From coldstuff@cold.org Sun Dec 1 15:21:25 2002 From: coldstuff@cold.org (Gary Whitten) Date: Sun, 1 Dec 2002 10:21:25 -0500 Subject: [Coldstuff] Looking for Starter Information - Cold and ColdCore Message-ID: Just starting out with Cold and while I've not been over the docs and websites meticulously, I'm having some difficulty starting out by being unable to find some pertinent information. Here are some things I'd like to know: 1) What exactly is included in ColdCore and what commands (with full syntax) would I use to see what is included. I'm looking for methods, objects (such as the user object for example), etc. I do know that the user object is $user and have used @show to view it but I don't know, really, the other pertinent objects out there. 2) Are there FAQs and other pieces of documentation that others have put together that I could use/have? 3) Are there any pitfalls that everyone seems to fall into or going the other way, key things to do that always seem to help people succeed in building a good game? Thanks in advance Gary From coldstuff@cold.org Mon Dec 2 01:17:22 2002 From: coldstuff@cold.org (B. Jack) Date: Sun, 01 Dec 2002 17:17:22 -0800 Subject: [Coldstuff] Need your help. Message-ID: >B. Jack writes: > > > > but then you'd probably have less frustration > > and hassle just installing MySQL or somesuch. > >But MySql does not store function code, only number/string/array data. >So one would have to store plain source code, >and recompile and dynaload (for C) >or at least eval and memoize/bytecompile (for perl, python, lisp) it >each time the function is called. The other alternative is to write a daemon (in ColdC) that groks SQL or some other standard query language then makes appropriate changes in the object space. As for storing functions in a database you could use the VARCHAR type to store arbitrary binary data in database cells. Any other solution would depend on the particular application and why you ned access to Cold's object system through another language. Another daemon you could use accepts coldc instructions from the client and posts results of the command back to the client. The latter idea is about as secure as an eyehook and hook-latch as a door lock. ===== Gau of the Veldt ===================================== "Draped in monster hides, eyes shining with intelligence. A youth surviving against all odds..." Anime Mayhem Virtual Roleplaying Environment http://anime-mayhem.brians-anime.com:8080/ MoonieCode (0.7.15) http://www.geocities.com/Tokyo/Towers/7933/mooniecode.txt SM:5+ F:sMo+[+]Ch D: O:d[--]s+o- P:a22:s54|-:eDGBr:hBr:y-[-]:r[-]| == gau_veldt@hotmail.com =================================== _________________________________________________________________ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail From coldstuff@cold.org Tue Dec 3 08:04:08 2002 From: coldstuff@cold.org (K Anderson) Date: Tue, 03 Dec 2002 00:04:08 -0800 Subject: [Coldstuff] Looking for Starter Information - Cold and ColdCore Message-ID: <20021203080409.24474.qmail@kittymail.com> > 1) What exactly is included in ColdCore and what commands (with full syntax) > would I use to see what is included. I'm looking for methods, objects (such > as the user object for example), etc. I do know that the user object is > $user and have used @show to view it but I don't know, really, the other > pertinent objects out there. Use the web interface. Point your web browser to what ever port you told the server to listen on for HTTP requests. When you get the intro screen go to Gateways and from there just browse around. Quite handy. Also, @parent $root and @children $root are your friend. Or try @parent $sys or @children $sys. > 2) Are there FAQs and other pieces of documentation that others have put > together that I could use/have? Nope, just the group here and I think there's an actual COLD server up and running by one of the folks here and you can get on there and ask for help. :) > 3) Are there any pitfalls that everyone seems to fall into or going the > other way, key things to do that always seem to help people succeed in > building a good game? Come up with a good theme, figure out if you want a hack and slash or just a normal RP environment. The hack and slash seem to be quite popular, get your friends to go on it and you can create table top style games on the server. Most games travel by word of mouth and get popular. Cold is a multi-media ready server, check out what sorts of clients will work with that. A desc is a good thing but a picture is worth a thousand words and folks just love to draw 'em. People can also connect to your server via the web interface and follow along the text with images, sound and other stuff. Best of luck to you. -- _______________________________________________ Get your free email from