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Avaeryn :: Blog :: Success!

February 16, 2008

Finally managed to strip down Quickmud to the bare bones. Only have the required help files, limbo.are, midgaard.are and hood.are.  No errors, only crashed once because I forgot to delete some resets in midgaard. After I take a break and actually do something productive *coughstudy-write-paperscough*, I will try to get rid of Midgaard and try to figure out why Gangland is needed? I know why limbo is needed so no rocket science there. Cool

Now that's a spicy meat-ah-ball! 

Oh yeah, and in case any of you *don't* already know, Arthmoor has the most kick ass set up ever! I typed make and was amazed at the speed. Samson, you da man :) 

Keywords: Arthmoor, coding, muds, Samson, success

Posted by Avaeryn


Comments

  1. Gratz! :)

    Is Gangland the starting town or something? Is there some mob/object/room in it that's hard coded in Quickmud?

    Good to hear. I'd only heard good things about Samson's hosting services to date so no real surprises there though.

    Conner DestronConner Destron on Saturday, 16 February 2008, 19:01 MST # |

  2. hood.are or Gangland has some kind of special progs coded into them.  I haven't been able to figure out how I can move them without irreparably breaking something :P As you have heard me say before, I am NOT a coder.  I think I can actually remove Midgaard though, as I have most of the #defines in merc.h in limbo.are now.  We'll see!

    As for Arthmoor, it's sweet :)  

    AvaerynAvaeryn on Saturday, 16 February 2008, 21:08 MST # |

  3. I know you're "not a coder", but it really isn't that hard to change the numbers for the defines in merc.h to numbers in the limbo range and then do "make clean" to recompile so that the mud's only looking for stuff in limbo, the hard part is that it could have other hard coded vnum values elsewhere in the code too that also need to be changed and might not even cause a problem until someone happens to cast that wrong spell or ... this is why we try to get rid of all the "magic numbers" like that from code as best we can. (Vnums, levels, etc can all change, but if they're only actually numbers in merc.h (ie, one file) then they're much easier to track down than if they're everywhere.)

    I'm glad that Arthmoor is working out so well for you, personally I wouldn't give up self-hosting, but it's not for everyone.

    Conner DestronConner Destron on Sunday, 17 February 2008, 17:23 MST # |

  4. When I was doing my mud (a rom24 bustout) awhile back, I moved all the so called 'prototype' objects/mobs into their own area file, so I could use them anywhere in the game, easily, without worry, only had to code the defines in merc.h

     

    Later on I moved to creating a olc editor for it, so all the info was saved to a dat file.  I went quite crazy with the dat files..

     

    Anyways, good luck with the continued effort. 

    DarienDarien on Monday, 18 February 2008, 19:33 MST # |

  5. Heh thanks :) I am finding out that I am not a "coder". Building I can do, creative input I can do.  Writing help files I can do, but this coding thing is frustrating the heck out of me!  Sure do wish I could find a coder/partner/collaborator but given the status of the help wanted forums on must mud sites I don't think that will happen :P

    AvaerynAvaeryn on Saturday, 23 February 2008, 11:38 MST # |

  6. Oddly enough, quite a few of the coders out there seem involved in multiple projects (muds), so it may not be as challenging as you think. *shrug* On the other hand, a lot of coding doesn't really require nearly as much effort as we like to let others think too. ;)

    Conner DestronConner Destron on Saturday, 23 February 2008, 16:56 MST # |

  7. Who knows? If I beat my head against this stuff long enough it might find its way in there...somehow?

    AvaerynAvaeryn on Sunday, 24 February 2008, 01:56 MST # |

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