icemud-general Mailing List for IceMUD
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From: Shay <sh...@hi...> - 2005-10-28 14:18:35
|
Fraid not, but you're more than welcome to grab the code and roll with it. :) Last time I mucked with it, it was running pretty good. -Shay Matt Willis wrote: > ...just a friendly ping to see who's out there...anyone know if this > project is active? > > Matt > |
From: Matt W. <mat...@gm...> - 2005-10-28 02:47:57
|
...just a friendly ping to see who's out there...anyone know if this projec= t is active? Matt |
From: Shay <sh...@hi...> - 2003-10-16 18:16:18
|
IceMUD, CConvert and the Classes plugin have all been added to CVS. I will be using CVS for source control from now on, so it will always contain updated code. -Shay |
From: Shay <sh...@hi...> - 2003-10-13 16:50:28
|
Well dangnabbit.. I was looking at the wrong project.. I guess I did do an update.. I'll check it out and then check it in.. -Shay At 11:43 AM 10/13/2003, Shay wrote: >Looks like I've got the latest code.. go ahead and send me your fixes and >I'll pop them in. > >At 10:04 AM 10/13/2003, Shay wrote: > >>What's sad is I don't even remember if I have updated code not checked >>into sourceforge, or if sourceforge actually is the most updated.. >> >>-Shay >> >> >> >>------------------------------------------------------- >>This SF.net email is sponsored by: SF.net Giveback Program. >>SourceForge.net hosts over 70,000 Open Source Projects. >>See the people who have HELPED US provide better services: >>Click here: http://sourceforge.net/supporters.php >>_______________________________________________ >>Icemud-general mailing list >>Ice...@li... >>https://lists.sourceforge.net/lists/listinfo/icemud-general > > > >------------------------------------------------------- >This SF.net email is sponsored by: SF.net Giveback Program. >SourceForge.net hosts over 70,000 Open Source Projects. >See the people who have HELPED US provide better services: >Click here: http://sourceforge.net/supporters.php >_______________________________________________ >Icemud-general mailing list >Ice...@li... >https://lists.sourceforge.net/lists/listinfo/icemud-general |
From: Shay <sh...@hi...> - 2003-10-13 16:44:22
|
Looks like I've got the latest code.. go ahead and send me your fixes and I'll pop them in. At 10:04 AM 10/13/2003, Shay wrote: >What's sad is I don't even remember if I have updated code not checked >into sourceforge, or if sourceforge actually is the most updated.. > >-Shay > > > >------------------------------------------------------- >This SF.net email is sponsored by: SF.net Giveback Program. >SourceForge.net hosts over 70,000 Open Source Projects. >See the people who have HELPED US provide better services: >Click here: http://sourceforge.net/supporters.php >_______________________________________________ >Icemud-general mailing list >Ice...@li... >https://lists.sourceforge.net/lists/listinfo/icemud-general |
From: Shay <sh...@hi...> - 2003-10-13 15:04:54
|
What's sad is I don't even remember if I have updated code not checked into sourceforge, or if sourceforge actually is the most updated.. -Shay |
From: Shay <sh...@hi...> - 2003-10-08 15:45:42
|
Hey Dan, The project never really took off because of lack of interest. I could probably be dragged back into it though.. ;) I'm out of town right now so I can't do anything, but next week I could import your changes. Go ahead and continue messing with it in the meantime. btw, sorry I didn't get back to you earlier, I've been damn busy. -Shay At 07:48 PM 10/7/2003, Dan Howe wrote: >Is this list still active? > I recently DL'd the drop of ICEMUD that is on sourceforge. I have it > running. I identified, and fixed several bugs, but am not sure if there > is anyone out there who is maintaining the code to send updates to.. hmmm... > >-Dan |
From: Dan H. <dh...@my...> - 2003-10-08 00:42:16
|
Is this list still active? I recently DL'd the drop of ICEMUD that is on sourceforge. I have it running. I identified, and fixed several bugs, but am not sure if there is anyone out there who is maintaining the code to send updates to.. hmmm... -Dan |
From: Shay <sh...@hi...> - 2002-11-24 15:07:45
|
In order to further help the beta testing, a server has been setup at www.highstyleweb.com [209.98.146.146]. The server is called Assassin's Guild and is running the latest version of IceMUD. IceMUD is a java version of CircleMUD. I'm such a big fan of Circle, that I built it with Circle as a template. If your interested, telnet in and check it out. Thanks, Shay |
From: shay <sh...@hi...> - 2002-10-23 14:12:35
|
I've gone ahead and made BeatListener abstract, and setup processEvent to create a thread of itself. This will solve both problems. -Shay At 08:53 AM 10/23/2002 -0500, shay wrote: >I found the flee problem yesterday. Yup, single line of code.. oops.. > >As for the BattleListner, the code that runs it is below that commented >line. I decided to go with threads because I didn't want the Heart to >stop. This way, it only takes a micro-second to start of a round of >hitting. While the round is going, we still have a HeartBeat. I just >haven't deleted that line of code thats commented out, will now though. > >Also, there is a generic class called BeatListener, which has the >processEvent class in it. I will make this abstract later and have other >Listeners be built off of it. This is just another thing I haven't gotten >around to. > >Thanks for the input! > >-Shay > >At 02:57 PM 10/22/2002 -0700, you wrote: >>Hi Shay, >> I looked at the HeartBeat in the latest source and see this >> >> protected void