http://wiki.dikumud.net/api.php?action=feedcontributions&user=Rgautier&feedformat=atomDikuMUD Wiki - User contributions [en]2024-03-28T12:22:23ZUser contributionsMediaWiki 1.34.1http://wiki.dikumud.net/index.php?title=Wizarding_101&diff=653Wizarding 1012020-08-03T16:25:08Z<p>Rgautier: /* Grabbing Power: */</p>
<hr />
<div>== Grabbing Power: ==<br />
<br />
The Administrative immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have administrative power. It is recommended that you NOT use the overall admin character, but instead create another character for day to day administrative duties. With great power comes great responsibility, but with great power come grave mistakes. :)<br />
<br />
To set the wizarding level of other character, use the command: '''Advance admin <char> <level>'''<br />
The player you're promoting should be logged in (and you'll need to be able to see them.. use '''go <character>''' to get to the same room if needed)<br />
<br />
For ultimate power, you may set the level to 255. You will want to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with all of that power.<br />
<br />
(Update command/level chart here later?)<br />
<br />
=== Who's in power ===<br />
<br />
You'll want everyone to know who is in power - The 'wizlist' command draws from a configuration file in ../etc/strings/wizlist. Now that Diku is web-based, you'll want newlines to be paragraphs or have HTML breaks, so include markup in the file.<br />
<br />
== Command Structure ==<br />
<br />
The MUD as distributed has the following commands at the minimum levels below. This can be changed in commands.dat at ../etc/commands.dat. Notice the destructive potential the closer you get to the highest level. Besides destroying someone's privacy (plog), crashing the world on purpose is serious business. It is recommended that you learn these commands from the bottom up to ease your way into world management....or just crash the MUD once to get it out of your system.<br />
<br />
Level 255 commands<br />
<br />
crash plog shutdown<br />
<br />
Level 254 commands<br />
<br />
execute nset<br />
<br />
Level 253 commands<br />
<br />
advance copy zap<br />
<br />
Level 250 commands<br />
<br />
freeze<br />
<br />
Level 240 commands<br />
<br />
ban broadcast reboot<br />
<br />
Level 239 commands<br />
<br />
force makemoney snoop setskill restore switch<br />
<br />
Level 235 commands<br />
<br />
transfer<br />
<br />
Level 230 commands<br />
<br />
boards load path purge set reset wizinv wizlock<br />
<br />
Level 220 commands<br />
<br />
mash rock flick message wizhelp at<br />
<br />
Level 219 commands<br />
<br />
corpses goto<br />
<br />
Level 215 commands<br />
<br />
wstat competition<br />
<br />
Level 213 commands<br />
<br />
echo<br />
<br />
Level 210 commands<br />
<br />
wiz<br />
<br />
Level 204 commands<br />
<br />
petrify title<br />
<br />
Level 202 commands<br />
<br />
users<br />
<br />
Level 200 commands<br />
<br />
notell where wizsocials</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Getting_started_-_Step_by_Step&diff=649Getting started - Step by Step2020-07-23T15:57:16Z<p>Rgautier: /* Running the MUD */</p>
<hr />
<div>To get started with DikuMUD, you're going to need a few things.<br />
<br />
First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's also ok as long as you have permission. Running a MUD means that there will be network connections to the machine and the to do that it's going to have to listen for network traffic. Those owning the machine might not take kindly to allowing these network connections. There's security risk involved, and there may be a cost involved for the traffic itself.<br />
<br />
The MUD will run on a wide variety of platforms, but is written using '''(distribution)''', a LINUX host.<br />
<br />
==== Pre-requisites ==== - stuff that has to already be installed on the platform include<br />
<br />
gcc/g++<br />
flex/bison (sudo apt-get install bison flex)<br />
boost devel (sudo apt-get install libboost-all-dev)<br />
<br />
For CentOS:<br />
sudo yum group install "Development Tools"<br />
<br />
should do it, but you may need:<br />
sudo yum install boost-devel flex-devel<br />
<br />
To download a copy, you can pull down a current copy of the software from GitHub with:<br />
<br />
git clone https://github.com/Seifert69/DikuMUD3.git<br />
<br />
While a lesson in using git is beyond the scope of this document, you're probably going to want a version control system at some point, and git is probably the most widely in use at this point. You could just download it in a package from GitHub and make a directory to unpack it to, but this will download the current version into a 'DikuMUD3' directory, create the local git repository, link it to the master on GitHub and give you an unpacked directory of files.<br />
<br />
Now, what I'm about to say is dirty, and you shouldn't do it...but this document isn't meant to go into the nitty gritty of separating your development environment from your test and production environments, setting up a pipeline to configure development code and keeping pristine environments...this is the wild, wild west, and we're just going to run the MUD from your local repository....Just remember that I told you not to do this, so later when you're cursing me out for making your setup all messy as you're making copies of config files and figuring out what you should replicate and what you shouldn't, you can hear me saying 'I told you not to' in the background.<br />
<br />
What SHOULD you do? Set up a production directory to copy this clone to that you'll run the MUD from, and figure out a good work pattern for pushing out production code. Make changes under source control, and decide if you're going to be a contributor to the main project. Separate the config data from the dev environment to the production one and protect any secrets from being accidentally pushed up to the main. In the end, you'll save some heartache. But if you just want to get started today....<br />
<br />
== Compiling the MUD ==<br />
<br />
Now on to getting it up and running. What you have is a bunch of files, but what you want is an up and running world. That means it needs to be compiled to run on your chosen platform and linked in with all of the local support libraries. There's a method to this madness.<br />
<br />
How to build & launch<br />
<br />
First build the binaries:<br />
<br />
cd vme/src/<br />
make all # <br />
<br />
There is a flag (-j8) in the Makefile to compile on 8 threads in parallel. If you run into errors with the compile and you're on a machine with limited resources, this may cause a race condition during the compilation. Edit Makefile and remove this flag if the compile starts complaining about errors that should be reported to the compiler developers.<br />
<br />
Make sure .def files are pre-processed:<br />
<br />
cd ../etc/<br />
make all<br />
<br />
Then compile the zones:<br />
<br />
cd ../zone/<br />
../bin/vmc -m -I../include/ *.zon<br />
<br />
== Running the MUD ==<br />
<br />
Now you're ready to launch, the dev likes to four tabs in shell:<br />
<br />
cd ../log/ # Do this before you start the tabs. Git docs say to run from bin, but if you do, that's where it will log to.<br />
../bin/vme # tab1<br />
tail -f vme.log # tab2<br />
../bin/mplex -w -p 4280 # tab3<br />
tail -f mplex.log # tab4<br />
<br />
There's a number of ways to get multiple tabs - from multiple Terminal windows, to using screen if your host environment isn't running a graphical windowing system.<br />
<br />
Tailing the logs are optional steps - you'll definitely need tab1 and tab3 for your MUD to run.<br />
<br />
