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Topics - daelaskai

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Discworld Discussion / RCS
« on: June 27, 2010, 06:11:13 PM »
Hey everybody,

I've been looking at the rcs_handler and I'm running into a problem with the external start.
Does anyone know of a revision control system coded strictly in LPC?


Gurba Gathering / grep needed
« on: October 23, 2009, 10:01:29 PM »
Hello everyone.

I've been dabbling in Gurba and am frustrated that there is no grep command.
Has anyone created this command that would be willing to share?
Other commands would be useful too, but for the moment, I'm looking for
grep since I use that frequently.


General / more command
« on: January 09, 2009, 08:29:12 PM »
I've begun working on a command that will colorize the more output to highlight sefuns, efuns, etc...
Has anyone done anything like this?  It will read through a .c file and put all strings in " " in one color,
the efuns like this_player() in another color, etc...  Has anyone coded something like this that they
would be willing to share?  I know not everyone likes color like I do. :)  If you do and would like
to share, let me know.  Otherwise, if I get mine to work the way I like it, I'll post the results.


General / regexp, reg_assoc, etc...
« on: January 05, 2009, 10:00:32 PM »
Hey folks,

I've been working on a TMI-2 mud the last month and I've found that it lacks
a lot of the stuff that I took for granted on DS (and still do on my own mud).
Does anyone have a simul_efun for the regexp(), reg_assoc(), reg_replace(), etc...
that are normally in the driver.  Since I am not an administrator of this mud
and am a basic run-of-the-mill coder, I do not have access to the deeper
levels that I am used to.  Anyone have any suggestions or examples
on how to do this in LPC?  It would be really great to get this working
for a project I'm working on.


General / Feature suggestion
« on: January 01, 2009, 06:20:29 PM »
Hello everyone,

I just had a suggestion based on another mud I'm working on.  In this mud,
a creator can have a filed called runtime_config.h that gets included
into every eval that they have, provided they write it and it exists in
their base home directory.  This is useful for when a creator
frequently does calls to a project their working on, such as:

#define MY_QUEST "/path/to/whatever.c"

I just thought I'd mention it to see the pros/cons of it.


Open Chat / Couldn't help it!
« on: December 19, 2008, 12:51:42 AM »
Hah, I saw this and couldn't help but post the link, Cratylus :)

Check This out!


Dead Souls Support / player description
« on: May 21, 2008, 03:44:59 PM »
I found another bug in DS2.7a26.  When I set my description with the
describe command, I save, quit and relogin, and I'm nondescript every time.



Dead Souls Support / Bug in english
« on: May 21, 2008, 03:11:53 PM »
Hello everyone,

I was on Argus' MUD Realm of Mystique and accidentally typed: p[ and got an error.

Code: [Select]
*unmatched []
Object: /secure/sefun/sefun at /secure/sefun/english.c:24

'<fake>' at /secure/save/creators/d/daelas (/<driver>) at line 0
'cmdAll' at /secure/save/creators/d/daelas (/lib/command.c) at line 96
'match_command' at /secure/sefun/sefun at /secure/sefun/english.c:24
Trace written to /log/runtime

It's not my MUD so I don't know if any changes to the lib caused this but wanted
to pass it on.  It is a command matching bug.


TMI Tête - à - Tête / verb parsing
« on: May 09, 2008, 07:26:24 PM »
Hello everyone.

I've been working on a TMI-2 mud lately and was looking to implement verbs.
Has anyone out there implemented the parser package and verbs into TMI-2?
I'm interested in adding this while the lib is still stock so it isn't harder when
the MUD has grown and was looking for guidance.

I'm assuming that each object on the mudlib would need to call parse_init() as
well as the player body, I'm guessing.  If anyone has done this, I'd appreciate
any feedback.


General / Mail System
« on: February 07, 2008, 11:02:14 AM »
Hello everyone! :)

I've been busy lately working on my own mail system and writing up how I want
it to look and feel and wanted to get some feedback on something.  I've looked
at different mudlibs and noticed that most of the mail systems have a file that
saves the player's mail like TMI-2 does.  TMI-2 has this:

Code: [Select]
mailbox ({
    ([  "date":1202402003,

LPUNI has this:

Code: [Select]
inbox ([
    1:(["SUBJECT":"Funny thought",
   --->"BODY":"I just had the funniest thought.... oh, wait.... I forgot :(",

In my mail system, I'm going to make it so players are able to dynamically use
a "sort_filter" to direct incoming mail into specified folders.  If a folder is not
specified, the mail in question is put into the normal inbox.  For instance:

Player "John" enters their mail menu and selects
"options".  Then he selects "sort_filter" and indicates that he wants all incoming
mail from player "George" to go into folder "friends" and all incoming mail from
"Lucy" (his ex) to go into the folder "spam".  All other mail will come into his
"inbox" folder normally.

My actual question is this: "What is the best way to save the individual mails?"
In the TMI-2 system (including Sky-lib, Dead Souls, etc...) the body of the
individual messages are in a separate file whereas LPUNI has the messages all
in the same save file.  Is one way better than the other?

My opinion is that having the actual message in a separate file is better and only
have the mail "ID" in the save file pointing to the message.  Not only does this
increase security a little (though a clever wizard can get around this), it also
decreases the size of the individual mail file (since all the messages are not in
the same file).  With multiple "folders" the player would define, the mail file
will already be large enough.