fireBattleListeners() { >> BattleEvent e = new BattleEvent(this, sBeatCount); >> for( int i = 0; i < mBattleListeners.size(); i++ ) { >> //( (BattleListener) mBattleListeners.get( i ) >> ).processEvent( e ); >> >> >>where the call to process event is commented out. BattleListener doesn't >>implement processEvent either. This code looks like it produces the >>behavior I see where the battle doesn't continue on each tic. >> >>If I get to this before you do, I would probably create a new abstract >>base class that forces all listeners to implement processEvent. >> >> >>as for the flee problem, it's also easy to track down. >> >>it looks like in the doFlee, in this section >> >> if (new Movement().doSimpleMove(inUser, >> inUser.getSector(), SNext, iAttempt)) { >> inUser.println("You flee head >> over heels."); >> >> >>we just need to set position to standing. >> >> >>If I don't get to these before you do, then maybe I'll set things up to >>build with ant. >> >> >> easy, >> douglas d >> >> >> >>On 22 Oct 2002, shay wrote: >> >> > >> > Douglas, >> > >> > I've pasted a list of commands yet to be >> > implemented. I created these references >> > yesterday to give myself an idea of what was >> > left. Quite a few commands, but most of them >> > are fairly basic. Some of the class locations >> > might be wrong however as I just whipped >> > through them. >> > >> > I'm using the Circle code base as a source of >> > information. A lot of the code is just >> > converted from C++ to Java. The backbone, like >> > the battle system, is mine. Just simple things >> > like commands, etc, are from Circle. Things >> > will change drastically once everything is >> > working however. >> > >> > As for combat, I just tried it and it worked >> > fine for me. Flee however does have a bug that >> > when you do it, the game still thinks your >> > fighting, even though it moves you to a >> > different spot. You can no longer move in that >> > instance and have to quit and rejoin to >> > continue playing. I'll fix that first. >> > >> > Logging is another thing that I was going to >> > add later. There are some nice Logging classes >> > out there that work great for these things, I >> > just haven't had time to add any. >> > >> > -Shay >> > > > > >------------------------------------------------------- >This sf.net email is sponsored by: Influence the future of Java(TM) >technology. Join the Java Community Process(SM) (JCP(SM)) program now. >http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0002en > >_______________________________________________ >Icemud-general mailing list >Ice...@li... >https://lists.sourceforge.net/lists/listinfo/icemud-general |
From: shay <sh...@hi...> - 2002-10-23 13:57:43
|
When you first brought this up yesterday, I went back and looked at the code. I then tried some combat. There were numerous bugs that I hadn't seen before. In most cases, I was able to have continous combat, but when the combat was over, there seemed to be a few different bugs. I'm should be able to get combat ramped up today and ready to go. Once I do, I will post a new build. This includes the flee fix. -Shay At 12:11 AM 10/23/2002 -0700, douglas d wrote: >I don't know. > >It mostly doesn't work. > >I tried the clean build, with characters I had in the DB, and they would >continue in combat. I tried wondering around midgard fighting fidos around >town and creepies in the newbie area, and I only get one attack, no >continuing combat per tick. > >It mostlyt looks like what I see in the code, where the battle listener >isn't called on each tick, but there was the initial time I saw continuing >combat which puzzles me. > > > > easy, > douglas d |
From: shay <sh...@hi...> - 2002-10-23 13:55:20
|
Leveling should be done, as are spells. Of course, I'm sure there are some bugs, but that's to be expected. Light on the other hand, I haven't really done anything with. -Shay At 11:25 PM 10/22/2002 -0700, you wrote: >Hi Shay, > > I bumped up cash a bit for some character, and I have some questions >about what is and is not implemented. > > I am just tyring to get an understanding about what is implemented here >and what needs to be done, so that I can know what to depend on, and what I >need to write for the mud. > > >to what extent are these implemented? > > leveling > spells > light |
From: shay <sh...@hi...> - 2002-10-23 13:53:07
|
You can use the "load" command. Just type "load" and it will give an explanation. Also, you can use "vnum" to find any item/mob vnums. -Shay At 11:14 PM 10/22/2002 -0700, you wrote: >Hi Shay, > > I can't make a lot of progress with naked first level characters. > > Has any immortal / wizard stuff been implemented to make it easy to load >a sword or something into the donation room? > > > > easy, > douglas d |
From: shay <sh...@hi...> - 2002-10-23 13:52:35
|