www.kittymail.com Powered by Outblaze From jlsysinc@alltel.net Thu Dec 5 06:22:43 2002 From: jlsysinc@alltel.net (Jon A. Lambert) Date: Thu, 5 Dec 2002 01:22:43 -0500 Subject: [Coldstuff] Need your help. References: <15843.11086.14330.860975@localhost.localdomain> Message-ID: <00ca01c29c26$b8a07910$0200000a@agamemnon> "klaus schilling" wrote: > B. Jack writes: > > > > but then you'd probably have less frustration > > and hassle just installing MySQL or somesuch. > > But MySql does not store function code, only number/string/array data. > So one would have to store plain source code, > and recompile and dynaload (for C) > or at least eval and memoize/bytecompile (for perl, python, lisp) it > each time the function is called. > Or use an RDBMS that supports storage of binary data like PostGres, Interbase, DB2 or Oracle. Any RDBMS will certainly be slower than DBM, and it also would introduce a number of problems if you simply hacked the database routines and kept Cold's object cache in place. You'd need to hack it in above the cache level and then introduce code there to handle locked objects. The alternative mentioned of introducing some sort of IPC/RPC/Socket daemon into Cold and an OQL or SQL interface sounds interesting. Still I don't see how you get away from designing an object locking scheme into Cold. -- J. Lambert From gary@undiscoveredworlds.com Sat Dec 7 21:44:43 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Sat, 7 Dec 2002 16:44:43 -0500 Subject: [Coldstuff] Looking for Starter Information - Cold and ColdCore In-Reply-To: <20021203080409.24474.qmail@kittymail.com> Message-ID: K Thank you for the answers I appreciate them. You're right, the @parent and @children commands are handy. I still wish that someone had put together a synopsis of what things ColdCore included to help drop the learning curve a small bit. But, c'est la vie. In regards to this question: > 3) Are there any pitfalls that everyone seems to fall into or going the > other way, key things to do that always seem to help people succeed in > building a good game? you had answered in a manner related to creating a game. That area is the part of this I am most comfortable with, actually. What I was looking for leaned more towards things like (and these are completely random and fabricated) * Don't even think about using the current movement system, rewrite it. * Don't do xxxx with frobs, do it this way instead. Basically, was looking for advice on what to do and what not to do in regards to using the various parts of the engine as well as the basic ColdCore implementation. Thanks in advance for any further help you or others can provide me. Gary From roys@mindspring.com Sat Dec 7 21:56:32 2002 From: roys@mindspring.com (Roy Sutton) Date: Sat, 7 Dec 2002 15:56:32 -0600 (CST) Subject: [Coldstuff] Looking for Starter Information - Cold and ColdCore Message-ID: Gary, Sorry, meant to reply much sooner to you but got all wrapped up in 'Life'. Finding myself in a position similar to yours I can tell you what others have told me. If you really want the thing to work the way you want it to then the best thing you can do is write your own core. There are a couple minimal cores out there you can start from. I suggest pilfering what you need from ColdCore rather than trying to hack out what you don't. I sometimes wonder if that's the best thing but I've learned a lot more by trying to figure out how to do what I need or understanding how ColdCore tackled a particular problem than just saying 'Well, ColdCore handles that I won't worry about it.' What I found going through ColdCore is that there are several wonderful gems burried inside a lot of poorly documented stuff. I highly recommend copying out the eval stuff from ColdCore and many of the programmer commands as these are (by and large) extremely useful. As to getting comfortable with ColdC I highly recommend getting familiar with all the match_* functions, understand how dictionaries are your best friend, learn how the critical section code works and so forth. Don't get discouraged, it takes several days to get immersed in ColdC. You'll probably find the code you've written early is junk compared to new ways you've found recently. Roy From gary@undiscoveredworlds.com Sun Dec 8 16:46:48 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Sun, 8 Dec 2002 11:46:48 -0500 Subject: [Coldstuff] Looking for Starter Information - Cold and ColdCore In-Reply-To: Message-ID: Roy and Aldon, thanks for the replies and help. Aldon, I like your page, looks good. Roy, I was wondering if you remembered any particular pieces of Cold that you said 'I must keep this' or 'This has to go'. I know you mentioned eval and programmer stuff but I don't think I've discovered some or all of that stuff just yet. Your point makes a lot of sense