You can also run these commands in the background using<br />
<br />
cd ../log # So running the MUD logs to DikuMUD3/vme/log<br />
nohup ../bin/vme > vmenohup.log & # This starts the MUD engine<br />
nohup ../bin/mplex -w -p 4280 > mplexnohup.log & # This starts a Websockets listener on port 4280 that will connect to your MUD<br />
<br />
This will keep the MUD up and running in a background process even if you terminate your login on your host. Note that if you DO log out with the MUD running on nohup, your process will no longer be retrievable to the foreground (The & sends the process to the background, retrieved with the 'fg' command) on subsequent logins, since your next login shell will not be the parent. You may have to KILL the MUD to stop it if you can't log in and shut it down.<br />
<br />
If you run it from tabs, terminal windows, or just get it back with fg you can terminate the running programs with Ctrl-C in the appropriate shell.<br />
<br />
You can also launch a telnet mplex using e.g. mplex -p 4242 And then telnet localhost 4242. But telnet is best for debugging<br />
<br />
== Connecting to the MUD ==<br />
<br />
DikuMUD3 comes with a web front-end client. To open the client directly if you're on a windowed distro:<br />
<br />
cd ../www/<br />
firefox index.html<br />
<br />
If you're going to be hosting the MUD, you should copy the files in ../www to your web hosted files directory so they are available to your users at your web address. (If you own the box, probably /var/www/html or something similar).<br />
<br />
If you're using the web client, the distributed version doesn't point to your MUD, it points to the author's. Edit the index.html file and find all of the host references (including the ones in the urls like www.valhalla.com) and replace them with your fully qualified domain name, IP address or localhost and set the port to match mplex (4280 if you used that).<br />
<br />
Once you load index.html in Firefox (or browser of choice), you'll have the quick link to connect or can manually input a websocket host to connect to. Press connect and you're connected to a game from the 20th century with 21st century technology!</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Getting_started_-_Step_by_Step&diff=648Getting started - Step by Step2020-07-23T15:55:57Z<p>Rgautier: /* Running the MUD */</p>
<hr />
<div>To get started with DikuMUD, you're going to need a few things.<br />
<br />
First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's also ok as long as you have permission. Running a MUD means that there will be network connections to the machine and the to do that it's going to have to listen for network traffic. Those owning the machine might not take kindly to allowing these network connections. There's security risk involved, and there may be a cost involved for the traffic itself.<br />
<br />
The MUD will run on a wide variety of platforms, but is written using '''(distribution)''', a LINUX host.<br />
<br />
==== Pre-requisites ==== - stuff that has to already be installed on the platform include<br />
<br />
gcc/g++<br />
flex/bison (sudo apt-get install bison flex)<br />
boost devel (sudo apt-get install libboost-all-dev)<br />
<br />
For CentOS:<br />
sudo yum group install "Development Tools"<br />
<br />
should do it, but you may need:<br />
sudo yum install boost-devel flex-devel<br />
<br />
To download a copy, you can pull down a current copy of the software from GitHub with:<br />
<br />
git clone https://github.com/Seifert69/DikuMUD3.git<br />
<br />
While a lesson in using git is beyond the scope of this document, you're probably going to want a version control system at some point, and git is probably the most widely in use at this point. You could just download it in a package from GitHub and make a directory to unpack it to, but this will download the current version into a 'DikuMUD3' directory, create the local git repository, link it to the master on GitHub and give you an unpacked directory of files.<br />
<br />
Now, what I'm about to say is dirty, and you shouldn't do it...but this document isn't meant to go into the nitty gritty of separating your development environment from your test and production environments, setting up a pipeline to configure development code and keeping pristine environments...this is the wild, wild west, and we're just going to run the MUD from your local repository....Just remember that I told you not to do this, so later when you're cursing me out for making your setup all messy as you're making copies of config files and figuring out what you should replicate and what you shouldn't, you can hear me saying 'I told you not to' in the background.<br />
<br />
What SHOULD you do? Set up a production directory to copy this clone to that you'll run the MUD from, and figure out a good work pattern for pushing out production code. Make changes under source control, and decide if you're going to be a contributor to the main project. Separate the config data from the dev environment to the production one and protect any secrets from being accidentally pushed up to the main. In the end, you'll save some heartache. But if you just want to get started today....<br />
<br />
== Compiling the MUD ==<br />
<br />
Now on to getting it up and running. What you have is a bunch of files, but what you want is an up and running world. That means it needs to be compiled to run on your chosen platform and linked in with all of the local support libraries. There's a method to this madness.<br />
<br />
How to build & launch<br />
<br />
First build the binaries:<br />
<br />
cd vme/src/<br />
make all # <br />
<br />
There is a flag (-j8) in the Makefile to compile on 8 threads in parallel. If you run into errors with the compile and you're on a machine with limited resources, this may cause a race condition during the compilation. Edit Makefile and remove this flag if the compile starts complaining about errors that should be reported to the compiler developers.<br />
<br />
Make sure .def files are pre-processed:<br />
<br />
cd ../etc/<br />
make all<br />
<br />
Then compile the zones:<br />
<br />
cd ../zone/<br />
../bin/vmc -m -I../include/ *.zon<br />
<br />
== Running the MUD ==<br />
<br />
Now you're ready to launch, the dev likes to four tabs in shell:<br />
<br />
cd ../log/ # Do this before you start the tabs. Git docs say to run from bin, but if you do, that's where it will log to.<br />
../bin/vme # tab1<br />
tail -f vme.log # tab2<br />
../bin/mplex -w -p 4280 # tab3<br />
tail -f mplex.log # tab4<br />
<br />
There's a number of ways to get multiple tabs - from multiple Terminal windows, to using screen if your host environment isn't running a graphical windowing system.<br />
<br />
Tailing the logs are optional steps - you'll definitely need tab1 and tab3 for your MUD to run.<br />
<br />
You can also run these commands in the background using<br />
<br />
nohup ./vme > vmenohup.log & # This starts the MUD engine<br />
nohup ./mplex -w -p 4280 > mplexnohup.log & # This starts a Websockets listener on port 4280 that will connect to your MUD<br />
<br />
This will keep the MUD up and running in a background process even if you terminate your login on your host. Note that if you DO log out with the MUD running on nohup, your process will no longer be retrievable to the foreground (The & sends the process to the background, retrieved with the 'fg' command) on subsequent logins, since your next login shell will not be the parent. You may have to KILL the MUD to stop it if you can't log in and shut it down.<br />
<br />
If you run it from tabs, terminal windows, or just get it back with fg you can terminate the running programs with Ctrl-C in the appropriate shell.<br />
