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Lists of Smaug monsters, their danger factor, and xp / treasure yie   Message List  
Reply | Forward Message #168 of 202 |
Re: [areaswap] Re: Lists of Smaug monsters, their danger factor, and xp / treasure yield?

Well, assuming you've compiled the smaug code and got all that together,
then all you do is go to the area directory, look for area.lst (or
areas.lst, area.list, etc etc etc, something in that style), add in the
filename of the area (so like, adamsarea.are), then start the mud, and
everything should work fine. As for compiling the actual executable if you
havent already, the stock code SHOULD come with docs on how to do that, but,
as i recall, its something relatively straightforward, like "make -f
Makefile.linux" in the src dir (sorry, its very very patchy, but i work with
SMAUGWiz, in C++, so none of this messing around with bash and linux and
stuff, but whats here should also apply to a lot of codebases)

As for making it useful for others, well, not entirely sure what you mean,
but if they want to add it to a compatible MUD, all you gotta do is give
them the area file. If its nonstandard, well, depends, might need some
tweaking, but generally isnt TOO hard to convert over.

Umm yeah, hope this helps

Kris


>From: "Adam Someone" <AdamSomeone@...>
>Reply-To: areaswap@yahoogroups.com
>To: areaswap@yahoogroups.com
>Subject: Re: [areaswap] Re: Lists of Smaug monsters, their danger factor,
>and xp / treasure yield?
>Date: Wed, 17 Sep 2003 01:51:41 +0000
>
>
>
>I have now actually built a little 11 room area with the area creator
>(very,
>very small cigars all around). However, while it looks alright on
>"walkthrough" mode, I have no idea if it actually works.
>
>If I download Smaug, how does a man with no programming experience go about
>plugging in an "AreaEditor Document"? Any ideas?
>
>For that matter, even if it does work, does anyone know how I make such a
>document useful to others, who might conceivably want to add a little area
>to their mud?
>
> >I only played with Smaug for a short time so I do not have a set of
> >standards. I'm sure someone must have a set of standards they have used
> >before, if not, my recommendation would be to check out the stock areas
> >that come with SMAUG and make your mobs comparable to existing ones.
>
> Is there a way to do that apart from actually playing SMAUG? More to
>the
>point, is there a way do do that without playing SMAUG when you are a
>programming ignoramus?
>
> >If you want to try CircleMUD check out these offline programs:
> >http://ftp.m-l.org/pub/CircleMUD/contrib/olc/offline/
>
> In what ways do you think that Circlemud (or its associated programs)
>are
>better than SMAUG?
>
>Thanks,
>Adam
>
>_________________________________________________________________
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Thu Sep 18, 2003 3:46 pm

belzarus
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Forward
Message #168 of 202 |
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I hope that I'm not posting off-topic on a list that should only be about finished areas, but I'm hoping that you guys can help me. If questions like mine...
Adam Someone
adamsomeone
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Sep 16, 2003
2:30 am

... I only played with Smaug for a short time so I do not have a set of standards. I'm sure someone must have a set of standards they have used before, if not,...
wintersn.geo
Offline
Sep 16, 2003
1:27 pm

I have now actually built a little 11 room area with the area creator (very, very small cigars all around). However, while it looks alright on "walkthrough"...
Adam Someone
adamsomeone
Offline Send Email
Sep 17, 2003
1:51 am

... The reasons are many and long-winded. To sum it up CircleMUD is a more developed and stable source code than SMAUG. While CircleMUD does not have some of...
wintersn.geo
Offline
Sep 17, 2003
1:59 pm

... If found two online - alas, they differed vastly in their advice (in one case by 10,000%!). However, ... Great advice! I finally downloaded SMAUG and...
Adam Someone
adamsomeone
Offline Send Email
Sep 17, 2003
11:23 pm

I've already had two people kindly offer to look at my Smaug area, so that's taken care of. Thanks! Adam ...
Adam Someone
adamsomeone
Offline Send Email
Sep 18, 2003
11:07 am

Well, assuming you've compiled the smaug code and got all that together, then all you do is go to the area directory, look for area.lst (or areas.lst,...
KriS GlasS
belzarus
Offline Send Email
Sep 18, 2003
3:46 pm
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