View logs from: at a time, ordered in:
Time posted Who Message
23-Jan @ 06:21:58 PM Aurin@6Dragons Samson, you about? :)
10-Jan @ 03:56:23 AM Aurin@6Dragons guess not heh
10-Dec @ 03:32:46 PM Aurin@6Dragons or, now you can just check forums on smaugmuds.org :P
10-Dec @ 01:34:38 PM Aurin@6Dragons have some smaug codebase questions if anyone is willing/able heh
10-Dec @ 01:13:30 PM Aurin@6Dragons anyone out there? heh
07-Dec @ 03:01:58 PM Quixadhal@Bloodlines This isn't the hookup spot for teenage girls?
07-Dec @ 03:01:04 PM Cratylus@Dead_Souls_Dev i am 12 and what is this
07-Dec @ 02:59:59 PM Quixadhal@Bloodlines This icode?
01-Dec @ 06:01:11 AM Ciras@MudName hola
22-Oct @ 10:22:23 AM Aster@Talon I need a bit of help if anyone's on.
06-Oct @ 08:04:17 AM Rojan@Talon Hey
05-Oct @ 07:32:36 PM Rojan@Talon I mean, theoretically I could stop compression and send the MSDP and then start it again, but I feel like that would be inefficient
05-Oct @ 07:31:50 PM Rojan@Talon I'm using his MTH snippet, was wondering if he ever ran into MCCP issues with MCCP compressing and breaking out-of-band output
05-Oct @ 07:31:27 PM Rojan@Talon I suppose so
05-Oct @ 07:30:09 PM Cratylus@Dead_Souls_Dev other than mudbytes, you mean?
05-Oct @ 07:28:07 PM Rojan@Talon Anyone know where I could find Scandum to ask a MSDP question?
05-Oct @ 05:27:43 PM Rojan@Talon :(
05-Oct @ 05:20:07 PM Cratylus@Dead_Souls_Dev ice cold
05-Oct @ 05:19:58 PM Cratylus@Dead_Souls_Dev that's cold, brah
05-Oct @ 05:13:38 PM Rojan@Talon I'd call it MSSP if that weren't taken
05-Oct @ 05:13:13 PM Rojan@Talon First I need to find a stupid scale
05-Oct @ 05:11:17 PM Cratylus@Dead_Souls_Dev then decide which to discard
05-Oct @ 05:11:07 PM Cratylus@Dead_Souls_Dev weight each on the stupid scale
05-Oct @ 05:09:21 PM Rojan@Talon Stupid MCCP is breaking MSDP
05-Oct @ 05:03:53 PM Rojan@Talon What?
05-Oct @ 05:03:25 PM Cratylus@Dead_Souls_Dev pleonasm
05-Oct @ 05:03:22 PM Rojan@Talon I think my write_descriptor code is breaking since if I bug report the telopt codes they come through successfully :\
05-Oct @ 05:03:03 PM Rojan@Talon Heh, I'm trying to implement MSDP but having weird issues
05-Oct @ 05:02:45 PM Cratylus@Dead_Souls_Dev msdp lolno
05-Oct @ 05:02:40 PM Cratylus@Dead_Souls_Dev some experience with telopts yes
05-Oct @ 05:01:57 PM Rojan@Talon Was wondering if any of you had experience with telnet codes and protocols like MSDP
05-Oct @ 05:01:31 PM Cratylus@Dead_Souls_Dev i don't know why you say goodbye
20-Sep @ 09:24:59 AM Davion@ADP You'll have to loop through it and change it yourself "while( *str ) {{ *str = tolower(*str); ++str; }
20-Sep @ 09:24:44 AM Vladaar@6Dragons heh thanks, found a way around my problem
20-Sep @ 09:24:25 AM Davion@ADP Nope
17-Sep @ 06:13:05 AM Cratylus@Dead_Souls_Dev test
04-Aug @ 10:38:56 AM Kelron@7thplane even if they made it out of the desert they would be poor and unwanted dirty people....its a freaken curse
04-Aug @ 10:38:51 AM Aster@SpiresofAster Didn't think so.
04-Aug @ 10:38:44 AM Aster@SpiresofAster Will Assembly mud usher the Great One into our world to devour all life as we know it?
04-Aug @ 10:38:01 AM Quixadhal@Bloodlines AssemblyMUD will be cool Aster! LDA $D020!
04-Aug @ 10:37:26 AM Aster@SpiresofAster I'll see you all after my hair falls out and I can make your text grow green and twist into unholy and unnatural shapes.
04-Aug @ 10:37:04 AM Aster@SpiresofAster I'm going to drop C in my codebase and re-write the entire thing in eldritch runes.
04-Aug @ 10:36:50 AM Aster@SpiresofAster Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
04-Aug @ 10:29:44 AM Quixadhal@Bloodlines NPC's will take longer, since I haven't delved into the combat system here yet, but hey. It's a start.
04-Aug @ 10:28:50 AM Kelron@7thplane damn thats like EXACTLY my feeling
04-Aug @ 10:28:46 AM Quixadhal@Bloodlines Actually, this weekend's project is to finish the DS room conversion and plop my entire world into about 30 domains.
04-Aug @ 10:28:21 AM Kelron@7thplane tell em!!!
04-Aug @ 10:28:17 AM Kelron@7thplane HEAR HEAR QUIX!
04-Aug @ 10:27:48 AM Quixadhal@Bloodlines That's why I'm converting to LPC.... I'm tired of spending all my time debugging memory issues. I'd rather debug my stupid logic errors. :)
04-Aug @ 10:27:46 AM Kelron@7thplane not sure how to describe my personal project with codebase names...but I'm taking a few concepts from about 10 diff codebases and trying to make them work together...so I'm programming America...and I'm like...at the civil war period right now.
04-Aug @ 10:27:06 AM Aster@SpiresofAster Also, is mud developing ever gonna be about making a game again? >.>
04-Aug @ 10:27:00 AM Quixadhal@Bloodlines Yep... I'm done with pointers and stupid string corruption and fixed bit sets.
04-Aug @ 10:26:40 AM Aster@SpiresofAster So, wait... What... I don't think I understand.
04-Aug @ 10:26:23 AM Aster@SpiresofAster Converting a Dikumud into an LPmud?
04-Aug @ 10:26:08 AM Aster@SpiresofAster It's probably more revolutionary than babelmud, more beefed up than an iron realms mud, and more graphic intensive than ADoM.
04-Aug @ 10:25:43 AM Quixadhal@Bloodlines I'm actually converting it to an LPMUD, and evolving the timeline a few centuries in the process. :)
04-Aug @ 10:25:11 AM Aster@SpiresofAster I'm afraid.
04-Aug @ 10:25:04 AM Cratylus@Dead_Souls ask him what he's really doing with his mud
04-Aug @ 10:24:48 AM Aster@SpiresofAster A civil war soldier giving combat advice to a modern seal trying to storm a beach with a peashooter. Not having an OLC, c'mon? I thought convenience was the topic of debate.
04-Aug @ 10:24:02 AM Cratylus@Dead_Souls heh, aster is like a civil war soldier giving combat advice to a modern SEAL
04-Aug @ 10:23:53 AM Kelron@7thplane Quix I want to do that, but I haven't learned how to tie that stuff in so I'm leaving it as well designed OOP as possible so I can incorp new methods later
04-Aug @ 10:23:51 AM Quixadhal@Bloodlines 4000 rooms, all hand-edited over 10 years with graph paper, stone knives, and bearskins! Muahahahahaa!
04-Aug @ 10:23:43 AM Aster@SpiresofAster Happy birthday.
04-Aug @ 10:23:37 AM Aster@SpiresofAster *hands you some smaugfuss 1.9
04-Aug @ 10:23:30 AM Aster@SpiresofAster Geez, Quix. make some OLC.
04-Aug @ 10:23:19 AM Aster@SpiresofAster Nevermind. If you've not got an olc, then yes, your way is waaay better.
04-Aug @ 10:23:16 AM Quixadhal@Bloodlines Yeah, so vnums are a LOT of fun now, right?
04-Aug @ 10:23:05 AM Aster@SpiresofAster Oh god, yeah, nevermind.