<br />
You can also launch a telnet mplex using e.g. mplex -p 4242 And then telnet localhost 4242. But telnet is best for debugging<br />
<br />
== Connecting to the MUD ==<br />
<br />
DikuMUD3 comes with a web front-end client. To open the client directly if you're on a windowed distro:<br />
<br />
cd ../www/<br />
firefox index.html<br />
<br />
If you're going to be hosting the MUD, you should copy the files in ../www to your web hosted files directory so they are available to your users at your web address. (If you own the box, probably /var/www/html or something similar).<br />
<br />
If you're using the web client, the distributed version doesn't point to your MUD, it points to the author's. Edit the index.html file and find all of the host references (including the ones in the urls like www.valhalla.com) and replace them with your fully qualified domain name, IP address or localhost and set the port to match mplex (4280 if you used that).<br />
<br />
Once you load index.html in Firefox (or browser of choice), you'll have the quick link to connect or can manually input a websocket host to connect to. Press connect and you're connected to a game from the 20th century with 21st century technology!</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Understanding_the_File_System&diff=647Understanding the File System2020-07-23T00:13:33Z<p>Rgautier: </p>
<hr />
<div>I've got all these files and directories...what is all this stuff?<br />
<br />
Starting at the top:<br />
<br />
LICENSE - You're going to have to keep this file with any version of the software package that you make. Read it to better understand it. It's what authorizes you to run and even copy or change the software, but it also sets conditions on the rights that it gives you.<br />
<br />
README.md - Of course, you already did, right?<br />
<br />
vme - the directory with the magic in it!<br />
<br />
=== vme subdirectories ===<br />
<br />
bin - The binary files used to run and maintain the MUD<br />
<br />
build - When you compile the code, the objects will be built into this directory - not meant to be edited.<br />
<br />
doc - Well, what can we say, we tried, but we're programmers, not tech-writers.<br />
<br />
etc - Configuration data to drive how the MUD works, what it outputs, what makes it unique, etc.<br />
<br />
include - Include files - containing constants that drive how the MUD works - editing anything in here will mean a recompile. Not only that, but it will probably mean some painful errors or problems caused by your change because of something you didn't think of before you changed it.<br />
<br />
lib - The library - bulletin board data, references to current player number, criminal activity, deaths, player bans.<br />
<br />
log - Probably a good place to point your logs to (?)<br />
<br />
scripts - Conversion utilities and other madness to make things easier.<br />
<br />
src - The source code for the MUD engine and the multiplexer code that provides the connectivity to it. You're probably going to want to play with this at some point if you're reading this...but you can do soooo much now with what's in 'zone' that you may not need to.<br />
<br />
todo - A peek into the mind of a wizard considering that which weighs on his shoulders.<br />
<br />
www - The files that make up the web front end and the HTML5 client.<br />
<br />
zone - The Zone files that define the world and how it behaves</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Understanding_the_File_System&diff=646Understanding the File System2020-07-23T00:04:22Z<p>Rgautier: Created page with "I've got all these files and directories...what is all this stuff? Starting at the top: LICENSE - You're going to have to keep this file with any version of the software pac..."</p>
<hr />
<div>I've got all these files and directories...what is all this stuff?<br />
<br />
Starting at the top:<br />
<br />
LICENSE - You're going to have to keep this file with any version of the software package that you make. Read it to better understand it. It's what authorizes you to run and even copy or change the software, but it also sets conditions on the rights that it gives you.<br />
<br />
README.md - Of course, you already did, right?<br />
<br />
vme - the directory with the magic in it!<br />
<br />
=== vme subdirectories ===<br />
<br />
bin - The binary files used to run and maintain the MUD<br />
<br />
build - When you compile the code, the objects will be built into this directory - not meant to be edited.<br />
<br />
doc - Well, what can we say, we tried, but we're programmers, not tech-writers.<br />
<br />
etc - Configuration data to drive how the MUD works, what it outputs, what makes it unique, etc.<br />
<br />
include - Include files - containing constants that drive how the MUD works<br />
<br />
lib - The library - bulletin board data, references to current player number, criminal activity, deaths, player bans.<br />
<br />
log - Probably a good place to point your logs to (?)<br />
<br />
scripts - Conversion utilities and other madness to make things easier.<br />
<br />
src - The source code for the MUD engine and the multiplexer code that provides the connectivity to it.<br />
<br />
todo - A peek into the mind of a wizard considering that which weighs on his shoulders.<br />
<br />
www - The files that make up the web front end and the HTML5 client.<br />
<br />
zone - The Zone files that define the world and how it behaves</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Getting_started_-_Step_by_Step&diff=645Getting started - Step by Step2020-07-22T23:33:37Z<p>Rgautier: </p>
<hr />
<div>To get started with DikuMUD, you're going to need a few things.<br />
<br />
First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's also ok as long as you have permission. Running a MUD means that there will be network connections to the machine and the to do that it's going to have to listen for network traffic. Those owning the machine might not take kindly to allowing these network connections. There's security risk involved, and there may be a cost involved for the traffic itself.<br />
<br />
The MUD will run on a wide variety of platforms, but is written using '''(distribution)''', a LINUX host.<br />
<br />
==== Pre-requisites ==== - stuff that has to already be installed on the platform include<br />
<br />
gcc/g++<br />
flex/bison (sudo apt-get install bison flex)<br />
boost devel (sudo apt-get install libboost-all-dev)<br />
<br />
For CentOS:<br />
sudo yum group install "Development Tools"<br />
<br />
should do it, but you may need:<br />
sudo yum install boost-devel flex-devel<br />
<br />
To download a copy, you can pull down a current copy of the software from GitHub with:<br />
<br />
git clone https://github.com/Seifert69/DikuMUD3.git<br />
<br />
While a lesson in using git is beyond the scope of this document, you're probably going to want a version control system at some point, and git is probably the most widely in use at this point. You could just download it in a package from GitHub and make a directory to unpack it to, but this will download the current version into a 'DikuMUD3' directory, create the local git repository, link it to the master on GitHub and give you an unpacked directory of files.<br />
<br />
Now, what I'm about to say is dirty, and you shouldn't do it...but this document isn't meant to go into the nitty gritty of separating your development environment from your test and production environments, setting up a pipeline to configure development code and keeping pristine environments...this is the wild, wild west, and we're just going to run the MUD from your local repository....Just remember that I told you not to do this, so later when you're cursing me out for making your setup all messy as you're making copies of config files and figuring out what you should replicate and what you shouldn't, you can hear me saying 'I told you not to' in the background.<br />