I found the flee problem yesterday. Yup, single line of code.. oops.. As for the BattleListner, the code that runs it is below that commented line. I decided to go with threads because I didn't want the Heart to stop. This way, it only takes a micro-second to start of a round of hitting. While the round is going, we still have a HeartBeat. I just haven't deleted that line of code thats commented out, will now though. Also, there is a generic class called BeatListener, which has the processEvent class in it. I will make this abstract later and have other Listeners be built off of it. This is just another thing I haven't gotten around to. Thanks for the input! -Shay At 02:57 PM 10/22/2002 -0700, you wrote: >Hi Shay, > I looked at the HeartBeat in the latest source and see this > > protected void fireBattleListeners() { > BattleEvent e = new BattleEvent(this, sBeatCount); > for( int i = 0; i < mBattleListeners.size(); i++ ) { > //( (BattleListener) mBattleListeners.get( i ) > ).processEvent( e ); > > >where the call to process event is commented out. BattleListener doesn't >implement processEvent either. This code looks like it produces the >behavior I see where the battle doesn't continue on each tic. > >If I get to this before you do, I would probably create a new abstract >base class that forces all listeners to implement processEvent. > > >as for the flee problem, it's also easy to track down. > >it looks like in the doFlee, in this section > > if (new Movement().doSimpleMove(inUser, > inUser.getSector(), SNext, iAttempt)) { > inUser.println("You flee head > over heels."); > > >we just need to set position to standing. > > >If I don't get to these before you do, then maybe I'll set things up to >build with ant. > > > easy, > douglas d > > > >On 22 Oct 2002, shay wrote: > > > > > Douglas, > > > > I've pasted a list of commands yet to be > > implemented. I created these references > > yesterday to give myself an idea of what was > > left. Quite a few commands, but most of them > > are fairly basic. Some of the class locations > > might be wrong however as I just whipped > > through them. > > > > I'm using the Circle code base as a source of > > information. A lot of the code is just > > converted from C++ to Java. The backbone, like > > the battle system, is mine. Just simple things > > like commands, etc, are from Circle. Things > > will change drastically once everything is > > working however. > > > > As for combat, I just tried it and it worked > > fine for me. Flee however does have a bug that > > when you do it, the game still thinks your > > fighting, even though it moves you to a > > different spot. You can no longer move in that > > instance and have to quit and rejoin to > > continue playing. I'll fix that first. > > > > Logging is another thing that I was going to > > add later. There are some nice Logging classes > > out there that work great for these things, I > > just haven't had time to add any. > > > > -Shay > > |
From: shay <sh...@hi...> - 2002-10-22 17:29:19
|
Douglas, I've pasted a list of commands yet to be implemented. I created these references yesterday to give myself an idea of what was left. Quite a few commands, but most of them are fairly basic. Some of the class locations might be wrong however as I just whipped through them. I'm using the Circle code base as a source of information. A lot of the code is just converted from C++ to Java. The backbone, like the battle system, is mine. Just simple things like commands, etc, are from Circle. Things will change drastically once everything is working however. As for combat, I just tried it and it worked fine for me. Flee however does have a bug that when you do it, the game still thinks your fighting, even though it moves you to a different spot. You can no longer move in that instance and have to quit and rejoin to continue playing. I'll fix that first. Logging is another thing that I was going to add later. There are some nice Logging classes out there that work great for these things, I just haven't had time to add any. -Shay At 09:26 AM 10/22/2002 -0700, douglas d wrote: >Which commands need to be implemented, and what source of information are >you using to base the implementation on so that it mirrors the Circle >implementation. > >I might take a stab at fixing up combat a bit, since on my installation, >flee doesn't remove you from the fight, and you only seem to attack once, >not with every tick. > >Or I might add logging, so it's easier to see what is going on. > >Or I may not have any time at all :-). > > easy, > douglas d > > > >----- Original Message ----- >From: "shay" <sh...@hi...> >To: "douglas d" <dou...@sp...> >Cc: <ice...@li...> >Sent: Tuesday, October 22, 2002 8:39 AM >Subject: Re: [Icemud-general] error at startup > > > > > > My next step is finishing the commands. Once that is done It will be beta > > and I will start looking for bugs. That and writing documentation when > > time permits. > > > > Feel free in posting any fixes/implementations that you decide to > > do. Wanna write the docs? :) > > > > -Shay > > > > At 08:26 AM 10/22/2002 -0700, you wrote: > > >Hi Shay, > > > > > > Thanks for the answers. I'm not critisizing. I'm just trying to get >a > > >feel for what state the project is in, and get some basic info I need, in > > >the event I start working on it. > > > > > > I logged on and moved around a bit last night, and it seems like >there > > >are a lot of really basic things to implement or fix, so I may start on >some > > >of those things. > > > > > > What are the things which you feel need to be done first? > > > > > > easy, > > > douglas d > > > > > > > > >----- Original Message ----- > > >From: "shay" <sh...@hi...> > > >To: "douglas d" <dou...@sp...> > > >Cc: <ice...@li...