn't clobber?
Wed Sep 23 17:09:55 2009
[dead_souls]
CrakAdmin@YottaQuest: There doesn't seem to be an AddSpellBook function...?
Wed Sep 23 17:10:11 2009
[dead_souls]
Kalinash@Fire and Ice: you'll have to look at the code for it.. perhaps there can only be one at a time?
Wed Sep 23 17:10:29 2009
[dead_souls]
Kalinash@Fire and Ice: if it's an array or mapping though, you can Get() it, add yours then Set() it back
Wed Sep 23 20:06:04 2009
[dead_souls]
CrakAdmin@YottaQuest: No, really, she's in the menagerie in the latest version.
Wed Sep 23 20:39:02 2009
[dead_souls]
CrakAdmin@YottaQuest: so... just to make sure I kind of get it. Ideally off my creator room I build rooms. populate them. modify them as needed. And then when ready I can copy those files to a new folder underneath /lib/domains/ and then pick an adjoining domain and make some kind of entry way there to connect them. And voila, new domain for players to explore. I realize that's probably the grossest simplification ever.
Wed Sep 23 20:39:45 2009
[dead_souls]
Cratylus@Dead Souls Dev: i think you should read the faq about domains
Wed Sep 23 20:40:25 2009
[dead_souls]
Kalinash@Fire and Ice: even how to wash your hands after using the bathroom
Wed Sep 23 20:40:40 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-admin-faq.html#73
Wed Sep 23 20:40:50 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-admin-faq.html#99
Wed Sep 23 20:45:46 2009
[dead_souls]
CrakAdmin@YottaQuest: hrrm line breaks. was going to quote #99
Wed Sep 23 20:56:48 2009
[dead_souls]
CrakAdmin@YottaQuest: ok, one last question. one thing I notice doesn't seem to be in the documention (other than how to setSpellBook to give you a new spell) is new spells. Today I made a new spell, copied a spell in powers/spells/ modified it in what seemed to make sense. Used setspellbook to give it to myself, and casted it successfully. (after update /path/to/new_spell.c) Somehow that seemed almost too easy...?
Wed Sep 23 20:57:36 2009
[dead_souls]
Kalinash@Fire and Ice: everytime you update a spell, God kills a kitten
Wed Sep 23 20:58:22 2009
[dead_souls]
CrakAdmin@YottaQuest: Kalinash: unrelated, but your MUD name "Fire and Ice" isn't related to the Ralph Bakshi movie of the same name is it?
Thu Sep 24 13:53:17 2009
[dead_souls]
Saquivor@Eternal Realms: or perhaps you could open up port 443 on mud :)
Thu Sep 24 13:56:39 2009
[dead_souls]
Cratylus@Dead Souls Dev: you should be able to use the anyterm client through http
Thu Sep 24 14:30:46 2009
[dead_souls]
Carnifex@Dead_Souls_carnifex: was just setting up my MUD. seems to be working just fine :)
Thu Sep 24 14:33:27 2009
[dead_souls]
Saquivor@Eternal Realms: anyone know how to get out of ed when using anyterm :)
Thu Sep 24 14:34:35 2009
[dead_souls]
Saquivor@Eternal Realms: I am trying to exit using :x but is not working ? could be a char mode issue >
Thu Sep 24 14:36:19 2009
[dead_souls]
Saquivor@Eternal Realms: copy and paste not working too well via nyterm though
Thu Sep 24 14:37:03 2009
[dead_souls]
Cratylus@Dead Souls Dev: you use the icons on the term title bar
Thu Sep 24 14:38:48 2009
[dead_souls]
Saquivor@Eternal Realms: will try again, is it messing up format of the text and lines
Thu Sep 24 14:40:31 2009
[dead_souls]
Cratylus@Dead Souls Dev: well if you're going to be doing a lot of that, you should probably use creweb
Thu Sep 24 14:43:46 2009
[dead_souls]
Saquivor@Eternal Realms: that port is blocked. will work on files here and copy across from home :)
Thu Sep 24 14:57:10 2009
[dead_souls]
CrakAdmin@YottaQuest: I just looked at how many files compose the rooms of the campus domain... Crat's warning about basically "are you sure you want to do this" is suddenly looming. There are 67 rooms, just in the campus.
