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Messages - Raudhrskal

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16
Drivers / Re: Verbs supporting foreign language
« on: July 28, 2010, 05:07:47 pm »
Well, "locale -a" lists locale definitions that your system supports.
Sure, you may try doing everything in utf-8, but I'd go the other way around and use "dpkg-reconfigure locales", or wharever mechanism your distro uses to install sv_SE.iso8859* ;)
Good luck!

17
Drivers / Re: Verbs supporting foreign language
« on: July 26, 2010, 12:20:37 am »
*cough* Okay, I hope that rebooting with the newly compiled driver was implied. Anyway...
if you tried that just now and it still doesn't work (probably doesn't) there's another thing I totally forgot.
One line above that, you have
Code: [Select]
#define isignore(x) (!uisprint(x) || x == '\'')which makes the parser skip over apostrophe , the nonprintable characters below ASCII 32, and the "extended half" above ASCII 127, which's the area where unibyte iso-8859-* accented characters live.
Sooo... try
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#define isignore(x) ( (!uisprint(x) && x != '' && x != '' && x != '' && x != '' && x != '' && x != '') || x == '\'' )
#define iskeep(x) (uisalnum(x) || x == '*' || x == '?' || x == '!'|| x == '.'|| x == ':' || x == '' || x == '' || x == '' || x == '' || x == '' || x == '')
Then in the fluffos directory run
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make distclean; make clean; ./configure; make install(I still don't remember which one of the two cleans is the correct one, but trying them both in this order will work)
and reboot the MUD using the fresh driver.

If that STILL doesn't work, AND you know that the server you're compiling on has Swedish locale installed (run
Code: [Select]
locale -a | grep sv_SEand check if it prints one or more lines starting with the sv_SE code)
you may also try editing fluffos-x.xx/main.c,
and changing line 95 from
Code: [Select]
setlocale(LC_ALL, "C");
into
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setlocale(LC_ALL, "C");
setlocale(LC_CTYPE, "sv_SE");
then again recompile and reboot MUD.

Good luck, you'll need it. :(

Oh, right, and make sure you're saving the LPC verb file with whichever ISO-8859-x encoding is appropriate, and that whatever client you're connecting with is also using that and not UTF-8.

18
Drivers / Re: Verbs supporting foreign language
« on: July 25, 2010, 05:13:59 pm »
Okay, just asking the obvious... you did make distclean && ./configure && make install after editing the line, right?
And well, sorry if this wasn't it... I was almost sure that's where I added accented characters once before and it worked :(

EDIT: All right, I'm really rusty and I can't check... if "make distclean" throws a unknown target error, make clean.

19
Drivers / Re: Verbs supporting foreign language
« on: July 25, 2010, 06:51:52 am »
I don't remember much about this, but I _think_ that you amy want to look at packages/parser.c, line 111:
Code: [Select]
#define iskeep(x) (uisalnum(x) || x == '*' || x == '?' || x == '!'|| x == '.'|| x == ':')
uisalnum is a macro that uses standard C locale-dependent isalnum() function.
The driver forces itself into the standard (also called 'C') locale early in the startup process, and it can't be changed from that for many reasons (one that I know way too good is the fact that the savefile routine is erroneusly made locale-dependent, and thus may print floats as "0,0000" instead of "0.0000", breaking the file). In this locale, isalnum() accepts only [a-zA-Z0-9].
You may try adding special cases for all the accented characters in your language (upper and lower case separately), or if you know C good, and care about efficiency (it already does a func call and five comparisons), try to rewrite the macro. Maybe define a constant lookup table of boolean values, and make the macro simply return name_of_valid_chars_array[ x ] ?

Good luck!

PS. From my understanding, FluffOS is an unibyte application, and will absolutely not work right with UTF-8. String length will return the bytes count, not char count, parser will wilter away the compound characters or interpret them as two garbage characters, and so on. But check out the recent changelogs, maybe it has been added during last year...

20
Dead Souls Support / Re: Help System Problem
« on: July 11, 2010, 07:44:25 am »
Weird indeed... I have no idea, but allow me to ask a few things...
Are you using any non-ASCII characters in command file names?
What is your Windows system language and Linux system locale (output of 'locale' command that is?)