and I was starting to come to a similar conclusion but starting with a minimal core and cannibalizing ColdCore hadn't occured to me (oops). Immersion will probably be coming in the next few days, I hope. Have to see how this works out. Gary From gary@undiscoveredworlds.com Tue Dec 10 14:57:01 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Tue, 10 Dec 2002 09:57:01 -0500 Subject: [Coldstuff] Multiple Servers and Implementing New Features/Terrain Message-ID: I was wondering what people have discovered to be the most efficient and logical method to do development testing on servers other than the live server where the 'final' version is and where the game is played and then to implement them to that aforementioned live server. Right now, I have three instances running; a 'live', a 'builder' where people can build and a 'code test' where people learning can fiddle around where it's not going to really hurt anything. As we're just starting out and all learning, only the code test is being used right now but I'm going to want to move things over eventually and not necessarily all at once. For example, code structure changes will probably go from codetest to both builder and live but the environment (rooms) might go from builder to live and code test. That is, of course, assuming heavily that such is possible. I'd love to hear how people are doing it before I get too far along. Thanks Gary From pessy@chez.com Tue Dec 10 15:05:16 2002 From: pessy@chez.com (klaus schilling) Date: Tue, 10 Dec 2002 16:05:16 +0100 Subject: [Coldstuff] Multiple Servers and Implementing New Features/Terrain In-Reply-To: References: Message-ID: <15862.684.190964.519308@localhost.localdomain> Gary Whitten writes: > I was wondering what people have discovered to be the most efficient and > logical method to do development testing on servers other than the live > server where the 'final' version is and where the game is played and then to > implement them to that aforementioned live server. Some daemons supporting more communication protocols like ftp , rpc-like stuff (soap, corba,.net/.mono, xml-rpc, ...), cvs, web-dav, jabber would be useful to concert multiple server environments. Klaus Schilling From gary@undiscoveredworlds.com Tue Dec 10 15:11:14 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Tue, 10 Dec 2002 10:11:14 -0500 Subject: [Coldstuff] Multiple Servers and Implementing New Features/Terrain In-Reply-To: <15862.684.190964.519308@localhost.localdomain> Message-ID: Hi I'm not sure you understood what I was asking, but I do appreciate the quick reply. Basically, if I have people designing a new set of mechanics, I don't want it to be on the main 'live' server, I want it to be on something else. After that, though, I'd like to move those mechanics to the main server to be used by the player population. The same thing would probably happen (but less likely) for a set of new rooms. In theory, one could just design all the new rooms in the live server and then just 'connect' them at the very end. If this isn't possible, could someone fill me in on exactly how everyone else has been implementing new mechanics while the game is 'live' without disrupting the game? Gary -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of klaus schilling Sent: Tuesday, December 10, 2002 10:05 AM To: coldstuff@cold.org Subject: [Coldstuff] Multiple Servers and Implementing New Features/Terrain Gary Whitten writes: > I was wondering what people have discovered to be the most efficient and > logical method to do development testing on servers other than the live > server where the 'final' version is and where the game is played and then to > implement them to that aforementioned live server. Some daemons supporting more communication protocols like ftp , rpc-like stuff (soap, corba,.net/.mono, xml-rpc, ...), cvs, web-dav, jabber would be useful to concert multiple server environments. Klaus Schilling _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff From gary@undiscoveredworlds.com Tue Dec 10 15:11:57 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Tue, 10 Dec 2002 10:11:57 -0500 Subject: [Coldstuff] Apologies In-Reply-To: <15862.684.190964.519308@localhost.localdomain> Message-ID: In my previous message, I didn't snip appropriately; sorry about that. G From jenredusa2001@yahoo.com Tue Dec 10 20:04:54 2002 From: jenredusa2001@yahoo.com (Jenred) Date: Tue, 10 Dec 2002 12:04:54 -0800 (PST) Subject: [Coldstuff] Help! Im new! :) Message-ID: <20021210200454.3662.qmail@web13704.mail.yahoo.com> Okay, let me go slow... Im wanting to start up a server or whatever through Cold. So I was reading through the stuff, and figured I needed some sort of Unix emulator. So I went and got Cygwin. After doing the downloading and installing, I went and got Genesis. My first