04-Aug @ 10:23:00 AM Aster@SpiresofAster Ooooh
04-Aug @ 10:22:50 AM Quixadhal@Bloodlines online creation.... original Diku, I edit tinyworld.wld with vi baby.
04-Aug @ 10:22:49 AM Aster@SpiresofAster I usually oset/mset/redit each value by hand.
04-Aug @ 10:22:44 AM Cratylus@Dead_Souls also imo if yer making a from scratch thing, you should seriously consider having the codebase be as bare a chassis as possible that integrates some other higher level language for building/developing
04-Aug @ 10:22:42 AM Kelron@7thplane yeah that sounds like database queueing... or whatever and I freaking hate databases...which is dumb for a game designer but SO WHAT!
04-Aug @ 10:22:40 AM Aster@SpiresofAster I remember what it used to be... it's like some sort of prompt?
04-Aug @ 10:22:31 AM Aster@SpiresofAster Online l something
04-Aug @ 10:22:23 AM Aster@SpiresofAster OLC?
04-Aug @ 10:22:14 AM Quixadhal@Bloodlines Besides, you're assuming I have OLC. My mud pre-dates Locke.
04-Aug @ 10:21:45 AM Aster@SpiresofAster Which would show you 1387 grindstone (a grindstone) and 1388 toy whistle whimsy (a whimsical toy whistle)
04-Aug @ 10:21:33 AM Quixadhal@Bloodlines I'm not logged in, sorry.
04-Aug @ 10:21:03 AM Aster@SpiresofAster that's when you olist 1387 1388
04-Aug @ 10:20:58 AM Kelron@7thplane Agree @Crat
04-Aug @ 10:20:44 AM Aster@SpiresofAster Negative in three different aspects. Like if( !truebool ) then if( falsebool ) then... know what, that was a bad example.
04-Aug @ 10:20:38 AM Cratylus@Dead_Souls yes it's nice
04-Aug @ 10:20:34 AM Cratylus@Dead_Souls so no you dont need it
04-Aug @ 10:20:18 AM Quixadhal@Bloodlines vnum 1387 grinds my gears... or wait, maybe it was vnum 1388... one of them is a grindstone, the other is a toy whistle... .hmmmm... gotta look it up.
04-Aug @ 10:20:16 AM Cratylus@Dead_Souls but imo people prefer using names and the time it takes to look things up accumulates into annoyance
04-Aug @ 10:20:13 AM Aster@SpiresofAster Reverse reverse reverse logic. Not double negative plus an extra negative making it regular negative, but somehow TRIPLE NEGATIVE.
04-Aug @ 10:19:51 AM Kelron@7thplane what?
04-Aug @ 10:19:43 AM Aster@SpiresofAster You know what really grinds my gears?
04-Aug @ 10:19:33 AM Kelron@7thplane num grinds my gears
04-Aug @ 10:19:15 AM Kelron@7thplane actually i just hate anything with the "num"
04-Aug @ 10:19:13 AM Aster@SpiresofAster If I'm in a room with something, then it works.
04-Aug @ 10:19:09 AM Quixadhal@Bloodlines My diku is original... vnum != rnum. vnum 3001 might be rnum 987, which is the array index.
04-Aug @ 10:19:07 AM Aster@SpiresofAster Nor the filesystems, really.
04-Aug @ 10:18:58 AM Cratylus@Dead_Souls even better, so you really totally dont need it
04-Aug @ 10:18:53 AM Aster@SpiresofAster I can ostat club! :D
04-Aug @ 10:18:47 AM Aster@SpiresofAster I don't have to ostat object 3288
04-Aug @ 10:18:45 AM Cratylus@Dead_Souls yeah
04-Aug @ 10:18:31 AM Aster@SpiresofAster And I can just ostat system32.
04-Aug @ 10:18:23 AM Quixadhal@Bloodlines Because that's what you're doing with vnums. Actually, in original diku, vnum and rnum.
04-Aug @ 10:18:22 AM Kelron@7thplane word my only issue is that numbers alone...make for a annoying debugging experience sometimes
04-Aug @ 10:18:18 AM Cratylus@Dead_Souls dont be lazy
04-Aug @ 10:18:17 AM Aster@SpiresofAster My vnums aren't thirty eight characters long.
04-Aug @ 10:18:13 AM Cratylus@Dead_Souls just ostat the block
04-Aug @ 10:17:51 AM Quixadhal@Bloodlines If you want a direct comparison, look at the files on your hard drive. They all have block numbers. Now, instead of /etc/hosts, or C:/windows/system32, try navigating by block number.
04-Aug @ 10:17:40 AM Aster@SpiresofAster /area/vnum. Rock it, Kelron.
04-Aug @ 10:17:23 AM Aster@SpiresofAster And Kelron's got the right idea!
04-Aug @ 10:17:12 AM Aster@SpiresofAster And I didn't impliment them, came as is. I like 'em. If I really need to use the vnums, then I use 'em... I'd rather not type out a filesystem, and would like to just go typatype type on my lil' numpad here.
04-Aug @ 10:17:05 AM Kelron@7thplane indeed, which is why I personally like using names+numbers....use them both...best of both worlds...personally. whatever lets you get the job done, in the end, is a good choice
04-Aug @ 10:16:26 AM Aster@SpiresofAster I'm not debating the legitimacy of these techniques, I'm just tryin' to understand what's so durn special.
04-Aug @ 10:16:13 AM Cratylus@Dead_Souls but your argument is basically "it's fine like this, i can make do"
04-Aug @ 10:16:11 AM Quixadhal@Bloodlines Well, if you don't use them, why implement them?
04-Aug @ 10:16:10 AM Aster@SpiresofAster Just that this is their preferred method
04-Aug @ 10:15:58 AM Cratylus@Dead_Souls now, nobody is saying that you can't cope as-is
04-Aug @ 10:15:44 AM Aster@SpiresofAster I don't reference vnums too muuuch >.>
04-Aug @ 10:15:18 AM Quixadhal@Bloodlines IE: If I see a bunch of newbies gaining levels too fast because they're killing /d/Shylar/npc/villager too often, I know the villager is too weak. I'm more likely to do something about it than seeing strings of vnums I'd have to go look up just to know what's going on.
04-Aug @ 10:15:10 AM Aster@SpiresofAster And my log files appear to parse with "Roger in apartment eighteen in zone apartment buildings is wearing a club."
04-Aug @ 10:14:59 AM Cratylus@Dead_Souls cuz theyre humans
04-Aug @ 10:14:54 AM Cratylus@Dead_Souls and prefer names
04-Aug @ 10:14:50 AM Cratylus@Dead_Souls but humans prefer not having to remember ip addresses
04-Aug @ 10:14:37 AM Cratylus@Dead_Souls aster, an example is that nobody likes implementing and running DNS
04-Aug @ 10:14:33 AM Aster@SpiresofAster Ew. I hate log files.
04-Aug @ 10:14:03 AM Quixadhal@Bloodlines The thing is, Aster is assuming admins love spending half their time running ostat/mstat, rather than just perusing the log files with fully fleshed out names in them while they're doing other things. :)
04-Aug @ 10:13:59 AM Aster@SpiresofAster ...The one nerd who doesn't get the high level jokes in the group? Awh man.
04-Aug @ 10:13:58 AM Kelron@7thplane well I feel misunderstood...I dislike the vnum system by ITSELF...it makes more sense to mean to use BOTH systems side by side..vnums remind be of a database. if you pair it up with a hierarchy you get the best of both worlds
04-Aug @ 10:13:38 AM Cratylus@Dead_Souls and yeah, logical naming then becomes a reasonable thing to argue about
04-Aug @ 10:13:36 AM Aster@SpiresofAster ...Is that like mudprogs? Wait, hold on just a second, am I like the dumb nerd here?
04-Aug @ 10:13:08 AM Cratylus@Dead_Souls oh if yer starting from scratch, then you need to focus on the interpreted build language
04-Aug @ 10:13:08 AM Aster@SpiresofAster is apparently a lost cause.
04-Aug @ 10:12:47 AM Quixadhal@Bloodlines I'm mainly illustrating the idea for Kelron who claims to be building a driver from scratch. There's still hope for him.