Thu Sep 24 14:59:07 2009
[dead_souls]
CrakAdmin@YottaQuest: =). Lot of imagination involved in coming up with 67 room descriptions. Of creating even a modestly fleshed out environment. for a boring stiff like me that's a bit scary, you know?
Thu Sep 24 14:59:56 2009
[dead_souls]
Cratylus@Dead Souls Dev: the hard part isnt interesting descriptions
Thu Sep 24 15:00:09 2009
[dead_souls]
Cratylus@Dead Souls Dev: the hard part is making it all come together in a way worth playing
Thu Sep 24 15:00:44 2009
[dead_souls]
CrakAdmin@YottaQuest: Oh yeah. I can't even go there yet. I'm just putting that in the part of my brain that subconsciously starts breaking a huge project into little parts.
Thu Sep 24 15:02:10 2009
[dead_souls]
CrakAdmin@YottaQuest: right now I've got a floor plan "three chords and the truth"
Thu Sep 24 15:02:34 2009
[dead_souls]
CrakAdmin@YottaQuest: to quote the crappiest rock band of my generation.
Thu Sep 24 22:18:12 2009
[dead_souls]
Apache@FizzyMUD: If I want to add verb functionality to an object, and the verb already exists, is anything else necessary other than adding an event handler to the target object?
Thu Sep 24 22:21:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, add a (in)direct_ apply as appropriate, then edit the verb's code so it can make use of the object.
Thu Sep 24 22:23:27 2009
[dead_souls]
Apache@FizzyMUD: are there any apply examples you can recommend?
Thu Sep 24 22:23:58 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: an apply is a function called by the driver for some reason.
Thu Sep 24 22:24:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the diret/indirect pair is very simple, it's used as a flag that an object "agree" to be acted upon by the verb.
Thu Sep 24 22:24:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it looks like direct_verb_obj_with_str() { return 1; }
Thu Sep 24 22:24:56 2009
[dead_souls]
Apache@FizzyMUD: I found the /doc/applies contents but this is a concept I haven't worked with yet.
Thu Sep 24 22:24:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: or whatever your verb's rule set is.
Thu Sep 24 22:26:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Look for these functions and compare them with appropriate verbs to get a handle on this stuff.
Thu Sep 24 22:26:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: These files have more code in them, obviously.
Thu Sep 24 22:27:40 2009
[dead_souls]
Apache@FizzyMUD: I noticed functions like those defined in the verb code, they seem to parallel the natural language usage rule
Thu Sep 24 22:30:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: there are three parts, the can_ and do_ funcs in the verb file, and the direct_/indirect_ (as appropriate) func in the verb to be acted upon.
Thu Sep 24 22:30:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: have you checked the verb tutorial on dead-souls.net front page?
Thu Sep 24 22:31:27 2009
[dead_souls]
Apache@FizzyMUD: Nope. I will read that before asking anymore questions about it. Thanks.
Thu Sep 24 22:37:34 2009
[dead_souls]
Daius@MotD: its always suggested that you read the documents on the D-S website... cause otherwise Crat will just quote you pages to look at :)
Thu Sep 24 22:39:14 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: I wonder if the initial install process should ask a random question in style of "What number has the FAQ about <something>?"... or even better a simple technincal question that's answered in the FAQ ir introductory manual.
Thu Sep 24 22:39:34 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Will increase the chance of reading docs BEFORE starting up :)
Thu Sep 24 22:41:32 2009
[dead_souls]
Daius@MotD: I doubt it... people will just read to answer the question... or post the question of the answer's location on the forums
Thu Sep 24 22:42:51 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: People just don't read docs. and stuff. Some program's author put a sentence about $<some> for the first person that will call him and ask about the money in the license agreement.