> > > >Sent: Tuesday, October 22, 2002 6:25 AM > > >Subject: Re: [Icemud-general] error at startup > > > > > > > > > > At 09:35 PM 10/21/2002 -0700, you wrote: > > > > >Hi Shay, > > > > > > > > > > Thanks bunches. That fixed the problem, and the explanation >makes > > >sense. > > > > > > > > > > Now that I'm running icemud, I have a couple of questions to get >me > > >to > > > > >the next stage. > > > > > > > > > > 1) how much of the circle functionality is implemented? I >noticed > > >that > > > > >attr is not implemented, and I can't find any in game help. > > > > > > > > I'm going to try to get pretty much all of CircleMUD functionality in > > > > IceMUD. Once I achieve that, I will start moving things around to the >way > > > > I imagine they should be. Things like class plug-ins, gui interface, > > > > etc... Also, I'm not sure what "attr" is? > > > > > > > > > > > > > 2) On a related note, where can I find the commands that are > > >available > > > > >to players and imms? A quick jaunt through the code base didn't turn >them > > >up > > > > >anywhere obvious. > > > > > > > > "commands" should print out a list of available commands. Otherwise, >you > > > > can look in mud.engine.Interpreter to see all of the commands, and >there > > > > methods. "help" is one of the last things I will be adding. Please > > > > realize that this is only an Alpha build. Once it hits beta, then you > > >will > > > > see all of the commands. > > > > > > > > > > > > > > > > > 3) I noticed a server.gui package with some intriguingly named > > >classes. > > > > >How are these used? > > > > > > > > This is a feature that I have temporarily removed, so that I could > > > > concentrate more on the basics. At present, it is just a little gui > > > > application that pops up and gives you server status. Things like who >is > > > > logged in, there IP, etc.. If you look in mud.server.gui.GameGUI >you > > > > will see stuff that is commented out. You can monkey with that to see > > >what > > > > it will look like, but I give no guarantees that it will still work. > > > > > > > > > > > > > > > > > 4) Do you have any over view of the implementation that >discusses > > >what > > > > >functionality is addressed in what packages, or how certain classes > > > > >interact? For example, what classes are involved in what roles in > > >executing > > > > >combat? > > > > > > > > I don't. Again, I stress that this is an alpha build. In most > > >development > > > > projects, documentation is usually not written till after beta. I try >to > > > > make things as clear as I can, but in some cases It's hard to do just > > >that. > > > > > > > > Combat methods are contained in mud.engine.command.Offensive. All > > >commands > > > > are contained in the mud.engine.command package. > > > > There is also a BattleListener, which takes care of the battle ticks. >Its > > > > located at mud.listeners.BattleListener. I believe there are still a >few > > > > small details to be worked out with it, but in most instances it works >as > > > > desired. > > > > > > > > > > > > > Thanks again for your time. > > > > > > > > Anytime, > > > > Shay > > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > This sf.net emial is sponsored by: Influence the future of > > > > Java(TM) technology. Join the Java Community Process(SM) (JCP(SM)) > > > > program now. http://ad.doubleclick.net/clk;4699841;7576301;v? > > > > http://www.sun.com/javavote > > > > _______________________________________________ > > > > Icemud-general mailing list > > > > Ice...@li... > > > > https://lists.sourceforge.net/lists/listinfo/icemud-general > > > > > > > > > > > > ------------------------------------------------------- > > This sf.net emial is sponsored by: Influence the future > > of Java(TM) technology. Join the Java Community > > Process(SM) (JCP(SM)) program now. > > >http://ad.doubleclick.net/clk;4699841;7576301;v?http://www.sun.com/javavote > > _______________________________________________ > > Icemud-general mailing list > > Ice...@li... > > https://lists.sourceforge.net/lists/listinfo/icemud-general > > > > > >------------------------------------------------------- >This sf.net emial is sponsored by: Influence the future >of Java(TM) technology. Join the Java Community >Process(SM) (JCP(SM)) program now. >http://ad.doubleclick.net/clk;4699841;7576301;v?http://www.sun.com/javavote >_______________________________________________ >Icemud-general mailing list >Ice...@li... >https://lists.sourceforge.net/lists/listinfo/icemud-general |
From: douglas d <dou...@sp...> - 2002-10-22 16:20:57
|
Which commands need to be implemented, and what source of information are you using to base the implementation on so that it mirrors the Circle implementation. I might take a stab at fixing up combat a bit, since on my installation, flee doesn't remove you from the fight, and you only seem to attack once, not with every tick. Or I might add logging, so it's easier to see what is going on. Or I may not have any time at all :-). easy, douglas d ----- Original Message ----- From: "shay" <sh...@hi...> To: "douglas d" <dou...@sp...> Cc: <ice...@li...> Sent: Tuesday, October 22, 2002 8:39 AM Subject: Re: [Icemud-general] error at startup > > My next step is finishing the commands. Once that is done It will be beta > and I will start looking for bugs. That and writing documentation when > time permits. > > Feel free in posting any fixes/implementations that you decide to > do. Wanna write the docs? :) > > -Shay > > At 08:26 AM 10/22/2002 -0700, you wrote: > >Hi Shay, > > > > Thanks for the answers. I'm not critisizing. I'm just trying to get a > >feel for what state the project is in, and get some basic info I need, in > >the event I start working on it. > > > > I logged on and moved around a bit last night, and it seems like there > >are a lot of really basic things to implement or fix, so I may start on some > >of those things. > > > > What are the things which you feel need to be done first? > > > > easy, > > douglas d > > > > > >----- Original Message ----- > >From: "shay" <sh...@hi...> > >To: "douglas d" <dou...@sp...> > >Cc: <ice...@li...