<br />
What SHOULD you do? Set up a production directory to copy this clone to that you'll run the MUD from, and figure out a good work pattern for pushing out production code. Make changes under source control, and decide if you're going to be a contributor to the main project. Separate the config data from the dev environment to the production one and protect any secrets from being accidentally pushed up to the main. In the end, you'll save some heartache. But if you just want to get started today....<br />
<br />
== Compiling the MUD ==<br />
<br />
Now on to getting it up and running. What you have is a bunch of files, but what you want is an up and running world. That means it needs to be compiled to run on your chosen platform and linked in with all of the local support libraries. There's a method to this madness.<br />
<br />
How to build & launch<br />
<br />
First build the binaries:<br />
<br />
cd vme/src/<br />
make all # <br />
<br />
There is a flag (-j8) in the Makefile to compile on 8 threads in parallel. If you run into errors with the compile and you're on a machine with limited resources, this may cause a race condition during the compilation. Edit Makefile and remove this flag if the compile starts complaining about errors that should be reported to the compiler developers.<br />
<br />
Make sure .def files are pre-processed:<br />
<br />
cd ../etc/<br />
make all<br />
<br />
Then compile the zones:<br />
<br />
cd ../zone/<br />
../bin/vmc -m -I../include/ *.zon<br />
<br />
== Running the MUD ==<br />
<br />
Now you're ready to launch, the dev likes to four tabs in shell:<br />
<br />
cd ../bin/<br />
./vme # tab1<br />
tail -f vme.log # tab2<br />
./mplex -w -p 4280 # tab3<br />
tail -f mplex.log # tab4<br />
<br />
There's a number of ways to get multiple tabs - from multiple Terminal windows, to using screen if your host environment isn't running a graphical windowing system.<br />
<br />
Tailing the logs are optional steps - you'll definitely need tab1 and tab3 for your MUD to run.<br />
<br />
You can also run these commands in the background using<br />
<br />
nohup ./vme > vmenohup.log & # This starts the MUD engine<br />
nohup ./mplex -w -p 4280 > mplexnohup.log & # This starts a Websockets listener on port 4280 that will connect to your MUD<br />
<br />
This will keep the MUD up and running in a background process even if you terminate your login on your host. Note that if you DO log out with the MUD running on nohup, your process will no longer be retrievable to the foreground (The & sends the process to the background, retrieved with the 'fg' command) on subsequent logins, since your next login shell will not be the parent. You may have to KILL the MUD to stop it if you can't log in and shut it down.<br />
<br />
If you run it from tabs, terminal windows, or just get it back with fg you can terminate the running programs with Ctrl-C in the appropriate shell.<br />
<br />
You can also launch a telnet mplex using e.g. mplex -p 4242 And then telnet localhost 4242. But telnet is best for debugging<br />
<br />
== Connecting to the MUD ==<br />
<br />
DikuMUD3 comes with a web front-end client. To open the client directly if you're on a windowed distro:<br />
<br />
cd ../www/<br />
firefox index.html<br />
<br />
If you're going to be hosting the MUD, you should copy the files in ../www to your web hosted files directory so they are available to your users at your web address. (If you own the box, probably /var/www/html or something similar).<br />
<br />
If you're using the web client, the distributed version doesn't point to your MUD, it points to the author's. Edit the index.html file and find all of the host references (including the ones in the urls like www.valhalla.com) and replace them with your fully qualified domain name, IP address or localhost and set the port to match mplex (4280 if you used that).<br />
<br />
Once you load index.html in Firefox (or browser of choice), you'll have the quick link to connect or can manually input a websocket host to connect to. Press connect and you're connected to a game from the 20th century with 21st century technology!</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Getting_started_-_Step_by_Step&diff=644Getting started - Step by Step2020-07-22T23:09:13Z<p>Rgautier: </p>
<hr />
<div>To get started with DikuMUD, you're going to need a few things.<br />
<br />
First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's also ok as long as you have permission. Running a MUD means that there will be network connections to the machine and the to do that it's going to have to listen for network traffic. Those owning the machine might not take kindly to allowing these network connections. There's security risk involved, and there may be a cost involved for the traffic itself.<br />
<br />
The MUD will run on a wide variety of platforms, but is written using '''(distribution)''', a LINUX host.<br />
<br />
==== Pre-requisites ==== - stuff that has to already be installed on the platform include<br />
<br />
gcc/g++<br />
flex/bison (sudo apt-get install bison flex)<br />
boost devel (sudo apt-get install libboost-all-dev)<br />
<br />
For CentOS:<br />
sudo yum group install "Development Tools"<br />
<br />
should do it, but you may need:<br />
sudo yum install boost-devel flex-devel<br />
<br />
To download a copy, you can pull down a current copy of the software from GitHub with:<br />
<br />
git clone https://github.com/Seifert69/DikuMUD3.git<br />
<br />
While a lesson in using git is beyond the scope of this document, you're probably going to want a version control system at some point, and git is probably the most widely in use at this point. You could just download it in a package from GitHub and make a directory to unpack it to, but this will download the current version into a 'DikuMUD3' directory, create the local git repository, link it to the master on GitHub and give you an unpacked directory of files.<br />
<br />
== Compiling the MUD ==<br />
<br />
Now on to getting it up and running. What you have is a bunch of files, but what you want is an up and running world. That means it needs to be compiled to run on your chosen platform and linked in with all of the local support libraries. There's a method to this madness.<br />
<br />
How to build & launch<br />
<br />
First build the binaries:<br />
<br />
cd vme/src/<br />
make all # <br />
<br />
There is a flag (-j8) in the Makefile to compile on 8 threads in parallel. If you run into errors with the compile and you're on a machine with limited resources, this may cause a race condition during the compilation. Edit Makefile and remove this flag if the compile starts complaining about errors that should be reported to the compiler developers.<br />
<br />
Make sure .def files are pre-processed:<br />
<br />
cd ../etc/<br />
make all<br />
<br />
Then compile the zones:<br />
<br />
cd ../zone/<br />
../bin/vmc -m -I../include/ *.zon<br />
<br />
== Running the MUD ==<br />
<br />
Now you're ready to launch, the dev likes to four tabs in shell:<br />
<br />
cd ../bin/<br />
./vme # tab1<br />
tail -f vme.log # tab2<br />
./mplex -w -p 4280 # tab3<br />
tail -f mplex.log # tab4<br />
<br />
There's a number of ways to get multiple tabs - from multiple Terminal windows, to using screen if your host environment isn't running a graphical windowing system.<br />
<br />