Thu Sep 24 22:43:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: It took two years before somebody bothered to read it instead of blindly clicking "I agree".
Thu Sep 24 22:50:28 2009
[dead_souls]
Apache@FizzyMUD: I've read loads of docs, it just never occurred to me to check the website for a verbs tutorial. :)
Fri Sep 25 02:35:02 2009
[dead_souls]
CrakAdmin@YottaQuest: So, I made my entire new domain starting by being in my workroom sample room, cwd to domain/new_domain, and then typing create room etc... Unknowingly that meant all of my rooms in the new domain have #include /realms/crakadmin/area/customdefs.h in them. Is that a worry? Should I delete that from all of them?
Fri Sep 25 02:39:32 2009
[dead_souls]
Daius@MotD: I use the same defs for most of my stuff.... so from my standpoint I wouldn't worry about it... long as they all point where they are needing to point that is
Fri Sep 25 15:09:36 2009
[dead_souls]
A Shadow@YottaQuest: I grepped the /docs directory for this, but nothing lept out, and I've started reading through combat.c, but is there anything that gives a high level over view of how combat works? I ask because I notice that when my fighter wields two weapons against the training dummy the weapons are doing less damage than if he only wields one at a time, but maybe he's hitting more often? I can't tell a difference between the speed at which the messages flow by...
Fri Sep 25 15:11:21 2009
[dead_souls]
Cratylus@Dead Souls Dev: if he's not very skilled at it, he won't be very good at it
Fri Sep 25 15:11:45 2009
[dead_souls]
CrakAdmin@YottaQuest: right. and just to take out that variable I went ahead and maxed out his blade attack and multi-skills
Fri Sep 25 15:12:30 2009
[dead_souls]
Cratylus@Dead Souls Dev: as to an overview of how combat works, no
Fri Sep 25 15:12:39 2009
[dead_souls]
Cratylus@Dead Souls Dev: it's just kinda there, you just kinda poke through it
Fri Sep 25 15:13:18 2009
[dead_souls]
Cratylus@Dead Souls Dev: ive been asked in the past to provide an exact formula for what can be expected in any given circumstance
Fri Sep 25 15:13:26 2009
[dead_souls]
Cratylus@Dead Souls Dev: (not saying thats what yer asking for)
Fri Sep 25 15:13:41 2009
[dead_souls]
Cratylus@Dead Souls Dev: but there's a kajillion zillion different things that affect combat
Fri Sep 25 15:13:53 2009
[dead_souls]
Cratylus@Dead Souls Dev: and most of them have a random() attached to them
Fri Sep 25 15:14:23 2009
[dead_souls]
Cratylus@Dead Souls Dev: so i've just left it as something people need to just get a feel for with experience and sifting through code
Fri Sep 25 15:15:14 2009
[dead_souls]
CrakAdmin@YottaQuest: Just a question. If a player can't see how much damage/how often they're hitting how can they themselves get an idea of what weapons/combinations/multi-hand combinations are better...? By how quickly a known MOB dies when you've equipped varioius things?
Fri Sep 25 15:15:53 2009
[dead_souls]
Cratylus@Dead Souls Dev: yeah that's what the jade ring is for
Fri Sep 25 15:16:11 2009
[dead_souls]
Cratylus@Dead Souls Dev: tells you raw damage and adjusted damage
Fri Sep 25 15:16:52 2009
[dead_souls]
Cratylus@Dead Souls Dev: turns out it's convenient for others usually :)
Fri Sep 25 15:17:14 2009
[dead_souls]
CrakAdmin@YottaQuest: From a "making a good MUD" perspective is having the jade ring an available item in the game a good thing in your opinion?
Fri Sep 25 15:17:49 2009
[dead_souls]
Cratylus@Dead Souls Dev: normal players need to figure out their own effectiveness the hard way
Fri Sep 25 15:19:42 2009
[dead_souls]
CrakAdmin@YottaQuest: Is that the reason you made it so a normal player can't see the weight of stuff, or the stats of weapons/armor/spells?