04-Aug @ 10:12:40 AM Aster@SpiresofAster I don't really gain anything... but I really don't have a problem with looking at a mob, and ostatting their items.
04-Aug @ 10:12:17 AM Cratylus@Dead_Souls diku people aren't going to convert to filebased addressing
04-Aug @ 10:12:01 AM Cratylus@Dead_Souls while i agree with quix, im not sure what he gains by pursuing this argument
04-Aug @ 10:11:35 AM Quixadhal@Bloodlines If I'm looking at a room, seeing the full path of everything involved means I can (at a glance) know exactly what comes from where. If I see vnum 1872 loaded into the room, I have to go look that up. Then I have to go look up item 81772 to see that it's a club, and item 1629 to see that it's a lantern.
04-Aug @ 10:11:35 AM Aster@SpiresofAster It pleases me that you're not. Yes... Excelleeeeent... This pleases me greatly.
04-Aug @ 10:11:28 AM Kelron@7thplane ........-lost-
04-Aug @ 10:11:10 AM Aster@SpiresofAster I thought everything you said was censored now.
04-Aug @ 10:11:07 AM Kelron@7thplane yeah Crat
04-Aug @ 10:10:56 AM Cratylus@Dead_Souls incidentally, roger can still have a number
04-Aug @ 10:10:45 AM Aster@SpiresofAster waggles fingers
04-Aug @ 10:10:42 AM Aster@SpiresofAster OooOoOOoOooooo!
04-Aug @ 10:10:33 AM Aster@SpiresofAster Writing the descriptiooooooons by haaaaaaaaand
04-Aug @ 10:10:27 AM Aster@SpiresofAster A room, a mob, and an object at a tiiiiiiiime.
04-Aug @ 10:10:20 AM Aster@SpiresofAster I do build. I'm building my whooooooole wooooooorld.
04-Aug @ 10:10:14 AM Kelron@7thplane it could still have an overall database number...but giving it a description makes it more specific
04-Aug @ 10:09:55 AM Aster@SpiresofAster That wasn't rhetorical, I'm mistunderstanding something, and would like to know bettarh.
04-Aug @ 10:09:54 AM Quixadhal@Bloodlines You don't build at all, do you?
04-Aug @ 10:09:41 AM Aster@SpiresofAster What do you learn from it?
04-Aug @ 10:09:21 AM Aster@SpiresofAster So I already know what mob they are.
04-Aug @ 10:09:20 AM Kelron@7thplane I'm talking about the logic side, not the designer side
04-Aug @ 10:09:14 AM Quixadhal@Bloodlines Because it makes it clear what things are without having to look them up.
04-Aug @ 10:09:13 AM Aster@SpiresofAster Usually... in most references, mobs are referenced by their name/short descr... at least in my codebase.
04-Aug @ 10:08:46 AM Aster@SpiresofAster ...Then why do I need to assign him to the filesystems?
04-Aug @ 10:08:44 AM Quixadhal@Bloodlines goto orc, same diff.
04-Aug @ 10:08:35 AM Kelron@7thplane you wouldn't, you'd just goto roger....
04-Aug @ 10:08:22 AM Quixadhal@Bloodlines What loops are you talking about? find orc. Same lookup you do with vnums.
04-Aug @ 10:07:32 AM Kelron@7thplane my only issue where the nessasary loops needed just to find ANYTHING
04-Aug @ 10:07:26 AM Aster@SpiresofAster If I had to go "Alright... where's the mob I'm looking for? Geez, okay... goto /universe1/crab nebula/x5119z star system/planet zeta/continent q/region z/citystate alpha/section c/building 199/floor 2/room 18/orc named roger/" I think I'd kill myself... if I had to do that.
04-Aug @ 10:07:21 AM Quixadhal@Bloodlines /standard/npc/orc also tells me much more than seeing vnum 1276 wandering in room 3012.
04-Aug @ 10:06:43 AM Quixadhal@Bloodlines /d/Shylar/room/travellers_road_3 tells me a lot more than 3012, without having to do any obscure lookups.
04-Aug @ 10:06:08 AM Aster@SpiresofAster Cause I'm OCD.
04-Aug @ 10:06:03 AM Aster@SpiresofAster But I like to have my numbers right next to each other.
04-Aug @ 10:05:53 AM Aster@SpiresofAster It's unallocated potential :P
04-Aug @ 10:05:48 AM Aster@SpiresofAster Of course not
04-Aug @ 10:05:46 AM Aster@SpiresofAster Say you use 3001, 3002, and 3004. But you skip 3003.
04-Aug @ 10:05:34 AM Quixadhal@Bloodlines You don't actualy think those take up any space, do you?
04-Aug @ 10:05:26 AM Aster@SpiresofAster Non used vnums.
04-Aug @ 10:05:17 AM Quixadhal@Bloodlines What do you mean by "wasted"?
04-Aug @ 10:05:16 AM Aster@SpiresofAster If there's more overall space, renumber the areas too.
04-Aug @ 10:05:01 AM Aster@SpiresofAster It shows only the five rooms. If there's wasted space, renumber the rooms.
04-Aug @ 10:04:47 AM Aster@SpiresofAster It has so many rooms... rlist 3000 - 3300 shows all the rooms... Say it only has five. *sniffs*
04-Aug @ 10:04:28 AM Aster@SpiresofAster An area has vnums say... 3000 - 3300
04-Aug @ 10:04:13 AM Aster@SpiresofAster I disagree completely!
04-Aug @ 10:03:56 AM Quixadhal@Bloodlines Lack of structure, more like.
04-Aug @ 10:03:51 AM Aster@SpiresofAster You have a linear structure there.
04-Aug @ 10:03:42 AM Aster@SpiresofAster Structure
04-Aug @ 10:03:42 AM Kelron@7thplane wait...that was late as crap
04-Aug @ 10:03:34 AM Kelron@7thplane exactly!
04-Aug @ 10:03:32 AM Quixadhal@Bloodlines Why in the world would I want to make that much extra work for myself? What do vnums gain you?
04-Aug @ 10:03:08 AM Aster@SpiresofAster hugs an orc named Roger.
04-Aug @ 10:03:01 AM Aster@SpiresofAster hug roger.
04-Aug @ 10:02:56 AM Aster@SpiresofAster There he iiiiis!
04-Aug @ 10:02:52 AM Aster@SpiresofAster goto 2.Roger
04-Aug @ 10:02:49 AM Aster@SpiresofAster Hrm. Two rogers.
04-Aug @ 10:02:45 AM Aster@SpiresofAster goto Roger
04-Aug @ 10:02:39 AM Aster@SpiresofAster Oh look, he's an orc named Roger.
04-Aug @ 10:02:34 AM Aster@SpiresofAster minvoke 3017.
04-Aug @ 10:02:17 AM Quixadhal@Bloodlines What name? I said 3017.
04-Aug @ 10:02:14 AM Aster@SpiresofAster Or if all else fails, mlist <low range> <high range> and pluck it out.
04-Aug @ 10:01:57 AM Aster@SpiresofAster If there are more mobs with the name, goto <instancenumber>.<mobname>
04-Aug @ 10:01:43 AM Aster@SpiresofAster You can goto <mobname>
04-Aug @ 10:01:36 AM Aster@SpiresofAster Yeah huh.
04-Aug @ 10:01:28 AM Aster@SpiresofAster I can make a prog to spawn a metric s*** tonne of mobs all over an area.
04-Aug @ 10:01:20 AM Quixadhal@Bloodlines I disagree. The system is designed poorly, because without going and looking those numbers up, you can't see what's going on.
04-Aug @ 10:01:08 AM Aster@SpiresofAster Don't make it easy to be farman'. Have them spawn the mobs randomly in the area.
04-Aug @ 10:00:54 AM Aster@SpiresofAster Have it only spawn the item so many times, or purge it on death, etc. etc.
04-Aug @ 10:00:39 AM Aster@SpiresofAster Developer's fault, not the code's.
04-Aug @ 10:00:18 AM Quixadhal@Bloodlines ORLY? Then why are newbies farming it?
04-Aug @ 09:59:43 AM Aster@SpiresofAster Nothin' at all.
04-Aug @ 09:59:27 AM Quixadhal@Bloodlines Ok, vnum 3017 is wielding vnum 3298 in room 3001. What's wrong?