Tailing the logs are optional steps - you'll definitely need tab1 and tab3 for your MUD to run.<br />
<br />
You can also run these commands in the background using<br />
<br />
nohup ./vme > vmenohup.log & # This starts the MUD engine<br />
nohup ./mplex -w -p 4280 > mplexnohup.log & # This starts a Websockets listener on port 4280 that will connect to your MUD<br />
<br />
This will keep the MUD up and running in a background process even if you terminate your login on your host. Note that if you DO log out with the MUD running on nohup, your process will no longer be retrievable to the foreground (The & sends the process to the background, retrieved with the 'fg' command) on subsequent logins, since your next login shell will not be the parent. You may have to KILL the MUD to stop it if you can't log in and shut it down.<br />
<br />
If you run it from tabs, terminal windows, or just get it back with fg you can terminate the running programs with Ctrl-C in the appropriate shell.<br />
<br />
You can also launch a telnet mplex using e.g. mplex -p 4242 And then telnet localhost 4242. But telnet is best for debugging<br />
<br />
== Connecting to the MUD ==<br />
<br />
DikuMUD3 comes with a web front-end client. To open the client directly if you're on a windowed distro:<br />
<br />
cd ../www/<br />
firefox index.html<br />
<br />
If you're going to be hosting the MUD, you should copy the files in ../www to your web hosted files directory so they are available to your users at your web address. (If you own the box, probably /var/www/html or something similar).<br />
<br />
If you're using the web client, the distributed version doesn't point to your MUD, it points to the author's. Edit the index.html file and find all of the host references (including the ones in the urls like www.valhalla.com) and replace them with your fully qualified domain name, IP address or localhost and set the port to match mplex (4280 if you used that).<br />
<br />
Once you load index.html in Firefox (or browser of choice), you'll have the quick link to connect or can manually input a websocket host to connect to. Press connect and you're connected to a game from the 20th century with 21st century technology!</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Getting_started_-_Step_by_Step&diff=643Getting started - Step by Step2020-07-22T22:58:49Z<p>Rgautier: /* Compiling the MUD */</p>
<hr />
<div>To get started with DikuMUD, you're going to need a few things.<br />
<br />
First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's also ok as long as you have permission. Running a MUD means that there will be network connections to the machine and the to do that it's going to have to listen for network traffic. Those owning the machine might not take kindly to allowing these network connections. There's security risk involved, and there may be a cost involved for the traffic itself.<br />
<br />
The MUD will run on a wide variety of platforms, but is written using '''(distribution)''', a LINUX host.<br />
<br />
==== Pre-requisites ==== - stuff that has to already be installed on the platform include<br />
<br />
gcc/g++<br />
flex/bison (sudo apt-get install bison flex)<br />
boost devel (sudo apt-get install libboost-all-dev)<br />
<br />
For CentOS:<br />
sudo yum group install "Development Tools"<br />
<br />
should do it, but you may need:<br />
sudo yum install boost-devel flex-devel<br />
<br />
To download a copy, you can pull down a current copy of the software from GitHub with:<br />
<br />
git clone https://github.com/Seifert69/DikuMUD3.git<br />
<br />
While a lesson in using git is beyond the scope of this document, you're probably going to want a version control system at some point, and git is probably the most widely in use at this point. You could just download it in a package from GitHub and make a directory to unpack it to, but this will download the current version into a 'DikuMUD3' directory, create the local git repository, link it to the master on GitHub and give you an unpacked directory of files.<br />
<br />
== Compiling the MUD ==<br />
<br />
Now on to getting it up and running. What you have is a bunch of files, but what you want is an up and running world. That means it needs to be compiled to run on your chosen platform and linked in with all of the local support libraries. There's a method to this madness.<br />
<br />
How to build & launch<br />
<br />
First build the binaries:<br />
<br />
cd vme/src/<br />
make all # <br />
<br />
There is a flag (-j8) in the Makefile to compile on 8 threads in parallel. If you run into errors with the compile and you're on a machine with limited resources, this may cause a race condition during the compilation. Edit Makefile and remove this flag if the compile starts complaining about errors that should be reported to the compiler developers.<br />
<br />
Make sure .def files are pre-processed:<br />
<br />
cd ../etc/<br />
make all<br />
<br />
Then compile the zones:<br />
<br />
cd ../zone/<br />
../bin/vmc -m -I../include/ *.zon<br />
<br />
== Running the MUD ==<br />
<br />
Now you're ready to launch, the dev likes to four tabs in shell:<br />
<br />
cd ../bin/<br />
./vme # tab1<br />
tail -f vme.log # tab2<br />
./mplex -w -p 4280 # tab3<br />
tail -f mplex.log # tab4<br />
<br />
There's a number of ways to get multiple tabs - from multiple Terminal windows, to using screen if your host environment isn't running a graphical windowing system.<br />
<br />
Tailing the logs are optional steps - you'll definitely need tab1 and tab3 for your MUD to run.<br />
<br />
You can also run these commands in the background using<br />
<br />
nohup ./vme > vmenohup.log & # This starts the MUD engine<br />
nohup ./mplex -w -p 4280 > mplexnohup.log & # This starts a Websockets listener on port 4280 that will connect to your MUD<br />
<br />
This will keep the MUD up and running in a background process even if you terminate your login on your host.<br />
<br />
You can also launch a telnet mplex using e.g. mplex -p 4242 And then telnet localhost 4242. But telnet is best for debugging<br />
<br />
== Connecting to the MUD ==<br />
<br />
DikuMUD3 comes with a web front-end client. To open the client directly if you're on a windowed distro:<br />
<br />
cd ../www/<br />
firefox index.html<br />
<br />
If you're going to be hosting the MUD, you should copy the files in ../www to your web hosted files directory so they are available to your users at your web address. (If you own the box, probably /var/www/html or something similar).<br />
<br />
If you're using the web client, the distributed version doesn't point to your MUD, it points to the author's. Edit the index.html file and find all of the host references (including the ones in the urls like www.valhalla.com) and replace them with your fully qualified domain name, IP address or localhost and set the port to match mplex (4280 if you used that).<br />
<br />
Once you load index.html in Firefox (or browser of choice), you'll have the quick link to connect or can manually input a websocket host to connect to. Press connect and you're connected to a game from the 20th century with 21st century technology!</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Getting_started_-_Step_by_Step&diff=642Getting started - Step by Step2020-07-22T22:57:03Z<p>Rgautier: </p>
<hr />
<div>To get started with DikuMUD, you're going to need a few things.<br />
<br />
First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's also ok as long as you have permission. Running a MUD means that there will be network connections to the machine and the to do that it's going to have to listen for network traffic. Those owning the machine might not take kindly to allowing these network connections. There's security risk involved, and there may be a cost involved for the traffic itself.<br />