Fri Sep 25 15:20:03 2009
[dead_souls]
Cratylus@Dead Souls Dev: well mostly i'm following lp mud tradition
Fri Sep 25 15:20:29 2009
[dead_souls]
Cratylus@Dead Souls Dev: i actually wasnt sure i should allow players to "stat" themselves even
Fri Sep 25 15:20:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: that's a lot of really under-the-hood info
Fri Sep 25 15:21:20 2009
[dead_souls]
Cratylus@Dead Souls Dev: however, knowing a sword is exactly class 27 and stuff
Fri Sep 25 15:22:09 2009
[dead_souls]
Cratylus@Dead Souls Dev: i think what i would do for such a thing is make, say, a blacksmith available you can pay to evaluate a sword
Fri Sep 25 15:22:44 2009
[dead_souls]
CrakAdmin@YottaQuest: I'm not sure if I've mentioned this, I've never played any MUDs at all. My only experience was a few months of desperate EverQuest playing. Which, if you've played, tends to be very focused on stats/stat manipulation and killing lots and lots and mobs. repeatedly. over and over. again and again... :puke:
Fri Sep 25 15:23:00 2009
[dead_souls]
Cratylus@Dead Souls Dev: yeh i believe the mud term is min/maxing
Fri Sep 25 15:23:35 2009
[dead_souls]
Cratylus@Dead Souls Dev: i'm just doing it the way im used to, which doesnt make too much effort to reveal under the hood stats
Fri Sep 25 15:23:46 2009
[dead_souls]
CrakAdmin@YottaQuest: I'm assuming the answer is, you've played plenty of Interactive Fiction games?
Fri Sep 25 15:26:34 2009
[dead_souls]
Aidil@Way of the Force: my prefered solution is to give players some 'descriptive' info about things like weight and efficiency, which also has a (perception based) inaccuracy.. ie.. a 'light' item might have a weight of 2 (+/-1), but to never give them exact info on such things.
Fri Sep 25 15:27:36 2009
[dead_souls]
Cratylus@Dead Souls Dev: i think i did that with a few commands
Fri Sep 25 15:30:12 2009
[dead_souls]
CrakAdmin@YottaQuest: Much to think about. All of which I'm going to get wrong because I'm nothing like a typical player. Hell, maybe a "typical player" doesn't even exist.
Fri Sep 25 15:30:30 2009
[dead_souls]
Aidil@Way of the Force: also, armour/weapon class indications are relative to the max class allowed for that item..
Fri Sep 25 16:17:12 2009
[dead_souls]
CrakAdmin@YottaQuest: well, a timer, the training dummy, and excel helped. Looks like 1 good single handed sword is actually the best. 2 handers are slow. Double wield might is almost as good as 1 good sword (fellsword), I'd have to run more rounds and see.
Fri Sep 25 17:46:40 2009
[dead_souls]
CrakAdmin@YottaQuest: Just curious is there way to print the formatted manual, or an html-ified version of it?
Fri Sep 25 19:55:25 2009
[dead_souls]
CrakAdmin@YottaQuest: how come "find" doesn't find my new npc/item/weap etc...?
Sun Sep 27 17:21:33 2009
[dead_souls]
CrakAdmin@YottaQuest: is the only way to jail a wandering NPC w/something like rodenticide/explicit path (chapter 26)?
Tue Sep 29 02:34:00 2009
[dead_souls]
CrakAdmin@YottaQuest: Ok I have created a party named party and now I can't disband it because it keeps thinking I'm talking in the <party> channel when I type "party disband"
Tue Sep 29 21:02:55 2009
[dead_souls]
CrakAdmin@YottaQuest: I'm a little confused. in the file struc there's frequently repeats of items across domains. Dagger for example. Its in the caves, and the town. Stats are same. Is it better to have specific items in specific domains, or just clone the town dagger and just give it to, for example, your cave/orc...?