If it'd happen on Windows only I'd ask about an invasive system protection suite of the "inject code into every process" variety or some infection... but if it's Linux too... hmm... maybe there IS something wrong with your hardware, making the CPU choke on whatever instruction's executed here?

21
Design Lab / Re: AJAX MUD Client
« on: June 26, 2010, 12:49:13 pm »
Well, there are many ajax terminals already. Making an ajax terminal launch a secured (chroot, no-call-to-outside-stuff, restricted, etc) telnet to 127.0.0.1 or a textmode mud client might be easier.

I did set up something like that using ShellInABox once, and Crat's using Anyterm, I think, for DS Demo access.

22
General / Re: Need help determining best way of doing this..
« on: June 13, 2010, 08:30:11 am »
I think you may want to put your "gem" objects inside weapons' inventories (Yeah, every single object has its own inventory); I don't remember if player's saving code goes recursively all on its own, storing what's contained in containers he carries, but there's a high chance it'll Just Work.

... okay, I guess you'll need to add a CanReceive() function to your main weapons inheritable (or maybe object inheritable) that checks if it's a gem and returns 1 in that case to allow the move into the weapon's inventory. By default only containers allow putting stuff in them.

23
General / Re: heart_beat v. call_out
« on: April 23, 2010, 12:57:15 pm »
One thing worth noting is that you never EVER should call set_heart_beat() in DS in players and livings.

Health/mana regen and such use heart_beat, and you would change the speed of these processes if you'd mess with set_heart_beat. If you really need timed stuff in player that is not tied to an item he carries, use provided hooks... or add a new one.

24
General / Re: object vs object#33272
« on: March 05, 2010, 02:34:07 am »
Actually, I'd put a clone of the mojo IN the inventory of the worn object, so it gets saved and restored properly and automatically... but it might be just me.
*disappears again*

25
Dead Souls Support / Re: room updates, but loads with error
« on: February 10, 2010, 04:22:46 pm »
Code: [Select]
*Bad type argument to +. Had string and mapping
(...)
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if( smell ) this_object()->eventPrint("%^GREEN%^" + smell, MSG_ROOMDESC);

Sounds to me that var smell has a mapping assigned to it... AND I vaguely recall having a similiar problem.
In short, many of the room-related SetWhatever() (smell, listen, and soon) don't do any type checking at all... and get called from some weird piece of describe code sometimes? (Yes, vague...)
Check if eval return load_object("/path/to/room")->GetSmell() returns a string, or a mapping. If the latter, you need to find out WHAT sets it to that value.

26
General / Re: Newbie, Trying to make a simple quest work.
« on: January 08, 2010, 10:10:23 am »
Craziest thing, I tried again this morning and it worked!
I guess you did shut down the MUD yesterday, and rebooted it.

On that basis I guess further, that, once you arrived at a version of code that worked, you forgot to 'update' the template from disk into the MUD environment, and/or 'reload' the in-world clones from the updated template.
Freshly booted MUD did not have the "stale" version in memory, and thus loaded the working one when it has been accessed.

27
General / Re: Newbie With Questions!
« on: January 08, 2010, 10:01:02 am »
Hey, just wondering. Is there anything like tbaMUD or Zeno's SMUAG learning MUD, but for DS?
I'm not familiar with those... if you mean example areas and stuff, they're in the DS install package. If you mean a "live" MUD to log in, code on, talk with people, and stuff, Dead Souls Dev at dead-souls.net port 8000 is the right place to connect to.

28
Dead Souls Support / Re: Dead Souls 3.0
« on: December 30, 2009, 01:31:12 pm »
So c'mon, comrades! We need to release even better 4.0 before 2012!

29
Drivers / Re: FluffOS-2.17
« on: October 11, 2009, 03:40:57 pm »
Er, --libs gives -L/path/ -llibname, and --cflags gives -I/path/to/includes -Ddefines_necessary -Dto_make_the_includes_work_right... There's also --includes that gives only -I/path/, I think.

30
Drivers / Re: FluffOS-2.17
« on: October 10, 2009, 06:36:04 am »
Or maybe even better... mysql_config --cflags , mysql_config --libs , etc? (Of course, I have no idea when that facility has been added... it's in 5.1.x :))

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