<br />
The MUD will run on a wide variety of platforms, but is written using '''(distribution)''', a LINUX host.<br />
<br />
==== Pre-requisites ==== - stuff that has to already be installed on the platform include<br />
<br />
gcc/g++<br />
flex/bison (sudo apt-get install bison flex)<br />
boost devel (sudo apt-get install libboost-all-dev)<br />
<br />
For CentOS:<br />
sudo yum group install "Development Tools"<br />
<br />
should do it, but you may need:<br />
sudo yum install boost-devel flex-devel<br />
<br />
To download a copy, you can pull down a current copy of the software from GitHub with:<br />
<br />
git clone https://github.com/Seifert69/DikuMUD3.git<br />
<br />
While a lesson in using git is beyond the scope of this document, you're probably going to want a version control system at some point, and git is probably the most widely in use at this point. You could just download it in a package from GitHub and make a directory to unpack it to, but this will download the current version into a 'DikuMUD3' directory, create the local git repository, link it to the master on GitHub and give you an unpacked directory of files.<br />
<br />
== Compiling the MUD ==<br />
<br />
Now on to getting it up and running. What you have is a bunch of files, but what you want is an up and running world. That means it needs to be compiled to run on your chosen platform and linked in with all of the local support libraries. There's a method to this madness.<br />
<br />
How to build & launch<br />
<br />
First build the binaries:<br />
<br />
cd vme/src/<br />
make all # <br />
<br />
There is a flag (-j8) in the Makefile to compile on 8 threads in parallel. If you run into errors with the compile and you're on a machine with limited resources, this may cause a race condition during the compilation. Edit Makefile and remove this flag if the compile starts complaining about errors that should be reported to the compiler developers.<br />
<br />
Make sure .def files are pre-processed:<br />
<br />
cd ../etc/<br />
make all<br />
<br />
Then compile the zones:<br />
<br />
cd ../zone/<br />
../bin/vmc -m -I../include/ *.zon<br />
<br />
Now you're ready to launch, the dev likes to four tabs in shell:<br />
<br />
cd ../bin/<br />
./vme # tab1<br />
tail -f vme.log # tab2<br />
./mplex -w -p 4280 # tab3<br />
tail -f mplex.log # tab4<br />
<br />
There's a number of ways to get multiple tabs - from multiple Terminal windows, to using screen if your host environment isn't running a graphical windowing system.<br />
<br />
Tailing the logs are optional steps - you'll definitely need tab1 and tab3 for your MUD to run.<br />
<br />
You can also run these commands in the background using<br />
<br />
nohup ./vme > vmenohup.log & # This starts the MUD engine<br />
nohup ./mplex -w -p 4280 > mplexnohup.log & # This starts a Websockets listener on port 4280 that will connect to your MUD<br />
<br />
This will keep the MUD up and running in a background process even if you terminate your login on your host.<br />
<br />
You can also launch a telnet mplex using e.g. mplex -p 4242 And then telnet localhost 4242. But telnet is best for debugging<br />
<br />
DikuMUD3 comes with a web front-end client. To open the client directly if you're on a windowed distro:<br />
<br />
cd ../www/<br />
firefox index.html<br />
<br />
If you're going to be hosting the MUD, you should copy the files in ../www to your web hosted files directory so they are available to your users at your web address. (If you own the box, probably /var/www/html or something similar).<br />
<br />
If you're using the web client, the distributed version doesn't point to your MUD, it points to the author's. Edit the index.html file and find all of the host references (including the ones in the urls like www.valhalla.com) and replace them with your fully qualified domain name, IP address or localhost and set the port to match mplex (4280 if you used that).<br />
<br />
Once you load index.html in Firefox (or browser of choice), you'll have the quick link to connect or can manually input a websocket host to connect to. Press connect and you're connected to a game from the 20th century with 21st century technology!</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Getting_started_-_Step_by_Step&diff=641Getting started - Step by Step2020-07-22T22:15:15Z<p>Rgautier: Created page with "To get started with DikuMUD, you're going to need a few things. First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's..."</p>
<hr />
<div>To get started with DikuMUD, you're going to need a few things.<br />
<br />
First of all, you're going to need a host machine to run it on. It's easiest if this is one you own, but it's also ok as long as you have permission. Running a MUD means that there will be network connections to the machine and the to do that it's going to have to listen for network traffic. Those owning the machine might not take kindly to allowing these network connections. There's security risk involved, and there may be a cost involved for the traffic itself.<br />
<br />
The MUD will run on a wide variety of platforms, but is written using '''(distribution)''', a LINUX host.<br />
<br />
==== Pre-requisites ==== - stuff that has to already be installed on the platform include<br />
<br />
gcc/g++<br />
flex/bison (sudo apt-get install bison flex)<br />
boost devel (sudo apt-get install libboost-all-dev)<br />
<br />
For CentOS:<br />
sudo yum group install "Development Tools"<br />
<br />
should do it, but you may need:<br />
sudo yum install boost-devel flex-devel<br />
<br />
To download a copy, you can pull down a current copy of the software from GitHub with:<br />
<br />
git clone https://github.com/Seifert69/DikuMUD3.git</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Wizarding_101&diff=640Wizarding 1012020-07-22T21:19:16Z<p>Rgautier: /* Command Structure */</p>
<hr />
<div>== Grabbing Power: ==<br />
<br />
The Administrative immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have administrative power. It is recommended that you NOT use the overall admin character, but instead create another character for day to day administrative duties. With great power comes great responsibility, but with great power come grave mistakes. :)<br />
<br />
To set the wizarding level of other character, use the command: Advance <char> admin <level><br />
<br />
For ultimate power, you may set the level to 255. You will want to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with all of that power.<br />
<br />
(Update command/level chart here later?)<br />
<br />
=== Who's in power ===<br />
<br />
You'll want everyone to know who is in power - The 'wizlist' command draws from a configuration file in ../etc/strings/wizlist. Now that Diku is web-based, you'll want newlines to be paragraphs or have HTML breaks, so include markup in the file.<br />
<br />
== Command Structure ==<br />
<br />
The MUD as distributed has the following commands at the minimum levels below. This can be changed in commands.dat at ../etc/commands.dat. Notice the destructive potential the closer you get to the highest level. Besides destroying someone's privacy (plog), crashing the world on purpose is serious business. It is recommended that you learn these commands from the bottom up to ease your way into world management....or just crash the MUD once to get it out of your system.<br />
<br />
Level 255 commands<br />
<br />
crash plog shutdown<br />
<br />
Level 254 commands<br />
<br />
execute nset<br />
<br />