04-Aug @ 09:58:56 AM Aster@SpiresofAster I see nothing wrong with vnums <.<
04-Aug @ 09:58:49 AM Quixadhal@Bloodlines Dynamic and Static has nothing to do with flat vs. hierarchy. They are independant properties. I can hard-code a tree, or I could make a vnum system that adapts on the fly. :)
04-Aug @ 09:58:46 AM Aster@SpiresofAster ...I like vnums
04-Aug @ 09:57:36 AM Kelron@7thplane dynamic order....hrm...thats a cool name
04-Aug @ 09:57:19 AM Kelron@7thplane flat is not dynamic...I love dynamic order
04-Aug @ 09:56:21 AM Kelron@7thplane thx...that means so much...::sniff sniff:: <3
04-Aug @ 09:56:13 AM Quixadhal@Bloodlines The big issue with vnums is that it's a flat system. You have to artifically hack out ranges to group things, and even if you used names, orc32 and orc37 still need lookups to know where they belong.
04-Aug @ 09:55:21 AM Quixadhal@Bloodlines In any case, as long as you have some hierarchy, I'm sure it'll work fine.
04-Aug @ 09:54:41 AM Quixadhal@Bloodlines Heh, you're writing from scratch. You have every choice. :)
04-Aug @ 09:54:37 AM Kelron@7thplane built in software = da shiz
04-Aug @ 09:53:45 AM Kelron@7thplane I see what you mean. I do not have a choice. My game design style is EXTREMELY envrionment interactive. I need a very simple but descriptive way to access parts of areas quickly without searching the entire gambit
04-Aug @ 09:53:08 AM Quixadhal@Bloodlines Main thing is though, even if you're not using files... a/b/c works well for divisions and is just as easy to parse as anything else. LPC even has virtual objects that pretend they have real filesystem paths to describe how to actually create them.
04-Aug @ 09:51:58 AM Kelron@7thplane hrm? I didn't give them names I just put the object types to describe the path
04-Aug @ 09:51:05 AM Kelron@7thplane haven't finished planets yet though
04-Aug @ 09:51:01 AM Quixadhal@Bloodlines However you like to organize for your environment. In my case /domain/foo is an area.
04-Aug @ 09:50:55 AM Kelron@7thplane err..forgot universe->starsystem->
04-Aug @ 09:50:18 AM Kelron@7thplane planet->city->Zone->Sector->Room
04-Aug @ 09:49:55 AM Quixadhal@Bloodlines Why not? It's directly from LPC, which actually uses the filesystem. Makes sense, easy to parse, easy to work with.
04-Aug @ 09:49:12 AM Kelron@7thplane oh...but I'm doing the same thing with OOP...you actually use that format?
04-Aug @ 09:49:10 AM Quixadhal@Bloodlines Or /standard/npc/orc, for things that are used in many places...
04-Aug @ 09:48:30 AM Quixadhal@Bloodlines /domain/continent_of_doom/newbie_vilage/rooms/main_street_12
04-Aug @ 09:48:17 AM Kelron@7thplane I almost...feel like I understand what you mean
04-Aug @ 09:48:00 AM Kelron@7thplane virtual pathnames...can you give me an example?
04-Aug @ 09:47:42 AM Quixadhal@Bloodlines vnums are silly. I much prefer using virtual pathnames. :)
04-Aug @ 09:47:19 AM Kelron@7thplane that was tough
04-Aug @ 09:47:15 AM Kelron@7thplane sorry I'm making a galactic domination game...and nobody is ever safe...no NPC can't be killed or robbed....all planets may be subject to destruction, I've covered my ass on "what ifs" with story plot, cause its fiction and I can do whatever I want...no seriously I came up with a plan for starting worlds to get destroyed and rebuilt but not affect new players
04-Aug @ 09:45:27 AM Kelron@7thplane but...they can be destroyed also MUWHAHAHAHAHAHAHA
04-Aug @ 09:45:10 AM Kelron@7thplane well thats only 90% of the content..for a game...at least mine it has a story, so there will be designer defined worlds/areas
04-Aug @ 09:44:31 AM Kelron@7thplane yes, designers make up the legos...players put them together
04-Aug @ 09:44:10 AM Aster@SpiresofAster Lordy... Why?
04-Aug @ 09:44:01 AM Aster@SpiresofAster player built?
04-Aug @ 09:43:37 AM Kelron@7thplane whole idea is player built or user defined content...so it has to be simple and slightly foolproof
04-Aug @ 09:43:03 AM Kelron@7thplane oh oh yeah blah i forgot main concept, rooms/buildings blah blah types are like....0 = wilderness...has a default description, custom descriptions are loaded from playerfiles/clanfiles at startup
04-Aug @ 09:41:42 AM Kelron@7thplane everything is broken up into objects, I want to have semi-random generated maps, so I have sub sections like a "city block" in objects. I've yet to define how I'll print the contents out to file
04-Aug @ 09:40:48 AM Aster@SpiresofAster What's it index them by?
04-Aug @ 09:40:46 AM Kelron@7thplane not really, I started with the server socket crap
04-Aug @ 09:40:40 AM Aster@SpiresofAster Big time.
04-Aug @ 09:40:29 AM Aster@SpiresofAster I'm so sorry.
04-Aug @ 09:40:29 AM Kelron@7thplane avoiding the vnum method has become my ultimate challenge
04-Aug @ 09:40:27 AM Aster@SpiresofAster you really are making it from scratch.
04-Aug @ 09:40:18 AM Aster@SpiresofAster good lord.
04-Aug @ 09:39:53 AM Kelron@7thplane my goal is to make a decent starter for c++ coders, I'll lay claim on the combat mechanics...but the general idea I want to be open source
04-Aug @ 09:38:45 AM Kelron@7thplane bah all this code talk I need to finish my area file system so I can finish mudcoder revolution
04-Aug @ 09:38:10 AM Aster@SpiresofAster It depends on who wrote the comments xP
04-Aug @ 09:37:50 AM Aster@SpiresofAster Maybe.
04-Aug @ 09:37:42 AM Kelron@7thplane or you spell except correctly
04-Aug @ 09:37:18 AM Kelron@7thplane accept you go in poorly dressed and come out looking well refined
04-Aug @ 09:37:07 AM Aster@SpiresofAster I want three.
04-Aug @ 09:37:03 AM Aster@SpiresofAster YES!
04-Aug @ 09:36:54 AM Kelron@7thplane yeah...a startrek teleporter
04-Aug @ 09:36:29 AM Aster@SpiresofAster Like taking a human, and splitting it into various subatomic particles, then piecing that back together again.
04-Aug @ 09:36:01 AM Aster@SpiresofAster Or get a hex editor, then write out every symbol from reading the hex by eye >.>
04-Aug @ 09:35:54 AM Kelron@7thplane its like, turning icecream into soup, then refreezing it.....or something lol
04-Aug @ 09:35:25 AM Kelron@7thplane haha break it down to low level...then convert it back to C....
04-Aug @ 09:35:11 AM Aster@SpiresofAster writes himself up a cotton candy parser which he names ccp... oh shi-
04-Aug @ 09:34:31 AM Aster@SpiresofAster Also, Quix... I didn't mean to ignore your last comment... but I really didn't understand what you said... clarify pease? *puppyeyes*
04-Aug @ 09:34:05 AM Aster@SpiresofAster I bet it's a cotton candy parser.
04-Aug @ 09:33:43 AM Aster@SpiresofAster You go "Pft. Move aside, weaklings. Let me show you how to do it."
04-Aug @ 09:33:39 AM Kelron@7thplane my vars are > three letters...I tend to use the first 3-4 letters decribing my vars...ie. strBuffer.....bet you can't guess what that is
04-Aug @ 09:33:24 AM Aster@SpiresofAster Then when the normal level tough stuff goes in,
04-Aug @ 09:33:16 AM Quixadhal@Bloodlines Easy way to do that Aster. Write good code, use gcc -S to make it assembly, then use an assembly to C converter on it.
04-Aug @ 09:33:14 AM Aster@SpiresofAster You'd have a tough time at doing anything... You'd get used to it.
04-Aug @ 09:33:07 AM Aster@SpiresofAster And if you DIDN'T make things easy on yourself...