> > >Sent: Tuesday, October 22, 2002 6:25 AM > >Subject: Re: [Icemud-general] error at startup > > > > > > > At 09:35 PM 10/21/2002 -0700, you wrote: > > > >Hi Shay, > > > > > > > > Thanks bunches. That fixed the problem, and the explanation makes > >sense. > > > > > > > > Now that I'm running icemud, I have a couple of questions to get me > >to > > > >the next stage. > > > > > > > > 1) how much of the circle functionality is implemented? I noticed > >that > > > >attr is not implemented, and I can't find any in game help. > > > > > > I'm going to try to get pretty much all of CircleMUD functionality in > > > IceMUD. Once I achieve that, I will start moving things around to the way > > > I imagine they should be. Things like class plug-ins, gui interface, > > > etc... Also, I'm not sure what "attr" is? > > > > > > > > > > 2) On a related note, where can I find the commands that are > >available > > > >to players and imms? A quick jaunt through the code base didn't turn them > >up > > > >anywhere obvious. > > > > > > "commands" should print out a list of available commands. Otherwise, you > > > can look in mud.engine.Interpreter to see all of the commands, and there > > > methods. "help" is one of the last things I will be adding. Please > > > realize that this is only an Alpha build. Once it hits beta, then you > >will > > > see all of the commands. > > > > > > > > > > > > > 3) I noticed a server.gui package with some intriguingly named > >classes. > > > >How are these used? > > > > > > This is a feature that I have temporarily removed, so that I could > > > concentrate more on the basics. At present, it is just a little gui > > > application that pops up and gives you server status. Things like who is > > > logged in, there IP, etc.. If you look in mud.server.gui.GameGUI you > > > will see stuff that is commented out. You can monkey with that to see > >what > > > it will look like, but I give no guarantees that it will still work. > > > > > > > > > > > > > 4) Do you have any over view of the implementation that discusses > >what > > > >functionality is addressed in what packages, or how certain classes > > > >interact? For example, what classes are involved in what roles in > >executing > > > >combat? > > > > > > I don't. Again, I stress that this is an alpha build. In most > >development > > > projects, documentation is usually not written till after beta. I try to > > > make things as clear as I can, but in some cases It's hard to do just > >that. > > > > > > Combat methods are contained in mud.engine.command.Offensive. All > >commands > > > are contained in the mud.engine.command package. > > > There is also a BattleListener, which takes care of the battle ticks. Its > > > located at mud.listeners.BattleListener. I believe there are still a few > > > small details to be worked out with it, but in most instances it works as > > > desired. > > > > > > > > > > Thanks again for your time. > > > > > > Anytime, > > > Shay > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net emial is sponsored by: Influence the future of > > > Java(TM) technology. Join the Java Community Process(SM) (JCP(SM)) > > > program now. http://ad.doubleclick.net/clk;4699841;7576301;v? > > > http://www.sun.com/javavote > > > _______________________________________________ > > > Icemud-general mailing list > > > Ice...@li... > > > https://lists.sourceforge.net/lists/listinfo/icemud-general > > > > > > > ------------------------------------------------------- > This sf.net emial is sponsored by: Influence the future > of Java(TM) technology. Join the Java Community > Process(SM) (JCP(SM)) program now. > http://ad.doubleclick.net/clk;4699841;7576301;v?http://www.sun.com/javavote > _______________________________________________ > Icemud-general mailing list > Ice...@li... > https://lists.sourceforge.net/lists/listinfo/icemud-general > |
From: shay <sh...@hi...> - 2002-10-22 15:39:14
|
My next step is finishing the commands. Once that is done It will be beta and I will start looking for bugs. That and writing documentation when time permits. Feel free in posting any fixes/implementations that you decide to do. Wanna write the docs? :) -Shay At 08:26 AM 10/22/2002 -0700, you wrote: >Hi Shay, > > Thanks for the answers. I'm not critisizing. I'm just trying to get a >feel for what state the project is in, and get some basic info I need, in >the event I start working on it. > > I logged on and moved around a bit last night, and it seems like there >are a lot of really basic things to implement or fix, so I may start on some >of those things. > > What are the things which you feel need to be done first? > > easy, > douglas d > > >----- Original Message ----- >From: "shay" <sh...@hi...> >To: "douglas d" <dou...@sp...> >Cc: <ice...@li...> >Sent: Tuesday, October 22, 2002 6:25 AM >Subject: Re: [Icemud-general] error at startup > > > > At 09:35 PM 10/21/2002 -0700, you wrote: > > >Hi Shay, > > > > > > Thanks bunches. That fixed the problem, and the explanation makes >sense. > > > > > > Now that I'm running icemud, I have a couple of questions to get me >to > > >the next stage. > > > > > > 1) how much of the circle functionality is implemented? I noticed >that > > >attr is not implemented, and I can't find any in game help. > > > > I'm going to try to get pretty much all of CircleMUD functionality in > > IceMUD. Once I achieve that, I will start moving things around to the way > > I imagine they should be. Things like class plug-ins, gui interface, > > etc... Also, I'm not sure what "attr" is? > > > > > > > 2) On a related note, where can I find the commands that are >available > > >to players and imms? A quick jaunt through the code base didn't turn them >up > > >anywhere obvious. > > > > "commands" should print out a list