problem I ran into was when I tried to download coldcore. It gave me a dead link. So I browsed through the FTP, and downloaded something that looked like the newest version 'coldcore stable' something or other. After downloading and unzipping according to the directions on the install pages, I ran into my next problem. When I tried the 'makeworld' 'coldcc' things, I ran into these problems: bash: makeworld: command not found bash: coldcc: command not found So this is where I need the help. What do I do? Did I do something wrong? Any help is better then none. So feel free to respond calling me an idiot or whatever. thanks --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now-------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021210/7672e346/attachment.htm From brandon@roguetrader.com Tue Dec 10 20:07:57 2002 From: brandon@roguetrader.com (Brandon Gillespie) Date: Tue, 10 Dec 2002 13:07:57 -0700 Subject: [Coldstuff] Help! Im new! :) In-Reply-To: <20021210200454.3662.qmail@web13704.mail.yahoo.com> References: <20021210200454.3662.qmail@web13704.mail.yahoo.com> Message-ID: <3DF6499D.5000104@roguetrader.com> Jenred wrote: > So I was reading through the stuff, and figured I needed some sort of > Unix emulator. [...] > bash: coldcc: command not found Cygwin probably won't work. Your best bet is to digup an old computer (p166 is just fine) and install Linux (redhat 8 is very easy to install and use). Failing that, there are some win32 binaries floating around. You are better off getting one of these, than trying to compile your own version in windows. > Any help is better then none. So feel free to respond calling me an > idiot or whatever. Ohh, hey, he gave us permission! -Brandon From jenredusa2001@yahoo.com Tue Dec 10 20:08:23 2002 From: jenredusa2001@yahoo.com (Jenred) Date: Tue, 10 Dec 2002 12:08:23 -0800 (PST) Subject: [Coldstuff] Help! Im new! :) Message-ID: <20021210200823.4737.qmail@web13705.mail.yahoo.com> Okay, let me go slow... Im wanting to start up a server or whatever through Cold. So I was reading through the stuff, and figured I needed some sort of Unix emulator. So I went and got Cygwin. After doing the downloading and installing, I went and got Genesis. My first problem I ran into was when I tried to download coldcore. It gave me a dead link. So I browsed through the FTP, and downloaded something that looked like the newest version 'coldcore stable' something or other. After downloading and unzipping according to the directions on the install pages, I ran into my next problem. When I tried the 'makeworld' 'coldcc' things, I ran into these problems: bash: makeworld: command not found bash: coldcc: command not found So this is where I need the help. What do I do? Did I do something wrong? Any help is better then none. So feel free to respond calling me an idiot or whatever. thanks --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now-------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021210/eea056fd/attachment.htm From jenredusa2001@yahoo.com Tue Dec 10 20:31:03 2002 From: jenredusa2001@yahoo.com (Jenred) Date: Tue, 10 Dec 2002 12:31:03 -0800 (PST) Subject: [Coldstuff] Help! Im new! :) In-Reply-To: <3DF6499D.5000104@roguetrader.com> Message-ID: <20021210203103.60875.qmail@web13708.mail.yahoo.com> Well I dont have any old computers lying around, and Id rather not switch to something that doesnt even have a way to install/setup on the website. I dont really know the difference between Unix and Linux, but even one little command change is one more that I dont know. But the people Ive talked to that recommended Cygwin said it works almost exactly like Unix. So Id rather get suggestions on what to do with what I have, rather then getting something new... for now. If it turns out there is absolutely nothing, big or small I can do, then Ill take the changing options into consideration. Brandon Gillespie wrote:Jenred wrote: > So I was reading through the stuff, and figured I needed some sort of > Unix emulator. [...] > bash: coldcc: command not found Cygwin probably won't work. Your best bet is to digup an old computer (p166 is just fine) and install Linux (redhat 8 is very easy to install and use). Failing that, there are some win32 binaries floating around. You are better off getting one of these, than trying to compile your own version in windows. > Any help is better then none. So feel free to respond calling me an > idiot or whatever. Ohh, hey, he gave us permission! -Brandon _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now-------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021210/9e027002/attachment.htm From brandon@roguetrader.com Tue Dec 10 20:38:49 2002 From: brandon@roguetrader.com (Brandon Gillespie) Date: Tue, 10 Dec 2002 13:38:49 -0700 Subject: [Coldstuff] Help! Im