04-Aug @ 09:32:59 AM Aster@SpiresofAster And if you didn't comment everything,
04-Aug @ 09:32:50 AM Aster@SpiresofAster Just to f*** with myself later.
04-Aug @ 09:32:33 AM Aster@SpiresofAster Sometimes I'll just name them var1, var2, varc, varfhtagn, etc.
04-Aug @ 09:32:18 AM Kelron@7thplane zing
04-Aug @ 09:32:05 AM Quixadhal@Bloodlines Of course, you youngsters probably just assume you'll remember everything forever. I'd tell what you have to look forward to, but... what were we talking about?
04-Aug @ 09:32:01 AM Aster@SpiresofAster my variables are really random.
04-Aug @ 09:31:54 AM Kelron@7thplane aww that was evil
04-Aug @ 09:31:39 AM Aster@SpiresofAster but I'll get around to telling ya'll what it is later.
04-Aug @ 09:31:31 AM Kelron@7thplane my major issue were ...varible names that do NOT describe the usage....I can't help that my vars are easyToReadStrings
04-Aug @ 09:30:56 AM Aster@SpiresofAster I've found the best way to break procrastination.
04-Aug @ 09:30:55 AM Quixadhal@Bloodlines Besides, when you look at your code 12 years later, it's fun to see things like /* No dumbass, that won't work going from 16 to 32 bit processors! */
04-Aug @ 09:30:40 AM Kelron@7thplane nice
04-Aug @ 09:30:25 AM Aster@SpiresofAster If it's broke, I'll go in, read it, and if I don't like what I read, re-do it... >.>
04-Aug @ 09:30:21 AM Kelron@7thplane no joke, comments are just ugh...I don't even attempt complex logic without explaining it first. actually helps me to fully understand it on a deeper level
04-Aug @ 09:30:10 AM Aster@SpiresofAster I doubt I'd ever get a second coder for my mud... so I figure if I remember what something does, why comment?
04-Aug @ 09:29:42 AM Quixadhal@Bloodlines Not commenting is just plain silly unless you're working on job security, and even that is mostly pointless these days.
04-Aug @ 09:29:41 AM Kelron@7thplane haha
04-Aug @ 09:29:23 AM Aster@SpiresofAster Cause if( !forget ) comment_line()
04-Aug @ 09:29:13 AM Kelron@7thplane I make it a religious habbit after one of my programming instructors REQUIRED it...he was a nazi about it. But I'll be damned if I never got confused after coming back tot he code.
04-Aug @ 09:28:57 AM Aster@SpiresofAster ...Most people would have a lot of difficulty understanding that sentence I just wrote. Not you guys though.
04-Aug @ 09:28:33 AM Aster@SpiresofAster I comment only when I forget not to.
04-Aug @ 09:28:19 AM Kelron@7thplane but if it isn't short and sweet...I space it out..and EVERYTHING gets comments
04-Aug @ 09:28:07 AM Aster@SpiresofAster Kelrooon! Grab Lop from smaugmuds.org(net?)
04-Aug @ 09:28:05 AM Kelron@7thplane I do that too...when its a short sweet logic solve...
04-Aug @ 09:27:33 AM Quixadhal@Bloodlines indent even.... :)
04-Aug @ 09:27:32 AM Aster@SpiresofAster No, it's cool though. You'd like it. But what I meant was like... er... "if(something)/newline/{/newline/ content/newline/" etc.
04-Aug @ 09:27:21 AM Quixadhal@Bloodlines But for C code, ident fixes that nicely.
04-Aug @ 09:27:15 AM Kelron@7thplane I can even deal with that...but DON'T please DON'T mix up multi lines and single lines
04-Aug @ 09:26:47 AM Aster@SpiresofAster Oooh. Right right.
04-Aug @ 09:26:36 AM Quixadhal@Bloodlines 3 space indenting... to handle "my $foo; $foo = 12;" type of thing.
04-Aug @ 09:26:31 AM Aster@SpiresofAster Really uniform.
04-Aug @ 09:26:29 AM Quixadhal@Bloodlines 3 space indenting... to handle "my = 12;" type of thing.
04-Aug @ 09:26:28 AM Aster@SpiresofAster Ah. Yeah, get LOP. It's uniform.
04-Aug @ 09:26:19 AM Aster@SpiresofAster I have no idea what ya'll're talkin' about. I've barely got my feet wet with code >.>
04-Aug @ 09:26:12 AM Kelron@7thplane I can deal with good indents that are uniform, it was like every 10 lines someone changed up the style
04-Aug @ 09:26:08 AM Aster@SpiresofAster perl programmer?
04-Aug @ 09:25:59 AM Quixadhal@Bloodlines Oh, a perl programmer.
04-Aug @ 09:25:45 AM Aster@SpiresofAster LOP was apparently meticulously gone through (or search replaced) every tab with three spaces.
04-Aug @ 09:25:41 AM Quixadhal@Bloodlines That's what this fancy "indent" utility is for
04-Aug @ 09:25:28 AM Aster@SpiresofAster Define spacing?
04-Aug @ 09:25:16 AM Kelron@7thplane the spacing is a fucking nightmare
04-Aug @ 09:25:08 AM Aster@SpiresofAster If something's wrong, I now know the function, hell, if I can't guess the line I'd probably have to owe you a buck.
04-Aug @ 09:25:06 AM Kelron@7thplane I could never bring myself to read diku and most smaug.....
04-Aug @ 09:24:48 AM Aster@SpiresofAster I'm INTIMATELY familiar with it.
04-Aug @ 09:24:42 AM Aster@SpiresofAster in one night.
04-Aug @ 09:24:39 AM Aster@SpiresofAster I bought a metric s*** tonne of mountain dew, and read every single line of my codebase.
04-Aug @ 09:24:21 AM Aster@SpiresofAster I just did the logical sane thing...
04-Aug @ 09:24:16 AM Aster@SpiresofAster Oh lord, Kelron.
04-Aug @ 09:23:58 AM Aster@SpiresofAster Quix, that's great.
04-Aug @ 09:23:53 AM Kelron@7thplane bah I got so tired of working with /* I wonder how this works */ started writing my own codebase........nightmare
04-Aug @ 09:23:37 AM Aster@SpiresofAster Woah, yer a player on imc? Woooooooah.
04-Aug @ 09:23:34 AM Quixadhal@Bloodlines My favorite is a line somewhere that used floating point numbers and had a line that said if(x != x) { do stuff... }, and a comment #Yes, I really mean that! Some machines don't error on some floating point operations, they set the NaN flag which you can only find by having it be not equal to itself.
04-Aug @ 09:23:20 AM Aster@SpiresofAster Diku makes me feel all warm and fuzzy inside... Hey, tell Lyanic I said hi when you see 'em.
04-Aug @ 09:22:57 AM Kelron@7thplane HA i have like 15 diff codebases downloaded...half are diku based
04-Aug @ 09:22:48 AM Aster@SpiresofAster Caught a few nasties in the ifchecks.
04-Aug @ 09:22:41 AM Aster@SpiresofAster I'm STILL finding bugs though. Big ones. Like stuff with morph.
04-Aug @ 09:22:30 AM Aster@SpiresofAster Pick up a copy of LOP or SmaugFUSS 1.9.
04-Aug @ 09:22:21 AM Kelron@7thplane i bet its kicking those returns out...before comparring
04-Aug @ 09:22:13 AM Aster@SpiresofAster -d
04-Aug @ 09:22:11 AM Kelron@7thplane now I wanna look at it
04-Aug @ 09:22:08 AM Aster@SpiresofAster I love diku.d
04-Aug @ 09:22:05 AM Aster@SpiresofAster awersome.
04-Aug @ 09:21:58 AM Kelron@7thplane [icode] Davion@ADP: str_cmp is diku Kelron
04-Aug @ 09:21:55 AM Aster@SpiresofAster Like a damn charm. Also, hiya Crat........ Everything you say is censored now, isn't it?
04-Aug @ 09:21:41 AM Aster@SpiresofAster str_cmp's the diku function? Well... either way, it did the trick.
04-Aug @ 09:21:24 AM Kelron@7thplane so Aster using the diku function did the trick?