of available commands. Otherwise, you > > can look in mud.engine.Interpreter to see all of the commands, and there > > methods. "help" is one of the last things I will be adding. Please > > realize that this is only an Alpha build. Once it hits beta, then you >will > > see all of the commands. > > > > > > > > > 3) I noticed a server.gui package with some intriguingly named >classes. > > >How are these used? > > > > This is a feature that I have temporarily removed, so that I could > > concentrate more on the basics. At present, it is just a little gui > > application that pops up and gives you server status. Things like who is > > logged in, there IP, etc.. If you look in mud.server.gui.GameGUI you > > will see stuff that is commented out. You can monkey with that to see >what > > it will look like, but I give no guarantees that it will still work. > > > > > > > > > 4) Do you have any over view of the implementation that discusses >what > > >functionality is addressed in what packages, or how certain classes > > >interact? For example, what classes are involved in what roles in >executing > > >combat? > > > > I don't. Again, I stress that this is an alpha build. In most >development > > projects, documentation is usually not written till after beta. I try to > > make things as clear as I can, but in some cases It's hard to do just >that. > > > > Combat methods are contained in mud.engine.command.Offensive. All >commands > > are contained in the mud.engine.command package. > > There is also a BattleListener, which takes care of the battle ticks. Its > > located at mud.listeners.BattleListener. I believe there are still a few > > small details to be worked out with it, but in most instances it works as > > desired. > > > > > > > Thanks again for your time. > > > > Anytime, > > Shay > > > > > > > > ------------------------------------------------------- > > This sf.net emial is sponsored by: Influence the future of > > Java(TM) technology. Join the Java Community Process(SM) (JCP(SM)) > > program now. http://ad.doubleclick.net/clk;4699841;7576301;v? > > http://www.sun.com/javavote > > _______________________________________________ > > Icemud-general mailing list > > Ice...@li... > > https://lists.sourceforge.net/lists/listinfo/icemud-general > > |
From: shay <sh...@hi...> - 2002-10-22 13:27:00
|
At 09:40 PM 10/21/2002 -0700, you wrote: >Hi Shay, > Just thought of something more important than the questions I already >asked. > > Do you have a layout of the DB schema? I want to be able to make changes >and repairs without wiping pfiles. > > Simple answer is no. Complex answer is no. This is another document issue, wich won't be resolved until beta. You can write up a bug! ;) I tried to make the table/value names as obvious as I could. If you have any questions about a particular table(s), just let me know and I'll do my best to explain them. -Shay |
From: shay <sh...@hi...> - 2002-10-22 13:24:34
|
At 09:35 PM 10/21/2002 -0700, you wrote: >Hi Shay, > > Thanks bunches. That fixed the problem, and the explanation makes sense. > > Now that I'm running icemud, I have a couple of questions to get me to >the next stage. > > 1) how much of the circle functionality is implemented? I noticed that >attr is not implemented, and I can't find any in game help. I'm going to try to get pretty much all of CircleMUD functionality in IceMUD. Once I achieve that, I will start moving things around to the way I imagine they should be. Things like class plug-ins, gui interface, etc... Also, I'm not sure what "attr" is? > 2) On a related note, where can I find the commands that are available >to players and imms? A quick jaunt through the code base didn't turn them up >anywhere obvious. "commands" should print out a list of available commands. Otherwise, you can look in mud.engine.Interpreter to see all of the commands, and there methods. "help" is one of the last things I will be adding. Please realize that this is only an Alpha build. Once it hits beta, then you will see all of the commands. > 3) I noticed a server.gui package with some intriguingly named classes. >How are these used? This is a feature that I have temporarily removed, so that I could concentrate more on the basics. At present, it is just a little gui application that pops up and gives you server status. Things like who is logged in, there IP, etc.. If you look in mud.server.gui.GameGUI you will see stuff that is commented out. You can monkey with that to see what it will look like, but I give no guarantees that it will still work. > 4) Do you have any over view of the implementation that discusses what >functionality is addressed in what packages, or how certain classes >interact? For example, what classes are involved in what roles in executing >combat? I don't. Again, I stress that this is an alpha build. In most development projects, documentation is usually not written till after beta. I try to make things as clear as I can, but in some cases It's hard to do just that. Combat methods are contained in mud.engine.command.Offensive. All commands are contained in the mud.engine.command package. There is also a BattleListener, which takes care of the battle ticks. Its located at mud.listeners.BattleListener. I believe there are still a few small details to be worked out with it, but in most instances it works as desired. > Thanks again for your time. Anytime, Shay |
From: shay <sh...@hi...> - 2002-10-21 17:48:21
|
