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1994-07-31
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AmigaMUD
This is the version 0.7 of AmigaMUD. This is the third release of the
system. The first release had a few bugs, but nothing major. The
second release fixed those bugs and incorported a number of
suggestions made by users of the first (V0.5) release. See file
ChangesFromV0.5 for details on those changes. This V0.7 release fixes
a couple of bugs added in the V0.6 release, and implements a couple of
suggestions. Now I REALLY plan to get back to documentation.
At least one user, Nils-Arne Dahlberg, has solved all of the quests in
the standard scenario, including the fairly difficult "Heart" quest.
Any others out there managed this?
See the request for pictures and icons at the end of this file. I have
yet to receive any of either, despite some good intentions out there.
Note that this is a BETA release. The system has been tested fairly
extensively on this V2.04 A3000 (I run Enforcer continuously) and on a
V1.3 A1000. Some testing was also done on a V1.3 A2500 and a V3.1
A4000T.
This release is freely distributable - send it anywhere you like. You
don't have to pay me anything, but I'm much more receptive to
suggestions and requests that come with "donations", which can be sent
to:
Chris Gray
#808 - 8515 - 112 St.
Edmonton, AB
CANADA T6G 1K7
Please do NOT send physical letters to me without donations if you
want an answer. As many people who sent me letters about Draco and
Amiga Empire will attest, I simply never get around to answering such
letters. If the letter comes with, say, $50.00, however, I'll probably
answer it right away, and perhaps even send you the latest version. I
prefer to use electronic distribution means, however, since then I
have fewer versions to keep track of.
I am much better at answering electronic mail, which can be sent to:
cg@ami-cg.GraySage.Edmonton.AB.CA
I also read several Amiga and most MUD newsgroups. I hope to see lots
of wildly enthusiastic articles about AmigaMUD! I suggest newsgroup
comp.sys.amiga.games as the main discussion group, with perhaps some
general MUD-related discussions in rec.games.mud.misc . A lot of the
discussion on V0.5 was in newsgroup comp.sys.amiga.datacomm.
This Release
There are 2 archives in this release. You only need the first one if
you just want to play MUD on someone else's server. If you want to run
a server, you will need both archives.
The first archive, AMClnt-0.7.lha contains:
README - this file
ChangesFromV0.5 - notes on what has changed from the firt version
ChangesFromV0.6 - much smaller list of changes for this version
mud.library - the shared library that clients and servers use
MUD - the actual client program
Intro.txt - introductory document - read this first
MUD.txt - how to run the MUD program
Playing.txt - tips and detailed information on playing within the
standard AmigaMUD scenario
Building.txt - how to do online building, both using commands and
using mouse-buttons
ToDo.txt - stuff left to do
birds - a sound sample that will be played occasionally. Place it
in AmigaMUD:Sounds/birds .
some icon files
The second archive, AMSrv-0.7.lha contains:
README - this file
ChangesFromV0.5 - notes on what has changed from the firt version
ChangesFromV0.6 - much smaller list of changes for this version
MUDServ - the AmigaMUD server program
MUDAgent - the remote client agent program
MUDShut - the server shutdown program
MUDFlush - the server flush program
SMUD - the simple MUD client program
AgentKill - the Workbench-started agent killer program
MUDServ.txt - how to be a sysadmin
MUDAgent.txt - details on the agent program
SMUD.txt - the simple MUD local client program
Decisions.txt - some ramblings on possibilities
MUD.data - the database for the sample scenario
MUD.index - database index file for scenario
some icon files
In the future, there will be a third archive, which will contain the
complete AmigaMUD source for the standard scenario, the MUDCre
program for creating an empty database, plus documentation on
programming in AmigaMUD and within the standard scenario.
Quick Setup
The client will run just fine on a 512K Amiga with one floppy disk. To
set up for such a situation, unpack the AMClnt-0.7.lha archive
somewhere, setup a bootable floppy with at least 180K of space, copy
the file "MUD" to somewhere accessible on it, and copy the file
"mud.library" to the "libs" directory (the "libs:" assign location) on
the floppy. The first copy can be done from Workbench by dragging the
MUD icon to where you want it, and the second can be done by having
booted from the floppy you want to install to, and double-clicking on
the "CopyLib" icon.
If you have a hard drive, then you just need to unpack the
AMClnt-0.7.lha archive wherever you want it, and then double click on
"CopyLib".
The MUD program looks in location "AmigaMUD:" for any IFF pictures or
sounds that the scenario requests. I haven't supplied any such since I
don't have any. However, MUD will still try to find them. So, you need
to have an assign of that name (or a partition or mounted floppy with
that name) or you will be continually clicking "CANCEL" on the
standard requester.
Installing the server is a bit harder, since it needs a bit more
space. The server will run on a two-floppy 1.5 Meg V1.3 system (like
my Amiga 1000), but more memory and a harddrive make things easier. I
think more memory will be needed on a V2.0 system, but I'm not in a
position to easily test that. The most space a server system needs is
for the database files. They will nearly fill a single density floppy
by themselves. To allow for this, the server program MUDServ can be
told where to look for the files, so it does not have to be in the
same place as the database files. To run on my A1000, I put the
database files on one floppy, and the various AmigaMUD programs, etc.
on a much trimmed down Workbench disk, in a directory called 'MUD'. I
put a tooltype "PATH=DF1:" into the MUDServ icon, telling it where to
find the database files, along with "CACHE=100000" and a stack size of
25000. I have "mud.library" in LIBS: on that floppy, and all of the
programs (MUDServ, MUD, MUDFlush, MUDShut, AgentKill, MUDAgent) in the
MUD directory.
On a harddrive, you can keep everything in one directory, but I
suggest keeping the database files in one directory and the programs
in another, so that it is easier to backup the database files. You
will want to put a proper "PATH=" in the MUDServ icon, and a cache
size suitable for your system. On my A3000 I use 500000, which results
in very infrequent disk I/O once the system has settled down. I also
have a "go" file which runs MUDServ from a shell, with appropriate
parameters. It contains:
run <path>/MUDServ >nil: <nil: -c500000
If you are not running the server locally, you can add tooltypes to
the MUD icon that will point it at your modem (the default is the
standard serial port, running at 19200 BPS), and you can put in a
modem command to dial the server you will be calling. See MUD.txt for
details. If you are running the server locally, you can put "LOCAL=
TRUE" into MUD's icon, or just set variable "MUDLOCAL=TRUE" to tell
MUD to connect to a local server instead of a remote one.
Quick Running
To start MUD, just double-click on its icon, or, from a shell, type
"MUD" or "run MUD" to start it up. It will initially open two windows,
one for graphics and one for text. If it is doing a local connection,
MUD will connect to the server, and you will be asked for your
character name. If MUD is connecting remotely, the graphics window
will go away, leaving a full-screen text window. In this phase, MUD is
acting like a simple terminal program. Characters you type will be
sent to the serial port (and modem), and characters received from the
modem will be displayed on the screen. If you set up a modem command,
it will be executed as soon as the window opens, so the first thing
you see may be the dialing sequence. When you are connected to the
remote system, you must arrange for it to let you have binary access
to the MUD server. How this is done will depend