04-Aug @ 09:21:17 AM Aster@SpiresofAster So, right, Davion, tell me about your mudprogs!
04-Aug @ 09:21:08 AM Aster@SpiresofAster ...though I think the squirells were calling it Nut portable... or... something.
04-Aug @ 09:20:45 AM Aster@SpiresofAster Quixadhal, you know you can play Acorn outside now right? With Acorn Portable!
04-Aug @ 09:20:20 AM Quixadhal@Bloodlines Hey look! I can get this running on an Acorn workstation with the default C compiler!
04-Aug @ 09:20:19 AM Aster@SpiresofAster I love stuff like that. It's how I operate. >.>
04-Aug @ 09:20:05 AM Aster@SpiresofAster I remember reading a comment something along the lines of /* I'm not even really sure how this is working now, but it is. - Thoric */
04-Aug @ 09:19:44 AM Aster@SpiresofAster There are so many weird roundabout things I've been seeing in code lately... what's a good one?
04-Aug @ 09:19:14 AM Quixadhal@Bloodlines Not sure about str_cmp though... the diku folk liked to roll their own version of system routines, so they'd compile on tinker-toy boxes from the 80's that nobody liked.
04-Aug @ 09:19:05 AM Aster@SpiresofAster Are they much nicer?
04-Aug @ 09:18:57 AM Davion@ADP Nah, ROM here.
04-Aug @ 09:18:48 AM Aster@SpiresofAster Do you have the hilariously inflexible mudprogs from stock smaug?
04-Aug @ 09:18:33 AM Davion@ADP Davion@ADP nods.
04-Aug @ 09:18:20 AM Aster@SpiresofAster Ahhh... Davion, do you have mudprogs?
04-Aug @ 09:18:17 AM Quixadhal@Bloodlines Oh, and strcmp/strcasecmp both return -1 if the first string is lexically before the second, 0 if they're equal, and 1 if the first comes after the second.
04-Aug @ 09:18:10 AM Davion@ADP str_cmp is diku Kelron
04-Aug @ 09:18:07 AM Aster@SpiresofAster Even if you test all possible outcomes from a very small function and get the desired results?
04-Aug @ 09:17:58 AM Kelron@7thplane this is odd...str_cmp does NOT show up in c++ searches....so it might be strictly C...
04-Aug @ 09:17:54 AM Davion@ADP ADP is a dikurivative
04-Aug @ 09:17:36 AM Davion@ADP undefined behaviour
04-Aug @ 09:17:22 AM Aster@SpiresofAster What's UB?
04-Aug @ 09:17:19 AM Aster@SpiresofAster Oh such roundabout ways... Hey, nobody here even uses a smaug/diku derivitive, huh?
04-Aug @ 09:17:18 AM Quixadhal@Bloodlines Of course, the number of logic errors resulting from the shared string system probably outweighs the gains from doing that... but hey.
04-Aug @ 09:16:59 AM Davion@ADP Relying on UB for results is a bad idea Aster ;)
04-Aug @ 09:16:44 AM Aster@SpiresofAster Work smarter, not harder.
04-Aug @ 09:16:37 AM Davion@ADP Man, that's some voodoo ;)
04-Aug @ 09:16:35 AM Aster@SpiresofAster Sexy logic there.
04-Aug @ 09:16:29 AM Davion@ADP ohhhhhhh
04-Aug @ 09:16:14 AM Quixadhal@Bloodlines Once upon a time, str_cmp() would do a shortcut pointer comparison to see if two shared strings were both pointing to the exact same copy, which is faster than actually comparing their contents. :)
04-Aug @ 09:16:10 AM Kelron@7thplane found a clue
04-Aug @ 09:15:54 AM Aster@SpiresofAster replaced it with str_cmp, works like a damn charm.
04-Aug @ 09:15:48 AM Davion@ADP Lemme guess! strcasecmp didn't exist in the stdlib when str_cmp was written?
04-Aug @ 09:15:25 AM Quixadhal@Bloodlines I actually know the answer to that one. *grin*
04-Aug @ 09:15:12 AM Davion@ADP You can use str_cmp and strcasecmp interchangibly.
04-Aug @ 09:14:47 AM Kelron@7thplane hrm still though it might have an issue with those returns I'm gonna test it
04-Aug @ 09:14:45 AM Davion@ADP Who knows
04-Aug @ 09:14:39 AM Aster@SpiresofAster Why not strcasecmp?
04-Aug @ 09:14:34 AM Aster@SpiresofAster Why would they name it the same?
04-Aug @ 09:13:40 AM Davion@ADP str_cmp is not case sensitive, strcmp is case sensitive. The return values are the same
04-Aug @ 09:13:18 AM Aster@SpiresofAster they use both
04-Aug @ 09:13:07 AM Kelron@7thplane the other references to use of str_cmp...or do they use strcmp?
04-Aug @ 09:12:53 AM Kelron@7thplane i think so...trying to find the difference...
04-Aug @ 09:12:10 AM Aster@SpiresofAster so... right
04-Aug @ 09:12:02 AM Davion@ADP Aster: If it's 0 they match, if it's 1 or more, they don't match.
04-Aug @ 09:11:57 AM Aster@SpiresofAster OH str_cmp might be what I've been looking for!
04-Aug @ 09:11:43 AM Davion@ADP Also, strcmp and str_cmp are two different things. str_cmp is like strcasecmp
04-Aug @ 09:11:42 AM Aster@SpiresofAster ...Wait, wouldn't that be -1, for null?
04-Aug @ 09:11:36 AM Aster@SpiresofAster huh. so would it be !strcmp?
04-Aug @ 09:11:15 AM Kelron@7thplane A zero value indicates that both strings are equal.
04-Aug @ 09:10:56 AM Aster@SpiresofAster Well doesn't that make a whole lot of sense.
04-Aug @ 09:10:56 AM Kelron@7thplane http://www.cplusplus.com/reference/clibrary/cstring/strcmp/
04-Aug @ 09:10:33 AM Aster@SpiresofAster Oh... apparently it's an int.
04-Aug @ 09:10:25 AM Aster@SpiresofAster because it's a very very weird bool that I cannot look at the code of >.>
04-Aug @ 09:10:14 AM Aster@SpiresofAster Maybe it's because I'm using three references of !strcmp... and they're for three totally different things... I'm not really sure if !strcmp or strcmp is the one that basically does "This line is indeed like this other line."
04-Aug @ 09:09:43 AM Aster@SpiresofAster I'm not trying to make a scratch source here, just add a panzer's weight in features to my current code.
04-Aug @ 09:09:42 AM Aster@SpiresofAster strcmp's bein' used alllll over the code.
04-Aug @ 09:08:13 AM Aster@SpiresofAster probably just have to make a new char and dump it into that.
04-Aug @ 09:08:01 AM Aster@SpiresofAster I'd rather not dereference it then.
04-Aug @ 09:07:51 AM Aster@SpiresofAster for the others it's using nifty is name.
04-Aug @ 09:07:50 AM Kelron@7thplane *var? or *(var)?
04-Aug @ 09:07:46 AM Aster@SpiresofAster but...
04-Aug @ 09:07:46 AM Davion@ADP You'd dereference it with *
04-Aug @ 09:07:44 AM Aster@SpiresofAster It's using str_cmp for evil.
04-Aug @ 09:07:39 AM Aster@SpiresofAster ...what the heck?
04-Aug @ 09:07:36 AM Davion@ADP ...
04-Aug @ 09:07:35 AM Kelron@7thplane command? you mean
04-Aug @ 09:07:22 AM Aster@SpiresofAster not atoi...
04-Aug @ 09:07:19 AM Aster@SpiresofAster or is that impossible? I can't remember.
04-Aug @ 09:07:10 AM Aster@SpiresofAster Which depreciates the char to compare... and gives me an error every time. What is the command to turn a char pointer into a char?
04-Aug @ 09:06:46 AM Aster@SpiresofAster Replaced str_cmp with nifty_is_name.
04-Aug @ 09:06:43 AM Kelron@7thplane hrm...????
04-Aug @ 09:06:37 AM Aster@SpiresofAster wow.
04-Aug @ 09:06:11 AM Aster@SpiresofAster hah... I think it's working now. which makes all of no sense.
