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Now that I have my own server and the SWR 1.0 code how do I compile it once I upload it to the server?

Use the following commands to compile and run the code:

  
   tar -xzvf swr-1.01.tar.gz   # unpacks and decompresses archive 
   cd swr-1.0/src              # changes directory
   make                        # compiles the code
   ./startup 7777 &            # runs mud on port 7777 (change if you want)

Where can I find the introduction sequence?

The first screen is in dist/area/help.are under GREETING.

The login sequence is in dist/src/comm.c.

The screen that is shown after that is dist/system/mudtitle.ans or mudtitle.asc.

Then the message(s) of the day are shown from dist/area/help.are under MOTD, NMOTD, and IMOTD.

If you change the login sequence remember that you must leave in the credits including my name, Sean Cooper as creator of SWR, as well as the original Smaug, MERC and DIKU creators.

What are some of the differences between SWR version 1 and version 2

SWR 1.0 is is a Star Wars based SMAUG style mud.

Version 2.0 is NOT Star Wars based. It is based on the concept of creating a player only (no immortals) mud. It is buggy, undocumented and unfinished. I don't recommend it unless you are very good coder.

Some other differences in SWR 2.0 compared to version 1.0:

Will any offline builders work with SWR version one?

You can use ORB with some modifications to make new zones. I would only do rooms though. It is far easier to use the OLC (on line creation) though especially since any zones you make offline will have to be cleaned up later. Kind of counter productive to have to go over the same thing twice. Also you most likely cannot use orb after a zone has been saved by the mud - the mud sometimes adds extra info to zones that orb doesn't understand.

Will any offline editors work with SWR version 2?

No.

What known bugs exist in SWR 1.0 that need to be fixed?

How about in SWR 2.0?

When I run make in the right directory I get an error on line 10. Line 10 is the line right after: O_files =

Line 9 in the makefile probably has extra characters after the / most likely placed there by a windows program.

Some windows programs don't unpack or upload mud files correctly. Your best bet is to download the source code directly to the host computer and unzip it and compile it there.

How can I get ships to land on Terra Prime on SWR 2.0?

The newbie landing area is not set as a landing pad. If you want to change it you can just add the flag with redit (can't remember which flag it is.. can_land I think)

I get an error, "undefined reference to crypt" when I compile. How can I fix this?

If gcc can't find crypt all you usually have to do is remove the # sign before -lcrypt in the Makefile.

This is because libc comes with crypt built in whereas glibc doesn't and thus it has to be linked.

I need to kill the run script. How do I do this?

Type "ps xf" to see whats running the then you will see the PID which is a #. Normally something like 1869 or so. So then type "kill 1869". That should do it.

How do I get ships to land on other ships in SWR 2.0?

Just set up hangers similar to turrets and then fix up the land and launch code to go work with them.

You will have to make it so that when a ship lands in a hanger the lastdoc of the landed ship is the same as the bigger ship or use a new field that tells what ships its on for reboots.

How is building done on SWR 2.0?

Building is done by players using: explore, construct, landscape, bridge and survey

If you want to edit the rooms as the immortal you would use: rlist, redit and foldarea

I get this error from within the shell saying Segementation fault (core dropped). Whats that?

Congradulations your mud just crashed. But don't worry this isn't windows.. it won't hang your system. In fact by dumping the contents of the computers memory into a file called "core" it will even help you fix the problem. (isn't linux great?)

A good way to debug is to use gdb. First schange to the directory that the executable file is located (usually bin or src). The type:

  gdb swr ../area/core 

It will tell you exactly which line of your program it crashed on. Some useful commands to use within gdb:

  print [variable]      (prints the value of that variable)
  bt                    (traces the program back through the calling functions)
  frame [framenuber]    (selects a particular line from your backtrace)
  step                  (moves ahead one line of code)

The best way to use gdb is running gdb in one window and have the code open in another. If you can't immediately spot the problem use print to check all the variables and see if theres a bad pointer. Don't forget to address pointers with * or -> if you want to see what information they contain as opposed to what address they point to.

  print ch->next_in_room->next_in_room->name
  or
  print * ch      (to show all the data contained at that memory location)

Something to remember: the memory address 0x0 is NULL

 

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