Therefore, my system would be something like this:
Code: [Select]
folders ([
    "inbox" : ({
        ([  "date":1202402003,
    "friends" : ({
        ([  "date":1202402003,
    "spam" : ({
        ([  "date":1202402003,

Any comments/suggestions would be appreciated.  My mail system will be
pretty elaborate (such as the mail sorting) and I will take as much
feedback as I can get.  Thanks! :)


General / Player accounts and e-mails
« on: December 19, 2007, 11:06:27 PM »
Hello everyone,

I'm posting on behalf of Ancient Rome, which is using TMI-2 1.4alpha.  We're
looking to get information on setting up player accounts that when created
automatically e-mails the player a temporary account password.  Then,
they can log in, change their password and create individual player characters.

Unfortunately, we're not sure how to set up the automatic e-mail section of
the system and need feedback.  We have some very experienced coders on
Ancient Rome who would be able to use this information to create the system.

If someone has such a system set up or examples of what we need to do on
TMI-2 mudlib to get this system up and running, we'd appreciate any help
you could offer.  I would imagine that this type of system would use sockets
of some kind....

Our thanks go out to anyone willing and able to assist.

Daelas@Neverland aka Poseidon@Ancient Rome

Dead Souls Support / dictionary
« on: November 21, 2007, 04:48:40 PM »
I was just sitting here thinking of things and came upon an idea :)  WOOT!

With Cratylus' command/object matching, I would imagine that it would be
fairly easy to come up with an internal MUD dictionary.  Not one that uses
sockets or anything like the Webster object in some mudlibs, but something
local.  For instance, if there were a dictionary daemon, it would be simple
enough to have a save file with a list of "correctly" spelled words.  Admins
would be able to add/remove/modify words in the dictionary but other
creators would not, just to ensure that they aren't adding incorrectly
spelled words.

There could be a command 'spelling' or a sefun 'get_spelling(string word)'
that would return an array of words that closely matched what you put in.
I believe I've also seen a 'fuzzymatch' sefun somewhere that would work.

If no results were found, then the person doing the command would inform
an admin and the word could be looked up and added to the daemon save file.

Just an idea for admins who want their muds to have correct spellings.  It would
take time to add to the dictionary, but it may be worth looking into.


Dead Souls Support / boobytrap shadow
« on: November 06, 2007, 09:52:12 AM »
Hey Cratylus,

I just wanted to let you know of a bug in the boobytrap_shadow.c.  I had a problem like this when making a shadow before.  The way I got the error is I boobytrapped the glass case and then did findobj <something>  In this case, I did "findobj fighter".

I got this error after it was trapped and also still after it was disarmed since the shadow object was still in memory as a loaded object.

Code: [Select]
*Bad argument 1 to call_other()
Expected: string or array or object Got: 0.
Object: /shadows/needle_trap (/lib/std/boobytrap_shadow.c) at line 186

'<fake>' at /secure/save/creators/d/daelas (/<driver>) at line 0
'cmdAll' at /secure/save/creators/d/daelas (/lib/command.c) at line 162
'cmd' at /cmds/creators/findobj at line 15
'findobs' at /secure/sefun/sefun at /secure/sefun/findobs.c:17
'answers_to' at /secure/sefun/sefun at /secure/sefun/query_names.c:33
'query_names' at /secure/sefun/sefun at /secure/sefun/query_names.c:13
'GetKeyName' at /shadows/needle_trap (/lib/std/boobytrap_shadow.c) at line 186
Trace written to /log/runtime

I don't know if I was right, but when I made my own shadow before and got the same error, I had to do something like this:

Code: [Select]
string GetKeyName()
    if( !(this_object()->GetShadowedObject()) )
        return "";
        return shadowed->GetKeyName();

I hope this helps or perhaps you know a better way to fix this error.


Bug Central / Bug in remote control
« on: October 12, 2007, 09:53:53 AM »

I just wanted to mention a bug in the remote control object/shadow on DS version 2.5a12.  When I have the remote control and I am invisible and "control fighter", it says I establish a link but whenever I do "] look" or any other remote command, I get no output and no response.  The fighter does not move, talk, etc. Nothing.  I have determined what the problem is, but not the correction.

In order for me to work around this, I need to be NOT invisible when I establish the control over the NPC and then I can go invisible all I want and the NPC will follow my remote commands.  The bug only seems to appear when I try to establish the control while I am invisible so I don't know if this bug is in find_object(), find_player(), or in the drone object, or somewhere else for that matter.  I thought I would post it to see if anyone else was able to reproduce this glitch.  This is a new install of DS 2.5a12 so no major modifications had been made yet.


Dead Souls Support / Shadow experiment
« on: October 10, 2007, 11:04:08 PM »
Hello everyone.  I'm trying to do an experiment with a shadow.  I'd like to be
able to learn more manipulation using shadows so wanted to try an experiment.
For instance, one of the two experiments I'm trying is a pseudo trigger system.

Every time I see "%s logs in", I want to be able to automatically do a specified
I would also like to see certain words or names highlighted in specific colors.
I know I can do it easily without shadows, but the purpose of the experiment
is only to learn how to manipulate things more.

Below is the highlighting shadow that isn't working and I don't understand why:

Code: [Select]
string parse_highlights(string str)
    mapping data = ([
        "Daelas" : "%^BOLD%^RED%^Daelas%^RESET%^",
        "Kalmar" : "%^BOLD%^BLUE%^Kalmar%^RESET%^"

    foreach( string word in explode(msg, " ") )
    if( member_array(word, keys(data) ) != -1 )
      msg = replace_string( msg, word, data[word] );

    return msg;

void receive_message(string s1, string s2)
    s2 = parse_highlights(s2);
    shadowed->receive_message(s1, s2);

Here is the trigger shadow which also does not work:

Code: [Select]
varargs string do_trigger(string msg)
         case "Daelas bows" : this_player()->eventForce("smile"); break;

void receive_message(string s1, string s2)

Any suggestions?  This is for Dead Souls 2.5a12.


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