04-Aug @ 09:06:08 AM Kelron@7thplane indeed check the stack...does, strcmp filter out "/r/n" returns?
04-Aug @ 09:06:00 AM Davion@ADP grin
04-Aug @ 09:05:43 AM Aster@SpiresofAster Oh, I have to crash it first? Shite.
04-Aug @ 09:05:36 AM Aster@SpiresofAster no stack.
04-Aug @ 09:05:28 AM Kelron@7thplane maybe...its trying to compare evil to good/r/n
04-Aug @ 09:05:22 AM Aster@SpiresofAster Anyway, right, what was I saying?
04-Aug @ 09:05:22 AM Davion@ADP type 'bt' and it'll show you what frame the crash is local to your code, then type 'frame <frame number>'
04-Aug @ 09:05:15 AM Aster@SpiresofAster Hehehe.
04-Aug @ 09:05:12 AM Aster@SpiresofAster >.>
04-Aug @ 09:05:10 AM Aster@SpiresofAster hrm... /r/n
04-Aug @ 09:05:03 AM Aster@SpiresofAster it did go to the next line when it was printed... but only cause it had a linebreak in it.
04-Aug @ 09:04:49 AM Kelron@7thplane did it go to the next line?
04-Aug @ 09:04:45 AM Aster@SpiresofAster info locals says no frame selected.
04-Aug @ 09:04:38 AM Aster@SpiresofAster literally.
04-Aug @ 09:04:36 AM Aster@SpiresofAster "good"
04-Aug @ 09:04:35 AM Kelron@7thplane lol nvm you said good
04-Aug @ 09:04:29 AM Kelron@7thplane ....which was?
04-Aug @ 09:04:16 AM Aster@SpiresofAster In this case, good.
04-Aug @ 09:04:11 AM Davion@ADP Type 'info locals' to see what's around
04-Aug @ 09:04:11 AM Aster@SpiresofAster printing out the contents of reqalign prints out the contents of reqalign.
04-Aug @ 09:04:00 AM Aster@SpiresofAster No symbol "skill" in current context.
04-Aug @ 09:03:54 AM Kelron@7thplane so when you printed the contents of reqalign, what happened?
04-Aug @ 09:03:26 AM Aster@SpiresofAster Also, p skill cannot print.
04-Aug @ 09:03:19 AM Aster@SpiresofAster I mean when it calls in ->reqalign.
04-Aug @ 09:03:11 AM Davion@ADP Ya, first check that skill is ok, if it it is, then ->reqalign is not
04-Aug @ 09:03:07 AM Kelron@7thplane you mean...it doesn't work for you or it printed out nothing?
04-Aug @ 09:02:41 AM Aster@SpiresofAster For an immortal it doesn't seem to do anythin'.
04-Aug @ 09:02:39 AM Kelron@7thplane yep my first step would be checking the contents
04-Aug @ 09:02:35 AM Aster@SpiresofAster Oh, right.
04-Aug @ 09:02:11 AM Kelron@7thplane sorry ok finish...
04-Aug @ 09:02:01 AM Aster@SpiresofAster alright, alright.
04-Aug @ 09:01:58 AM Aster@SpiresofAster and... what was I trying.
04-Aug @ 09:01:49 AM Aster@SpiresofAster Skill's just fine... this new addition seems not to be though,
04-Aug @ 09:01:35 AM Davion@ADP p == print
04-Aug @ 09:01:33 AM Aster@SpiresofAster Yes, skill-reqalign is initialized.
04-Aug @ 09:01:26 AM Aster@SpiresofAster p skill? How odd.
04-Aug @ 09:01:21 AM Kelron@7thplane was the orginal skill->reqalign initialized?
04-Aug @ 09:01:14 AM Davion@ADP gdb it and p skill
04-Aug @ 09:01:13 AM Aster@SpiresofAster skill's fine.
04-Aug @ 09:01:08 AM Davion@ADP is skill ok?
04-Aug @ 09:01:06 AM Aster@SpiresofAster skill->reqalign is a char*
04-Aug @ 09:00:56 AM Aster@SpiresofAster if( !strcmp( "evil", skill->reqalign ) ) segfaults my mud.
04-Aug @ 09:00:50 AM Kelron@7thplane what is it not working?
04-Aug @ 09:00:44 AM Aster@SpiresofAster That segfaults the whole mud.
04-Aug @ 09:00:34 AM Aster@SpiresofAster Huh. The case is still equal.
04-Aug @ 09:00:29 AM Kelron@7thplane k
04-Aug @ 09:00:24 AM Aster@SpiresofAster Yeah, char*
04-Aug @ 09:00:20 AM Davion@ADP strcmp is case sensitive
04-Aug @ 09:00:18 AM Aster@SpiresofAster That line up there,
04-Aug @ 09:00:03 AM Aster@SpiresofAster it's already been set.
04-Aug @ 08:59:59 AM Aster@SpiresofAster skill-reqalign is a char.
04-Aug @ 08:59:53 AM Aster@SpiresofAster if( !strcmp( "evil", skill->reqalign ) )
04-Aug @ 08:59:44 AM Davion@ADP Well! There's your first problem ;)
04-Aug @ 08:59:43 AM Aster@SpiresofAster I'm trying to do THIS:
04-Aug @ 08:59:42 AM Kelron@7thplane ....lol ok whats the issue?
04-Aug @ 08:59:29 AM Aster@SpiresofAster ...And ESPECIALLY not C~. Screw C tilde. Anyway,
04-Aug @ 08:59:08 AM Aster@SpiresofAster I'm in C... just C, not C++ not C#, not even C%.
04-Aug @ 08:58:54 AM Aster@SpiresofAster Awesome. Alright, so here's what I'm trying to do,
04-Aug @ 08:58:48 AM Kelron@7thplane yeah
14-Jul @ 01:13:58 AM Parhelion@Talon Anyone know what the immediate problem is with getting the networking package to work with the stock kernel lib in DGD 1.4? (The file connection.c fails to compile, but there is no obvious reason why not.)
09-Jul @ 01:39:59 PM Worstje@Talon Working on a SMAUG(fuss) amalgation of sorts, and I'm not exactly at home in the codebase. What method/file are characters finalized in before they're removed from the game upon logout/dc? I believe I've got some pointers to said CHAR_DATA in other objects that need resetting.
08-Jun @ 08:56:46 PM Stainless@WarpMUD any coders on
06-Jun @ 07:38:37 PM Cratylus@Dead_Souls_Dev 1010011
04-Jun @ 03:46:15 PM Quixadhal@Bloodlines iFart
04-Jun @ 03:45:37 PM Cratylus@Dead_Souls_Dev fart
20-May @ 03:16:21 PM Balrog@AvP there much better
20-May @ 03:16:17 PM Balrog@AvP nah steve jobs is going to just sue imc lol
20-May @ 03:16:04 PM Balrog@AvP wow talk about typing wrong
20-May @ 03:15:51 PM Balrog@AvP blah that came out so wrong
20-May @ 03:15:32 PM Balrog@AvP nah steve jobs is going to just going to sue imc lol
20-May @ 03:15:31 PM Scoyn@SWTSW Moreso, what would Apple do/say when they find out that one of their programs (iChat) is also a channel on a communication server for text based games based on a variety of other published works.
20-May @ 03:14:19 PM Scoyn@SWTSW I've been wondering that for years.
20-May @ 03:10:38 PM Quixadhal@Bloodlines So, is IMC sponsored by apple? ichat, icode, ifart? :)
20-May @ 02:38:58 PM Retnur@CM /a ([A-Z])|an ([A-Z])/
20-May @ 02:38:54 PM DavidHaley@MW make non-capturing groups
20-May @ 02:37:31 PM Retnur@CM Posted here to avoid the DH fray: Quix, how do you do capture groups using alternations in a regular expression?
14-May @ 08:47:37 PM Kiasyn@Talon NULL
14-May @ 07:04:51 PM Aster@SpiresofAster In Smaug, what are the serious disadvantages to removing order? Especially considering a lot of simple tasks could just be done with progs, triggering them off of says.
10-May @ 04:54:44 PM Jandice@SWTSW affects
10-May @ 02:15:41 PM Mudder@Talon What do you guys suspect would be the best (easiest) place to begin adding std::string into a rom codebase?
