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Messages - Raudhrskal

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1
Dead Souls Support / Re: The road to a crafting system
« on: June 07, 2012, 02:36:16 pm »
... huh.
You know, this IS odd. I'm using mercurial on all my private projects, but not on mud code...

2
Drivers / Re: FluffOS on ARM
« on: February 09, 2012, 03:40:38 pm »
Probably another unaligned access. Look at the value of the memory address it tries to access to in the ldrh call (if ARM asm is anything like Intel asm, it'll be in register r3), and make sure it's divisible by 4 EDIT: apparently by 2, ldrh is "load halfword to register". And yes, the stuff in square brackets, in this case register r3, contains the memory address.
There was some problem on sparc64 recently that also was caused by misalignment.
x86 silently (at cost of huge speed loss) supports unaligned access. Most other architectures raise a CPU exception.

... and, erm, apologies to everyone. I should shut up.

3
General / Re: Variable's scope lifetime [LPC]
« on: December 27, 2011, 09:34:01 am »
In C, "int x;" just reserves space for the variable on the stack.
If you'll read it before writing anything to it, you get whatever else was in this memory location before, a leftover from some other function call or such.

4
Promotions / Re: Accursed Lands - roleplay mud
« on: August 24, 2011, 06:59:42 pm »
There's that "email user" button under her(?) post count, maybe it works...

5
Dead Souls Support / Re: 'home' command fails
« on: June 27, 2011, 04:02:25 pm »
Paranoia modes are things that you can turn on to be notified when, for example, someone else is "sneaking" some nasty invisible object into your inventory.

But yeah, sounds like a problem in his player savefile, having dropped that variable.

In such case, you probably could somehow set it on him manually, by editiong the .o in worst case (backup first!).

Orrrrr... make the actual code more robust, but checking if the mapping is valid, and if it's not making some error-handling ordefault-fallback code execute instead of erroring out.

6
Drivers / Re: FluffOS feature requests for 2.23+
« on: June 14, 2011, 03:31:06 pm »
Code: [Select]
#define struct classin global include file,
a call to send a "" or a null byte or something in player's heart_beat or some other regularly executed place...

>_>
<_<
* Raudhrskal hides!

7
... using DS?
Is your mud crashing hard?
Becasue if they're coredumps from a crash, you sure can delete them, unless you'd want to try to use them for debugging...

8
Drivers / Re: Malloc Package Choices
« on: January 23, 2011, 08:10:10 am »
* Raudhrskal makes a wild guess...
Others hasn't been maintained since a decade and Plainly Don't Work Anymore?
* Raudhrskal hides!

9
Drivers / Re: GCC 2.95 last working compiler w/o Varargs issues
« on: January 13, 2011, 03:37:57 pm »
Quix, it RUNS on native Windows runtime libraries... the same ones MSVC apps use, actually. Cygwin is compatibility layer. MinGW is native.
And expecting a Standard POSIX C program, that works on a ton of platforms out of the box, to MSVC compiler, that deprecated half of the Standard C functions and renamed other half, would be useless waste of time.
Also, many "serious windows applications programmers" use Eclipse.
Also, you *can* use MSVC as your editor, you just need to compile outside of it, which's one easy command. And if you have a commercial version, you can actually plug in gcc & gdb into the IDE via an extension, I think.

10
Drivers / Re: GCC 2.95 last working compiler w/o Varargs issues
« on: January 11, 2011, 03:17:12 pm »
It does run under native windows. Compiled with Mingw32. What's your point?

11
Dead Souls Support / Re: Getting the item from the vendor
« on: January 01, 2011, 03:37:49 pm »
And you uploaded ds/lib/lib/include/vendor.h, not  ds/lib/lib/vendor.c ... tho, if you didn't modify it, you don't have to. So, obvious question, did you modify vendor.c at all?

12
Open Chat / Re: Happy new year 2011 everyone
« on: December 28, 2010, 03:40:38 pm »
Happy New Year, mudders!

13
Drivers / Re: driver rewrite
« on: December 28, 2010, 03:38:57 pm »
Keep in mind that "rent a coder" usually ends up with sadness, and that both in case of "few bucks" and "few kajilion bucks" spent. You need to have luck and know the stuff enough to not let the contractor produce a code of the type seen on thedailywtf.com ... you want good stuff, you really have to do it yourself (or with friends).

14
Dead Souls Support / Re: Estates & High Mortals+I3 issue
« on: September 29, 2010, 12:22:42 pm »
First off, was the estates system never finished or am I doing something wrong?
As far as I can remember it hasn't been finished... and Crat re-used some of the estate handlers for the BUILDER group, so probably whatever was half-done originally is even more broken now. Builders are players that can use QCS to create areas and items that are "useless" (weaps with 0 dam, monsters that can't kill you, and so on), but not code. Meant for stuff like a player to design an area to contribute, or such, I think. Or, possibly, for furnishing their own area/estate, once that works.

Now for the next thing: High Mortal. I've never heard o it, can anyone explain it to me and how I can become one?
"A player (not creator) that's lv25 or more". Look in /secure/sefun/pointers.c for high_mortalp().

And the third thing: I3. In the arch room, it says I3 is not connected, and IMC2 is waiting for acceptance. If I go to the router room and try to manipulate these, is cliams their daemons aren't  online.

IIRC to get on the intermud you need to give your mud a name different than the default Dead_Souls_yourname thing. Also, if you have a firewall, or are on a filtered connection like college/corporate network, it may be blocking _outbound_ connection from your mud to alcatraz.wolfpaw.net (204.209.44.3) port 8080.

Also, go to the network room below the arch room, issue "update /daemon/intermud" command, and look for clues in the output.

Good luck!

PS. Ugh, ninja'd!

15
Dead Souls Support / Re: Party Bug in DS3.0
« on: August 19, 2010, 09:55:28 am »
Download 3.0 and 3.1a10, run diff -Nru on the dsX.X/lib/ dirs, and use Common Sense parsing the results?
That's what I always did whenever a new version came out. Added bonus - the diffs can often be /usr/bin/patch'd onto a customized lib with no additional effort.

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