Level 253 commands<br />
<br />
advance copy zap<br />
<br />
Level 250 commands<br />
<br />
freeze<br />
<br />
Level 240 commands<br />
<br />
ban broadcast reboot<br />
<br />
Level 239 commands<br />
<br />
force makemoney snoop setskill restore switch<br />
<br />
Level 235 commands<br />
<br />
transfer<br />
<br />
Level 230 commands<br />
<br />
boards load path purge set reset wizinv wizlock<br />
<br />
Level 220 commands<br />
<br />
mash rock flick message wizhelp at<br />
<br />
Level 219 commands<br />
<br />
corpses goto<br />
<br />
Level 215 commands<br />
<br />
wstat competition<br />
<br />
Level 213 commands<br />
<br />
echo<br />
<br />
Level 210 commands<br />
<br />
wiz<br />
<br />
Level 204 commands<br />
<br />
petrify title<br />
<br />
Level 202 commands<br />
<br />
users<br />
<br />
Level 200 commands<br />
<br />
notell where wizsocials</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Wizarding_101&diff=639Wizarding 1012020-07-22T21:16:22Z<p>Rgautier: </p>
<hr />
<div>== Grabbing Power: ==<br />
<br />
The Administrative immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have administrative power. It is recommended that you NOT use the overall admin character, but instead create another character for day to day administrative duties. With great power comes great responsibility, but with great power come grave mistakes. :)<br />
<br />
To set the wizarding level of other character, use the command: Advance <char> admin <level><br />
<br />
For ultimate power, you may set the level to 255. You will want to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with all of that power.<br />
<br />
(Update command/level chart here later?)<br />
<br />
=== Who's in power ===<br />
<br />
You'll want everyone to know who is in power - The 'wizlist' command draws from a configuration file in ../etc/strings/wizlist. Now that Diku is web-based, you'll want newlines to be paragraphs or have HTML breaks, so include markup in the file.<br />
<br />
== Command Structure ==<br />
<br />
The MUD as distributed has the following commands at the minimum levels below. This can be changed in commands.dat at ../etc/commands.dat. Notice the destructive potential the closer you get to the highest level. Besides destroying someone's privacy (plog), crashing the world on purpose is serious business. It is recommended that you learn these commands from the bottom up to ease your way into world management....or just crash the MUD once to get it out of your system.<br />
<br />
Level 255 commands<br />
<br />
crash<br />
plog<br />
shutdown<br />
<br />
Level 254 commands<br />
<br />
execute<br />
nset<br />
<br />
Level 253 commands<br />
<br />
advance<br />
copy<br />
zap<br />
<br />
Level 250 commands<br />
<br />
freeze<br />
<br />
Level 220 commands<br />
<br />
at<br />
<br />
Level 240 commands<br />
<br />
ban<br />
broadcast<br />
reboot<br />
<br />
Level 239 commands<br />
<br />
force<br />
makemoney<br />
snoop<br />
setskill<br />
restore<br />
switch<br />
<br />
Level 235 commands<br />
<br />
transfer<br />
<br />
Level 230 commands<br />
<br />
boards<br />
load<br />
path<br />
purge<br />
set<br />
reset<br />
wizinv<br />
wizlock<br />
<br />
Level 220 commands<br />
<br />
mash<br />
rock<br />
flick<br />
message<br />
wizhelp<br />
<br />
Level 219 commands<br />
<br />
corpses<br />
goto<br />
<br />
Level 215 commands<br />
<br />
wstat<br />
competition<br />
<br />
Level 213 commands<br />
<br />
echo<br />
<br />
Level 210 commands<br />
<br />
wiz<br />
<br />
Level 204 commands<br />
<br />
petrify<br />
title<br />
<br />
Level 202 commands<br />
<br />
users<br />
<br />
Level 200 commands<br />
<br />
notell<br />
where<br />
wizsocials</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Wizarding_101&diff=638Wizarding 1012020-07-22T21:12:30Z<p>Rgautier: </p>
<hr />
<div>== Grabbing Power: ==<br />
<br />
The Administrative immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have administrative power. It is recommended that you NOT use the overall admin character, but instead create another character for day to day administrative duties. With great power comes great responsibility, but with great power come grave mistakes. :)<br />
<br />
To set the wizarding level of other character, use the command: Advance <char> admin <level><br />
<br />
For ultimate power, you may set the level to 255. You will want to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with all of that power.<br />
<br />
(Update command/level chart here later?)<br />
<br />
=== Who's in power ===<br />
<br />
You'll want everyone to know who is in power - The 'wizlist' command draws from a configuration file in ../etc/strings/wizlist. Now that Diku is web-based, you'll want newlines to be paragraphs or have HTML breaks, so include markup in the file.<br />
<br />
The MUD as distributed has the following commands at the minimum levels below. This can be changed in commands.dat at ../etc/commands.dat:<br />
<br />
Level 255 commands<br />
<br />
crash<br />
plog<br />
shutdown<br />
<br />
Level 254 commands<br />
<br />
execute<br />
nset<br />
<br />
Level 253 commands<br />
<br />
advance<br />
copy<br />
zap<br />
<br />
Level 250 commands<br />
<br />
freeze<br />
<br />
Level 220 commands<br />
<br />
at<br />
<br />
Level 240 commands<br />
<br />
ban<br />
broadcast<br />
reboot<br />
<br />
Level 239 commands<br />
<br />
force<br />
makemoney<br />
snoop<br />
setskill<br />
restore<br />
switch<br />
<br />
Level 235 commands<br />
<br />
transfer<br />
<br />
Level 230 commands<br />
<br />
boards<br />
load<br />
path<br />
purge<br />
set<br />
reset<br />
wizinv<br />
wizlock<br />
<br />
Level 220 commands<br />
<br />
mash<br />
rock<br />
flick<br />
message<br />
wizhelp<br />
<br />
Level 219 commands<br />
<br />
corpses<br />
goto<br />
<br />
Level 215 commands<br />
<br />
wstat<br />
competition<br />
<br />
Level 213 commands<br />
<br />
echo<br />
<br />
Level 210 commands<br />
<br />
wiz<br />
<br />
Level 204 commands<br />
<br />
petrify<br />
title<br />
<br />
Level 202 commands<br />
<br />
users<br />
<br />
Level 200 commands<br />
<br />
notell<br />
where<br />
wizsocials</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Wizarding_101&diff=637Wizarding 1012020-07-22T20:53:12Z<p>Rgautier: </p>
<hr />
<div>== Grabbing Power: ==<br />
<br />
The Administrative immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have administrative power. It is recommended that you NOT use the overall admin character, but instead create another character for day to day administrative duties. With great power comes great responsibility, but with great power come grave mistakes. :)<br />
<br />
To set the wizarding level of other character, use the command: Advance <char> admin <level><br />
<br />
For ultimate power, you may set the level to 255. You will want to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with all of that power.<br />
<br />
(Update command/level chart here later?)<br />
<br />
=== Who's in power ===<br />
<br />
You'll want everyone to know who is in power - The 'wizlist' command draws from a configuration file in ../etc/strings/wizlist. Now that Diku is web-based, you'll want newlines to be paragraphs or have HTML breaks, so include markup in the file.<br />
<br />
TODO: Separate the commandlist by level granted:<br />
<br />
account<br />
advance<br />
affect<br />
alias<br />
areas<br />
ask<br />
assist<br />
at<br />
attackswitch<br />
ban<br />
boards<br />
break<br />
broadcast<br />
bug<br />
bury<br />
buy<br />
cast<br />
change<br />
clear<br />
close<br />
color<br />
commands<br />
contract<br />
contrib<br />
copy<br />