There was a bug dealing with putting Items inside of Items. The problem was that when a zone gives an item to a mob, you have to create a new copy of that item first. Well, I was doing that, but once it was in I forgot about it. If the zone then wanted to put an item inside of this new item you created, you would get an error because that item was forgotten. Does that make sense? Anyways, I put a fix in the new build, and popped it up on sourceforge. Give it a try and let me know if you have any further problems. -Shay At 04:28 PM 10/20/2002 -0700, you wrote: >Hello, > I am trying to get icemud started. I've worked through the DB issues. I >loaded the areas from the circle30bpl22 release of circle mud. When I start >the server, I get a null pointer exception. > This doesn't look like the previous exception posted. > > Any suggestions would be appreciated. Thank you for your time. > > easy, > douglas d > > > > > >Creating world... > Current Gametime: 18H 2D 10M 966Y. >Creating Users Equipment Table! >Creating Sub Items Table! >Creating users Table! >Creating ApplySavingThrow Table! >Creating Skills Table! >Creating System Settings Table! >Creating Notes Table! >Original Start Time:Wed Dec 31 16:00:00 PST 1969 >Added 1878 Sectors. >Added 4315 Directions. >Added 725 Direction Keywords. >Added 1380 Extra Descriptions for Sectors. >Added 679 Items. >Added 6 Object Affects. >Added 465 Extra Descriptions for Items. >Added 569 Mobs. >Added 57 Mobs Enhancements. >Added 30 Zones. >Added 2757 Commands for Zones. >Added 46 Shops. >Added 195 Shop Items. >Added 101 Shop Rooms. >Added 53 Shop Buy Types. >Added 104 Socials. >Added 55 Messages. >Assigned 141 Special Assignments. >Setup 4 Generic Bulletin Boards. >Done creating world... >Filling world... >java.lang.NullPointerException > at mud.world.Zone.putItemInItem(Zone.java:207) > at mud.world.Zone.processZone(Zone.java:189) > at mud.world.World.processZones(World.java:945) > at mud.server.gui.GameGUI.run(GameGUI.java:77) > > > > > >------------------------------------------------------- >This sf.net email is sponsored by: >Access Your PC Securely with GoToMyPC. Try Free Now >https://www.gotomypc.com/s/OSND/DD >_______________________________________________ >Icemud-general mailing list >Ice...@li... >https://lists.sourceforge.net/lists/listinfo/icemud-general |
From: shay <sh...@hi...> - 2002-10-21 16:05:40
|
You should delete all of the tables but tblnotes, tblapplysavingthrow, tblskills, tblsettings, tblusers, tblusersequipment and tblsubitems. All other tables should be ok to remove. All of these are created by IceMUD, not by CConvert. -Shay At 03:58 PM 10/20/2002 -0700, douglas d wrote: >I read the following in a previous mail I saw in the archives : > >I am also seeing the same problem, after having loaded one zone from the >standard circle distro 3.0, and then loading all of them. > >The suggested source of the problem being a duplicate entry says to me that >you can't modify a previously loaded area without dropping the tables. If >this is true, could you tell me what tables to drop, so that I can load >modified areas without deleting character info? > >Thanks for your time. The mud looks intersting so far. > > easy, > douglas d > > > >I have one more question for you, and then I'll stop bothering you for a > >little while: Loading the mud works great now, when I load it, I get > >this output: > > > >Creating world... > > Current Gametime: 12H 20D 10M 952Y. > >Original Start Time:Wed Dec 31 19:00:00 EST 1969 > >Added 1878 Sectors. > >Added 4315 Directions. > >Added 725 Direction Keywords. > >Added 1380 Extra Descriptions for Sectors. > >Added 679 Items. > >Added 332 Object Affects. > >Added 465 Extra Descriptions for Items. > >Added 568 Mobs. > >Added 57 Mobs Enhancements. > >Added 60 Zones. > >Added 5514 Commands for Zones. > >Added 46 Shops. > >Added 195 Shop Items. > >Added 101 Shop Rooms. > >Added 53 Shop Buy Types. > >Added 104 Socials. > >Added 55 Messages. > >Assigned 14 Special Assignments. > >Done creating world... > >Filling world... > >[ERROR] User is already equiped. > >java.lang.NullPointerException > > at mud.world.Zone.loadMob(Zone.java:372) > > at mud.world.Zone.processZone(Zone.java:229) > > at mud.world.World.processZones(World.java:746) > > at mud.server.gui.GameGUI.run(GameGUI.java:76) > >[ERROR] User is already equiped. > >Done filling... > > This error probably means you have duplicate entries in your database. I'd > suggest deleting the tables and running CConvert again, and then running > IceMUD. > > > > > > > > >------------------------------------------------------- >This sf.net email is sponsored by: >Access Your PC Securely with GoToMyPC. Try Free Now >https://www.gotomypc.com/s/OSND/DD >_______________________________________________ >Icemud-general mailing list >Ice...@li... >https://lists.sourceforge.net/lists/listinfo/icemud-general |
From: douglas d <dou...@sp...> - 2002-10-20 23:23:03
|
Hello, I am trying to get icemud started. I've worked through the DB issues. I loaded the areas from the circle30bpl22 release of circle mud. When I start the server, I get a null pointer exception. This doesn't look like the previous exception posted. Any suggestions would be appreciated. Thank you for your time. easy, douglas d Creating world... Current Gametime: 18H 2D 10M 966Y. Creating Users Equipment Table! Creating Sub Items Table! Creating users Table! Creating ApplySavingThrow Table! Creating Skills Table! Creating System Settings Table! Creating Notes Table! Original Start Time:Wed Dec 31 16:00:00 PST 1969 Added 1878 Sectors. Added 4315 Directions. Added 725 Direction Keywords. Added 1380 Extra Descriptions for Sectors. Added 679 Items. Added 6 Object Affects. Added 465 Extra Descriptions for Items. Added 569 Mobs. Added 57 Mobs Enhancements. Added 30 Zones. Added 2757 Commands for Zones. Added 46 Shops. Added 195 Shop Items. Added 101 Shop Rooms. Added 53 Shop Buy Types. Added 104 Socials. Added 55 Messages. Assigned 141 Special Assignments. Setup 4 Generic Bulletin Boards. Done creating world... Filling world... java.lang.NullPointerException at mud.world.Zone.putItemInItem(Zone.java:207) at mud.world.Zone.processZone(Zone.java:189) at mud.world.World.processZones(World.java:945) at mud.server.gui.GameGUI.run(GameGUI.java:77) |