new! :) In-Reply-To: <20021210203103.60875.qmail@web13708.mail.yahoo.com> References: <20021210203103.60875.qmail@web13708.mail.yahoo.com> Message-ID: <3DF650D9.9010206@roguetrader.com> Jenred wrote: > Well I dont have any old computers lying around, and Id rather not > switch to something that doesnt even have a way to install/setup on the > website. I dont really know the difference between Unix and Linux, but > even one little command change is one more that I dont know. But the > people Ive talked to that recommended Cygwin said it works almost > exactly like Unix. Linux is unix, the instructions will work fine in Linux, FreeBSD, Solaris, and more (all of these are unix). Cygwin is not unix, and from the command line works similar to unix, but other than that it will not do what you want it to do... > So Id rather get suggestions on what to do with what I have, rather then > getting something new... for now. If it turns out there is absolutely > nothing, big or small I can do, then Ill take the changing options into > consideration. Digup the win32 binaries... -Brandon From jenredusa2001@yahoo.com Tue Dec 10 21:19:14 2002 From: jenredusa2001@yahoo.com (Jenred) Date: Tue, 10 Dec 2002 13:19:14 -0800 (PST) Subject: [Coldstuff] Help! Im new! :) In-Reply-To: <3DF650D9.9010206@roguetrader.com> Message-ID: <20021210211914.39359.qmail@web13703.mail.yahoo.com> Okay, then next question... what is a binary? And what do I do with them when Ive found them? And whats Win32? Brandon Gillespie wrote:Jenred wrote: > Well I dont have any old computers lying around, and Id rather not > switch to something that doesnt even have a way to install/setup on the > website. I dont really know the difference between Unix and Linux, but > even one little command change is one more that I dont know. But the > people Ive talked to that recommended Cygwin said it works almost > exactly like Unix. Linux is unix, the instructions will work fine in Linux, FreeBSD, Solaris, and more (all of these are unix). Cygwin is not unix, and from the command line works similar to unix, but other than that it will not do what you want it to do... > So Id rather get suggestions on what to do with what I have, rather then > getting something new... for now. If it turns out there is absolutely > nothing, big or small I can do, then Ill take the changing options into > consideration. Digup the win32 binaries... -Brandon _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now-------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021210/76e5c0d9/attachment.htm From jwrtrumpet@attbi.com Tue Dec 10 23:39:36 2002 From: jwrtrumpet@attbi.com (Jonathan) Date: Tue, 10 Dec 2002 15:39:36 -0800 Subject: [Coldstuff] Help! Im new! :) References: <20021210211914.39359.qmail@web13703.mail.yahoo.com> Message-ID: <007701c2a0a5$66457070$1717000a@jwr2k> The binary is the application itself. Win32 refers to a Windows 32-bit operating system. They have a version of the binaries up on the ftp site. I'd go find it for you now, but I don't have ftp access right now. Once you get the binary's, I'd put them in a folder on the root of your drive, like C:\cold, I know you'll wanna create a few directories. I know logs is one, don't recall right off the others. Jonathan ----- Original Message ----- From: Jenred To: coldstuff@cold.org Sent: Tuesday, December 10, 2002 1:19 PM Subject: Re: [Coldstuff] Help! Im new! :) Okay, then next question... what is a binary? And what do I do with them when Ive found them? And whats Win32? -------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021210/0cb009f3/attachment.htm From jlsysinc@alltel.net Tue Dec 10 23:55:29 2002 From: jlsysinc@alltel.net (Jon A. Lambert) Date: Tue, 10 Dec 2002 18:55:29 -0500 Subject: [Coldstuff] Help! Im new! :) References: <20021210200823.4737.qmail@web13705.mail.yahoo.com> Message-ID: <006901c2a0a7$9e6fb9e0$0200000a@agamemnon> The Cold server compiles and runs cleanly with no problems using cygwin. However it will only run on Windows NT,2000 or XP as the cygwin dbm code is broken for Windows 95/98. A couple of things... 1) Make sure you select installed the cygwin development environment, not just the basic environment. You also need to install dbm/ndbm/gbdm from the list of databases. 