Tue Sep 29 21:04:50 2009
[dead_souls]
CrakAdmin@YottaQuest: Since the dagger exists in both places, I assume the intent is that if you want someone in /domain/cave/ to have a dagger make a /domain/cave dagger... But I'm confused as to why.
Tue Sep 29 21:08:37 2009
[dead_souls]
Karri@Dionea: I think it is organized that way so you can find the exact item you have in an area easily. Also, the way domains looks for items in its own files first makes it easier to place items used in an area in those files. You can choose to do it another way though.
Tue Sep 29 21:13:24 2009
[dead_souls]
CrakAdmin@YottaQuest: I know. If I had a nickel for every time I mis-type that.
Wed Sep 30 00:43:31 2009
[dead_souls]
CrakAdmin@YottaQuest: Ok. I created a wandering NPC. Logged out, came back. when I came back there's 12 of these guys all of a sudden. Err...?
Wed Sep 30 01:42:10 2009
[dead_souls]
A Shadow@YottaQuest: Ok, I'm crawling around /domains/cave about-ing on everything and I don't understand why orcs wander around in there w/out accumulating more and more orcs over time
Wed Sep 30 01:45:39 2009
[dead_souls]
A Shadow@YottaQuest: do you have certain rooms do that, or is function inherited from /etc/cave_room I'm missing...?
Wed Sep 30 01:47:39 2009
[dead_souls]
A Shadow@YottaQuest: I'm wandering around the orc caves... Is there another way to do this? (besides bear costume)
Wed Sep 30 01:52:14 2009
[dead_souls]
Cratylus@Dead Souls Dev: to answer you question, most items and rooms automatically
Wed Sep 30 01:53:11 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-admin-faq.html#113
Wed Sep 30 02:06:55 2009
[dead_souls]
Cratylus@Dead Souls Dev: if you're spending time in there, you may affect the cleaning process
Wed Sep 30 02:07:45 2009
[dead_souls]
Cratylus@Dead Souls Dev: you may wind up making a given room not auto-clean, thus increasing the net number of monsters
Wed Sep 30 02:10:04 2009
[dead_souls]
CrakAdmin@YottaQuest: gotta go work out. thanks, as always, for the help.
Thu Oct 1 01:50:53 2009
[dead_souls]
Emsenn@Canland : Is there a way to force-update the overhead map of an area? Made some layout changes that aren't being reflected.
Thu Oct 1 02:02:00 2009
[dead_souls]
CrakAdmin@YottaQuest: Anyone here ever play any interactive fiction by Zarf? Dreamhold for example?
Thu Oct 1 02:16:51 2009
[dead_souls]
Emsenn@Canland: All nice and upgraded now. What's the command/help file for the mapping stuff?
Mon Oct 5 00:31:33 2009
[dead_souls]
Lash@Dead_Souls_lash: did an upgrade and a cd 30.zon gives a 30th zon: no such reference
Mon Oct 5 00:32:20 2009
[dead_souls]
Sys@BlackHole: eeep! that sounds bad, but also way abopve my level of understanding soz
Mon Oct 5 01:56:46 2009
[dead_souls]
Cratylus@Dead Souls Dev: ironically i was trying to accommodate diku style
Mon Oct 5 01:56:50 2009
[dead_souls]
Kalinash@Fire and Ice: poor mudlib maintenance on crat's part, imo
Mon Oct 5 01:57:43 2009
[dead_souls]
Cratylus@Dead Souls Dev: well i just fixed it just now, so in this case, yes the statement is correct
Mon Oct 5 17:24:43 2009
[dead_souls]
CrakAdmin@YottaQuest: is there a way to randomize the order of this list returned by get_livings() or any func that returns a list...?
Mon Oct 5 17:26:13 2009
[dead_souls]
CrakAdmin@YottaQuest: nevermind. scramble_array is your friend?
Mon Oct 5 17:28:12 2009
[dead_souls]
CrakAdmin@YottaQuest: thanks. found it 2 seconds after I asked.