10-May @ 02:10:59 PM Mudder@Talon Thanks David.
10-May @ 02:08:54 PM DavidHaley@MW note that this is the same as the strcmp function from C
10-May @ 02:08:48 PM DavidHaley@MW 0 meaning that they are equal
10-May @ 02:08:44 PM DavidHaley@MW or, use compare, but test against 0
10-May @ 02:08:33 PM DavidHaley@MW you can do std::string == char*, but not the other way around, IIRC
10-May @ 02:08:20 PM DavidHaley@MW if you want equality, just use ==
10-May @ 02:08:11 PM DavidHaley@MW 1 means that it's "larger than" the compared string
10-May @ 02:04:30 PM Mudder@Talon Hm, I wanted equality. I assumed 1 would be positive.
10-May @ 01:59:12 PM DavidHaley@MW compare returns -1, 0 or 1
10-May @ 01:59:03 PM DavidHaley@MW do you mean compare or equality?
10-May @ 01:55:04 PM Mudder@Talon So I seem to be having an issue with std::strings. I'm trying to simply compare a std::string with a literal string and if true take an action. Something like if ( argument.compare("none") ==1 )
10-May @ 12:16:11 PM Mudder@Talon Okay, that's what I thought. I don't see much point in structures.
10-May @ 12:05:55 PM Kayle@MW The only difference between a class and a struct in C++ is taht a class is private by default and a struct is public. Other than that, they're entirely identical.
10-May @ 11:41:56 AM Mudder@Talon So in a MUD, is there ever a big advantage of using structs over classes? Since the only difference seems to be that classes allow you to be a control freak?
10-May @ 08:31:01 AM Silenus@Dead_Souls_Dev yeah :-)
10-May @ 08:30:48 AM Davion@ADP I did say 'kinda'!
10-May @ 08:30:00 AM Silenus@Dead_Souls_Dev I still need to work on my C :-)
10-May @ 08:29:43 AM Silenus@Dead_Souls_Dev but if you are learning to program i guess maybe you should learn both?
10-May @ 08:29:10 AM Davion@ADP not saying there aren't a lot of crazy people in this world
10-May @ 08:28:33 AM Silenus@Dead_Souls_Dev well according to that online survey thing C is more popular 2:1 versus C++ or something?
10-May @ 08:28:06 AM Silenus@Dead_Souls_Dev simpler language easier to learn etc but no nice abstraction stuff
10-May @ 08:28:05 AM Davion@ADP crazy crazy people
10-May @ 08:27:36 AM Silenus@Dead_Souls_Dev a lot of people still use straight C
10-May @ 08:27:19 AM Mudder@Talon Yeah once I get refreshed I need to get a higher level C++ book and actually learn the nice C++ features. :D
10-May @ 08:27:02 AM Davion@ADP Or if you're like me and mix up orders, sometimes it's nice to see 'needle' and 'haystack' in there ;)
10-May @ 08:26:17 AM Silenus@Dead_Souls_Dev reason being is if you stick the funcitons in a header you can have some hint of what the function arguments are for without reading the definitions
10-May @ 08:25:57 AM Davion@ADP Especially with overloading'n such
10-May @ 08:25:48 AM Silenus@Dead_Souls_Dev but the compiler doesnt need it
10-May @ 08:25:47 AM Davion@ADP Davion@ADP nods.
10-May @ 08:25:39 AM Silenus@Dead_Souls_Dev it's sometimes nice to have it
10-May @ 08:24:42 AM Mudder@Talon Yeah I was just wondering if I could limit the variable name.
10-May @ 08:23:12 AM Davion@ADP Just for looks. prototypes don't need names. "void printMessage(string);" is valid
10-May @ 08:20:50 AM Mudder@Talon I have a dummy question, as I review coding and get rid of some rust. When declaring a prototype with a dummy argument such as void printMessage(string arg1); ...Must you name the variable arg1 when you give it the variable or is it simply for looks?
02-May @ 11:40:03 PM Kiasyn@Talon moop
02-May @ 10:50:16 PM Jandice@SWTSW there is a seperate option to precent command echo
02-May @ 10:49:56 PM Jandice@SWTSW no, it omits the actual string that it trigger from.
02-May @ 10:49:30 PM Scoyn@SWTSW Omitting the output omits an echo of sending the command to the MUD, iirc. I could be wrong though. Wouldn't surprise me.
02-May @ 10:48:31 PM Jandice@SWTSW so the trigger is matching correctly?
02-May @ 10:45:28 PM sasuke@Talon I can't seem to omit anything from output in Mushclient. I'm sending inventory to script from an alias, I want to gag (omit) the inventory from showing on the main page. Is there something I'm missing? I ticked the omit from output option in the box near where your writing the script.
01-May @ 07:14:13 AM Kelron@7thplane in the vast emptyness of space I call forth the coders from there fortified networks!...-lame-
25-Apr @ 03:18:14 AM Worstje@Talon Would anyone here happen to have some experience with LPegs?
20-Apr @ 11:42:22 AM Kline@AF_Dev My final output still has spacing issues like my original input
20-Apr @ 11:40:28 AM Retnur@CoralMud What's it doing wrong?
20-Apr @ 11:36:01 AM Kline@AF_Dev Can you glance this over, if you're still about Retnur? http://www.mudbytes.net/index.php?a=pastebin&s=view&pid=33209
20-Apr @ 11:28:03 AM Kline@AF_Dev Well, crashes be damned, I've gotten things to re-insert properly but the theory behind this doesn't hold (or I did something terribly wrong :)
20-Apr @ 11:01:08 AM Retnur@CoralMud Most languages let you do something like haystack.replace(needle, a_new_needle)
20-Apr @ 11:00:37 AM Kline@AF_Dev So I've gathered...lol
20-Apr @ 11:00:30 AM Retnur@CoralMud It's a mess in C. :)
20-Apr @ 11:00:21 AM Retnur@CoralMud *shrugs*
20-Apr @ 11:00:16 AM Retnur@CoralMud You could just write a little function to do it probably using strncmp
20-Apr @ 10:59:39 AM Kline@AF_Dev It is :(
20-Apr @ 10:59:33 AM Retnur@CoralMud But it looks a little unwieldy.
20-Apr @ 10:59:25 AM Kline@AF_Dev All I can think of is to match word:word, but roll back X places in the buffer to see if I start a color before the word, and if so, use that instead of a 1:1
20-Apr @ 10:59:20 AM Retnur@CoralMud I dunno. there's a replace function
20-Apr @ 10:58:18 AM Retnur@CoralMud *looks*
20-Apr @ 10:58:13 AM Retnur@CoralMud Not sure if C++ has anything that makes it easy to do
20-Apr @ 10:58:02 AM Retnur@CoralMud Hrm
20-Apr @ 10:57:16 AM Kline@AF_Dev So I'm at step 4 of your process; how would I do a successful match/replace of my original into my stripped and formatted; since the original has the additional chars in it?
20-Apr @ 10:56:32 AM Retnur@CoralMud Yeah
20-Apr @ 10:56:27 AM Kline@AF_Dev Retnur: Still about?
20-Apr @ 05:20:15 AM Kelron@7thplane is it a good idea to use objects all the way down to eyes and organs?
20-Apr @ 05:18:17 AM Kelron@7thplane i'm building a body system, body parts for eq, combat, etc
20-Apr @ 05:17:55 AM Kelron@7thplane was wondering if any coders out there could give me some advice on when not to use c++ objects
20-Apr @ 05:17:30 AM Kelron@7thplane hello
19-Apr @ 07:04:07 PM Tourun@CoralMud test
15-Apr @ 01:00:46 AM Aster@SpiresOfAster Any takers?
15-Apr @ 12:55:45 AM Aster@SpiresOfAster Without destroying everything.
15-Apr @ 12:55:29 AM Aster@SpiresOfAster Using Smaugfuss structure
15-Apr @ 12:55:07 AM Aster@SpiresOfAster I'm trying to figure out how to get strings that call the $n token for ch to show something else if a condition meets a perimeter in one fell swoop, rather than defining all of the rest.
15-Apr @ 12:52:31 AM Aster@SpiresOfAster Anyone home?