From: douglas d <dou...@sp...> - 2002-10-20 22:53:38
|
I read the following in a previous mail I saw in the archives : I am also seeing the same problem, after having loaded one zone from the standard circle distro 3.0, and then loading all of them. The suggested source of the problem being a duplicate entry says to me that you can't modify a previously loaded area without dropping the tables. If this is true, could you tell me what tables to drop, so that I can load modified areas without deleting character info? Thanks for your time. The mud looks intersting so far. easy, douglas d >I have one more question for you, and then I'll stop bothering you for a >little while: Loading the mud works great now, when I load it, I get >this output: > >Creating world... > Current Gametime: 12H 20D 10M 952Y. >Original Start Time:Wed Dec 31 19:00:00 EST 1969 >Added 1878 Sectors. >Added 4315 Directions. >Added 725 Direction Keywords. >Added 1380 Extra Descriptions for Sectors. >Added 679 Items. >Added 332 Object Affects. >Added 465 Extra Descriptions for Items. >Added 568 Mobs. >Added 57 Mobs Enhancements. >Added 60 Zones. >Added 5514 Commands for Zones. >Added 46 Shops. >Added 195 Shop Items. >Added 101 Shop Rooms. >Added 53 Shop Buy Types. >Added 104 Socials. >Added 55 Messages. >Assigned 14 Special Assignments. >Done creating world... >Filling world... >[ERROR] User is already equiped. >java.lang.NullPointerException > at mud.world.Zone.loadMob(Zone.java:372) > at mud.world.Zone.processZone(Zone.java:229) > at mud.world.World.processZones(World.java:746) > at mud.server.gui.GameGUI.run(GameGUI.java:76) >[ERROR] User is already equiped. >Done filling... This error probably means you have duplicate entries in your database. I'd suggest deleting the tables and running CConvert again, and then running IceMUD. |
From: shay <sh...@hi...> - 2002-06-05 19:09:40
|
Added the rest of the Magic system Added Ask, Whisper, Reply & Page Added Message Boards Added Thief & Magic User Specials Added Skills System Added Open & Close Fixed nasty Equipment/World Items Bug Fixed a Shop bug using List Fixed Group Battle Bug Fixed Gold description Cleaned up the Look code Cleaned up the Wear code -Shay |
From: shay <sh...@hi...> - 2002-04-30 19:27:31
|
At 03:18 PM 4/30/2002 -0400, you wrote: >Shay, > >I believe it was me just not having the path correct. Sad but true. :) It happens. >I have one more question for you, and then I'll stop bothering you for a >little while: Loading the mud works great now, when I load it, I get >this output: > >Creating world... > Current Gametime: 12H 20D 10M 952Y. >Original Start Time:Wed Dec 31 19:00:00 EST 1969 >Added 1878 Sectors. >Added 4315 Directions. >Added 725 Direction Keywords. >Added 1380 Extra Descriptions for Sectors. >Added 679 Items. >Added 332 Object Affects. >Added 465 Extra Descriptions for Items. >Added 568 Mobs. >Added 57 Mobs Enhancements. >Added 60 Zones. >Added 5514 Commands for Zones. >Added 46 Shops. >Added 195 Shop Items. >Added 101 Shop Rooms. >Added 53 Shop Buy Types. >Added 104 Socials. >Added 55 Messages. >Assigned 14 Special Assignments. >Done creating world... >Filling world... >[ERROR] User is already equiped. >java.lang.NullPointerException > at mud.world.Zone.loadMob(Zone.java:372) > at mud.world.Zone.processZone(Zone.java:229) > at mud.world.World.processZones(World.java:746) > at mud.server.gui.GameGUI.run(GameGUI.java:76) >[ERROR] User is already equiped. >Done filling... This error probably means you have duplicate entries in your database. I'd suggest deleting the tables and running CConvert again, and then running IceMUD. >At this point, I can telnet to the localhost, port 23. I get: > >By what name do you wish to be known? > >When I type in a name to identify myself, the server console gives me >this error: > >java.sql.SQLException: Before start of result set > at org.gjt.mm.mysql.ResultSet.checkRowPos(Unknown Source) > at org.gjt.mm.mysql.ResultSet.getLong(Unknown Source) > at org.gjt.mm.mysql.ResultSet.getInt(Unknown Source) > at org.gjt.mm.mysql.ResultSet.getInt(Unknown Source) > at mud.tools.DBTools.getUser(DBTools.java:484) > at mud.server.Connection.doLogin(Connection.java:99) > at mud.server.Connection.run(Connection.java:73) This looks like a sql problem. You are obviously able to access the database because of all of the "Added..." messages.. You might not be able to update it though.. double check the access rights of the user your using to access the database. You might have the same problem as you did with CConvert too.. >I keep getting this error as I try to start a new character. Eventually >it ends with this error, and lets me progress no farther in the mud: > >java.lang.NullPointerException > at mud.server.Connection.doNewPlayer(Connection.java:138) > at mud.server.Connection.doLogin(Connection.java:101) > at mud.server.Connection.run(Connection.java:73) > >I suspect that my MYSQL drivers are not working properly. What do you >think? > > >Once again, thank you for ALL the help you have given me. You have >exhibited extraordinary amounts of patience and kindness. Not a problem. Good Luck, Shay |