Mon Oct 5 17:28:40 2009
[dead_souls]
Sys@BlackHole: Crat doesn't type his brain is wired into the intermud
Mon Oct 5 17:41:19 2009
[dead_souls]
CrakAdmin@YottaQuest: how come elog doesn't work for me...? is there a level of logging I have to enable?
Mon Oct 5 17:41:34 2009
[dead_souls]
Cratylus@Dead Souls Dev: what is the exact command line you are using?
Mon Oct 5 17:42:09 2009
[dead_souls]
Cratylus@Dead Souls Dev: assuming you're not using double quotes, there probably arent errors form anything in your home directory
Mon Oct 5 17:42:38 2009
[dead_souls]
CrakAdmin@YottaQuest: oh... if I'm building an NPC in a domain then elog doesn't work?
Tue Oct 6 17:23:16 2009
[dead_souls]
CrakAdmin@YottaQuest: Is there a way to get ranked list (by count) of the objects in memory?
Tue Oct 6 17:24:19 2009
[dead_souls]
Kalinash@Fire and Ice: sure, if you're into extending the driver :)
Tue Oct 6 17:25:34 2009
[dead_souls]
CrakAdmin@YottaQuest: The number of objects in my MUD keeps increasing even though I'm the only guy logged on and I'm just standing there. In a domain w/out wandering NPCs. I'm trying to figure out what the heck is getting loaded.
Tue Oct 6 17:25:38 2009
[dead_souls]
Silenus@Dead Souls Dev: i assume you mean just count the objects with a given blueprint in memory then sort them by count?
Tue Oct 6 17:25:51 2009
[dead_souls]
Kalinash@Fire and Ice: you may be able to use a combination of objects() and children()
Tue Oct 6 17:27:21 2009
[dead_souls]
Kalinash@Fire and Ice: eval foreach(object ob in objects()) { write(sprintf("%O\n", children(file_name(ob)))); }
Tue Oct 6 17:28:13 2009
[dead_souls]
CrakAdmin@YottaQuest: Is there a way to spit that out to a text file?
Tue Oct 6 17:29:48 2009
[dead_souls]
Kalinash@Fire and Ice: good job crat, you just ruined a learning experience for him.
Tue Oct 6 17:30:24 2009
[dead_souls]
CrakAdmin@YottaQuest: Well, debugging my problem from here will be learning too.
Tue Oct 6 17:31:14 2009
[dead_souls]
CrakAdmin@YottaQuest: Its the damn wandering NPC again. Those guys really jack things up.
Tue Oct 6 17:31:34 2009
[dead_souls]
CrakAdmin@YottaQuest: I must have visited his area at some point in the last couple of hours.
Tue Oct 6 17:31:37 2009
[dead_souls]
Silenus@Dead Souls Dev: but i guess best way to learn lpc is to know how to do everything in code
Tue Oct 6 17:31:55 2009
[dead_souls]
Kalinash@Fire and Ice: you must know the efuns and how to use them!
Tue Oct 6 17:32:59 2009
[dead_souls]
Kalinash@Fire and Ice: can't dethrone crat without knowing them
Tue Oct 6 17:33:05 2009
[dead_souls]
CrakAdmin@YottaQuest: Need to convince my boss that learning this improves my day job skilsl.
Tue Oct 6 17:33:39 2009
[dead_souls]
Cratylus@Dead Souls Dev: i just fixed it, will be in the next alpha
Tue Oct 6 17:33:50 2009
[dead_souls]
CrakAdmin@YottaQuest: Yeah. Got any thoughts on what I can do in the meantime?
Tue Oct 6 17:34:03 2009
[dead_souls]
Cratylus@Dead Souls Dev: somewhere along the line fluffos has started to call reset() on everything every 60 seconds
Tue Oct 6 17:34:15 2009
[dead_souls]
Cratylus@Dead Souls Dev: even if the interval is higher than that in the .cfg
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