2) Follow the bsd/linux instructions in the Cold server distribution, not the Win32 instructions. ----- Original Message ----- From: Jenred To: Cold-Coldstuff@cold.org Sent: Tuesday, December 10, 2002 3:08 PM Subject: [Coldstuff] Help! Im new! :) Okay, let me go slow... Im wanting to start up a server or whatever through Cold. So I was reading through the stuff, and figured I needed some sort of Unix emulator. So I went and got Cygwin. After doing the downloading and installing, I went and got Genesis. My first problem I ran into was when I tried to download coldcore. It gave me a dead link. So I browsed through the FTP, and downloaded something that looked like the newest version 'coldcore stable' something or other. After downloading and unzipping according to the directions on the install pages, I ran into my next problem. When I tried the 'makeworld' 'coldcc' things, I ran into these problems: bash: makeworld: command not found bash: coldcc: command not found So this is where I need the help. What do I do? Did I do something wrong? Any help is better then none. So feel free to respond calling me an idiot or whatever. thanks ------------------------------------------------------------------------------ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now ------------------------------------------------------------------------------ _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff -------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021210/b8910747/attachment.htm From gary@undiscoveredworlds.com Mon Dec 16 01:15:00 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Sun, 15 Dec 2002 20:15:00 -0500 Subject: [Coldstuff] Handling character objects Message-ID: I'm starting off with the ColdCore database and I'm looking at the various objects like $user, $player and $character and I'm unclear on the methodology one might use to actually get to the character state. Somewhere, either in existence now, or needing to be written is a routine to create an actual character, however the character object doesn't have any parents that have significant methods attached to it so I'm wondering if $character is really meant to be used at all or if it just wasn't attached to another object. Also, in another game I used to run, the coder had a routine to let a game master/wizard/etc create, save and load different personas to use in various plots. This way, if you needed to be the evil wizard Hzarkan, you simply loaded him in and then when you were done, you loaded your GM persona back into yourself after saving any changes you had made to Hzarkan. Is there an inherent way to do this now? Sorry for the inane questions that aren't on the level of the fancy stuff other people are asking about but this is what I need to know now. Gary From grimslayde@sbcglobal.net Mon Dec 16 15:23:38 2002 From: grimslayde@sbcglobal.net (Grimslayde) Date: Mon, 16 Dec 2002 09:23:38 -0600 Subject: [Coldstuff] Handling character objects References: Message-ID: <000701c2a517$1de3bb90$0c0d060a@npd.com> I'm not sure what Brandon was doing with the $character object being based on $thing, but the basic interface for creation he made was GREAT for dissection, taught me alot about how parser thingies work. Check out $chargen_parser and it's methods. For my game I'm putting all my "character" code and variables on the $body object, that way I can have all my $robots included with the user-types in the fun. I've tweaked the login sequence to collect the user's real name, email addie, and the new character name. Once they give that, the $smtp sends the user a randomly generated password via email the user can input to continue creation. This is coolie for a couple reasons, having a valid email for the user is the prime reason (since having $smtp validate seems to just lag out with an error). I have tweaked $user_db to query user data so I can limit a user to 3 characters per email address as well as disallow creation of ANOTHER character if the first isn't completed. If you wanted to have different "skins" for each user you COULD do it that way... check out how the $login_interface switches over to the user in $login_interface.connect_cmd. It's got some tight security on it that I wouldn't suggest fooging with, naturally, but it can set you in the right direction... ya know, have the user create his/her REAL self then just make a command that allows you to pop over into your other characters. There's a billion ways to do a single thing when it comes to code. All depends on what ye want the outcome to be and how imaginative you can get. Hope that helps ta get ye in the right direction. Feel free to pester me fer more if ya like. - Grim ----- Original Message ----- From: "Gary Whitten" To: "Coldstuff@Cold. Org" Sent: Sunday, December 15, 2002 7:15 PM Subject: [Coldstuff] Handling character objects > I'm starting off with the ColdCore database and I'm looking at the various > objects like $user, $player and $character and I'm unclear on the > methodology one might use to actually get to the character state. > Somewhere, either in existence now, or needing to be written is a routine to > create an actual character, however the character object doesn't have any > parents that have significant methods attached to it so I'm wondering if > $character is really meant to be used at all or if it just wasn't attached > to