corpses<br />
crash<br />
credits<br />
decapitate<br />
delete<br />
describe<br />
dig<br />
directions<br />
dismount<br />
ditch<br />
doors<br />
down<br />
drag<br />
drink<br />
drop<br />
east<br />
eat<br />
echo<br />
emote<br />
enter<br />
equipment<br />
examine<br />
execute<br />
exit<br />
exits<br />
extinguish<br />
follow<br />
force<br />
freeze<br />
get<br />
give<br />
goto<br />
gp<br />
grab<br />
group<br />
guilds<br />
help<br />
hold<br />
idea<br />
ignore<br />
info<br />
insult<br />
inventory<br />
join<br />
kill<br />
knock<br />
leave<br />
level<br />
light<br />
list<br />
listen<br />
load<br />
lock<br />
look<br />
mail<br />
makemoney<br />
message<br />
motd<br />
mount<br />
naffect<br />
nbless<br />
ncorpse<br />
ne<br />
news<br />
ngoto<br />
nheal<br />
north<br />
northeast<br />
northwest<br />
noshout<br />
notell<br />
nsanctuary<br />
nset<br />
nw<br />
offer<br />
open<br />
password<br />
path<br />
petrify<br />
piset<br />
plog<br />
pour<br />
practice<br />
prompt<br />
purge<br />
purse<br />
put<br />
quaff<br />
quests<br />
quit<br />
read<br />
reboot<br />
remove<br />
rent<br />
reply<br />
report<br />
request<br />
reroll<br />
reset<br />
respond<br />
rest<br />
restore<br />
ride<br />
sail<br />
save<br />
say<br />
score<br />
se<br />
seize<br />
sell<br />
set<br />
setskill<br />
shout<br />
shutdown<br />
sip<br />
sit<br />
skills<br />
sleep<br />
smell<br />
snoop<br />
socials<br />
south<br />
southeast<br />
southwest<br />
split<br />
stand<br />
status<br />
storage<br />
store<br />
sw<br />
switch<br />
take<br />
taste<br />
tell<br />
time<br />
title<br />
transfer<br />
trigger<br />
typo<br />
unlock<br />
unstore<br />
up<br />
users<br />
value<br />
variable<br />
wake<br />
wear<br />
west<br />
where<br />
whisper<br />
who<br />
who<br />
wield<br />
wiz<br />
wizhelp<br />
wizinv<br />
wizlist<br />
wizlock<br />
wizsocials<br />
write<br />
wstat<br />
zap</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Wizarding_101&diff=636Wizarding 1012020-07-22T20:51:31Z<p>Rgautier: </p>
<hr />
<div>== Grabbing Power: ==<br />
<br />
The Administrative immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have administrative power. It is recommended that you NOT use the overall admin character, but instead create another character for day to day administrative duties. With great power comes great responsibility, but with great power come grave mistakes. :)<br />
<br />
To set the wizarding level of other character, use the command: Advance <char> admin <level><br />
<br />
For ultimate power, you may set the level to 255. You will want to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with all of that power.<br />
<br />
(Update command/level chart here later?)<br />
<br />
=== Who's in power ===<br />
<br />
You'll want everyone to know who is in power - The 'wizlist' command draws from a configuration file in ../etc/strings/wizlist. Now that Diku is web-based, you'll want newlines to be paragraphs or have HTML breaks, so include markup in the file.</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Wizarding_101&diff=635Wizarding 1012020-07-22T20:19:57Z<p>Rgautier: </p>
<hr />
<div>The first immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have administrative power. It is recommended that you NOT use the overall admin character, but instead create another character for day to day administrative duties. With great power comes great responsibility, but with great power come grave mistakes. :)<br />
<br />
To set the wizarding level of other character, use the command: Advance <char> admin <level><br />
<br />
For ultimate power, you may set the level to 255. You will want to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with all of that power.<br />
<br />
(Update command/level chart here later?)</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Wizarding_101&diff=634Wizarding 1012020-07-22T16:36:24Z<p>Rgautier: Created page with "The first immortal account is the one that is specified in etc/server.cfg: immortal_name = ~Papi~ You should change this to the name you will register on the MUD to be the W..."</p>
<hr />
<div>The first immortal account is the one that is specified in etc/server.cfg:<br />
<br />
immortal_name = ~Papi~<br />
<br />
You should change this to the name you will register on the MUD to be the Wizard of Wizards, the God of Gods. Once you've saved that and re-run the MUD, you will need to create the character by logging into the MUD. Upon the second login, you'll have the opportunity to set the wizarding level of the character. For ultimate power, you may set the level to 255. You may wish to set the Wizarding level lower on later logins to ensure you don't mistakenly fire off the nukes that you'll have with that maximum power.</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Administration_of_the_Back-end&diff=633Administration of the Back-end2020-07-22T16:30:48Z<p>Rgautier: </p>
<hr />
<div>So you want to create your own world, and have decided to use DikuMUD!<br />
<br />
Where should you begin, what should you change right away and what can wait?<br />
<br />
*[[Getting started - Step by Step]]<br />
*[[Understanding the File System]] - where is everything you need to configure?<br />
*[[Understanding the Architecture of DikuMUD at runtime]] - HTML5, WebSockets, Mplex, the engine and the client</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Administration_of_the_Back-end&diff=632Administration of the Back-end2020-07-22T16:30:31Z<p>Rgautier: Created page with "So you want to create your own world, and have decided to use DikuMUD! Where should you begin, what should you change right away and what can wait? Getting started - Step..."</p>
<hr />
<div>So you want to create your own world, and have decided to use DikuMUD!<br />
<br />
Where should you begin, what should you change right away and what can wait?<br />
<br />
[[Getting started - Step by Step]]<br />
[[Understanding the File System]] - where is everything you need to configure?<br />
[[Understanding the Architecture of DikuMUD at runtime]] - HTML5, WebSockets, Mplex, the engine and the client</div>Rgautierhttp://wiki.dikumud.net/index.php?title=DikuMUD&diff=631DikuMUD2020-07-22T16:26:19Z<p>Rgautier: Adding topical area(s) for administrators</p>
<hr />
<div>__NOTOC__<br />
=== Welcome ===<br />
<br />
You can find guidance on contributing to the wiki at [[Editing the Wiki]].<br />
<br />
== The Game ==<br />
<br />
*[[Manual:Game_Mechanics|Game Mechanics]]<br />
<br />
== Zone Building ==<br />
*[[Manual:Zone_Manual|Zone Compiler]]<br />
*[[Manual:DIL Changes]]<br />
*[[Manual:DIL_Manual|Diku MUD Interpreted Language (DIL)]]<br />
*[[Manual:DIL_Examples|DIL Best Practices & Helpful Notes]]<br />
<br />
== MUD Administration ==<br />
*[[Administration of the Back-end]]<br />
*[[Wizarding 101]]<br />
<br />
== Credits ==<br />
*[[Manual:Credits|Credits]]<br />
== The Engine & Upgrades ==<br />
*[[Upgrading Tips]]</div>Rgautierhttp://wiki.dikumud.net/index.php?title=Talk:DikuMUD&diff=630Talk:DikuMUD2020-07-22T16:18:26Z<p>Rgautier: Add a 'MUD Administration' page?</p>
<hr />
<div>A good deal of documentation for Diku likely existed on independent MUDs, UseNet (remember that?) FAQ compilations, etc. I think it may be useful to collect and add a section on 'MUD Administration' that discusses the variety of topics related to setting up a new MUD, both on the MUD (immortal commands, e.g.) and in the background (summaries of files to change, what to change and why). Lessons learned from MUD Administrators, such as what to back up and how, useful scripts for managing logs, and so on.</div>Rgautier