another object. > > Also, in another game I used to run, the coder had a routine to let a game > master/wizard/etc create, save and load different personas to use in various > plots. This way, if you needed to be the evil wizard Hzarkan, you simply > loaded him in and then when you were done, you loaded your GM persona back > into yourself after saving any changes you had made to Hzarkan. Is there an > inherent way to do this now? > > Sorry for the inane questions that aren't on the level of the fancy stuff > other people are asking about but this is what I need to know now. > > Gary > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff From roys@mindspring.com Mon Dec 16 16:41:49 2002 From: roys@mindspring.com (Roy Sutton) Date: Mon, 16 Dec 2002 10:41:49 -0600 (CST) Subject: [Coldstuff] Handling character objects Message-ID: Regarding characters, players and users. Characters fall under the category 'some assembly required'. What the characters are, what they do and how they relate to players/users/accounts is entirely up to you. There's a very crude(basic?) character creation routine but you'll certainly want to only use that as a reference. Personally, I prefer a single account for a user and allowing her to choose a character from a menu on login. As with many parts of ColdCore, what you do is entirely up to what you code. Roy From gary@undiscoveredworlds.com Mon Dec 16 17:03:38 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Mon, 16 Dec 2002 12:03:38 -0500 Subject: [Coldstuff] Handling character objects In-Reply-To: Message-ID: I understand that what it does is up to me based on how I code it; that's why I picked Cold and ColdCore in the first place. However, please, when you're giving me information like 'there's a very crude character creation routine but you only want to use it as a reference', can you please point out where it is so I can actually do so? By you actually taking the time to answer, I know you meant to help, but having some real information to work with to help work through the problem helps a lot more. :) :) My preference is also to have a single user account with the ability to have several characters to pick from, all associated with that user, so we're on the same page. Thanks for the input, I do appreciate it. Gary -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Roy Sutton Sent: Monday, December 16, 2002 11:42 AM To: coldstuff@cold.org Subject: Re: [Coldstuff] Handling character objects Regarding characters, players and users. Characters fall under the category 'some assembly required'. What the characters are, what they do and how they relate to players/users/accounts is entirely up to you. There's a very crude(basic?) character creation routine but you'll certainly want to only use that as a reference. Personally, I prefer a single account for a user and allowing her to choose a character from a menu on login. As with many parts of ColdCore, what you do is entirely up to what you code. Roy _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff From xidus@xidus.net Mon Dec 16 18:50:43 2002 From: xidus@xidus.net (Jeremy Weatherford) Date: Mon, 16 Dec 2002 10:50:43 -0800 (PST) Subject: [Coldstuff] Handling character objects In-Reply-To: Message-ID: Sorry I'm not answering your question directly... it looks like a recent message pointed to $chargen_parser, though. I highly recommend reading through the ColdCore textdump. The more you understand about your environment, the better off you'll be, especially when you start to modify it. You'll also learn some tricks, and get a general feel for how ColdC should be used. Just don't expect to be able to track down an answer to every question that comes up... some of the code in the last ColdCore was obsolete, and no longer worked with the rest of the core, which caused me some difficulty in understanding it. In general, though, it's a valuable experience, at least to get an overview of ColdCore's structure. Jeremy Weatherford xidus@xidus.net http://xidus.net On Mon, 16 Dec 2002, Gary Whitten wrote: > I understand that what it does is up to me based on how I code it; that's > why I picked Cold and ColdCore in the first place. > > However, please, when you're giving me information like 'there's a very > crude character creation routine but you only want to use it as a > reference', can you please point out where it is so I can actually do so? > By you actually taking the time to answer, I know you meant to help, but > having some real information to work with to help work through the problem > helps a lot more. :) :) > > My preference is also to have a single user account with the ability to have > several characters to pick from, all associated with that user, so we're on > the same page. > > Thanks for the input, I do appreciate it. > > Gary > > -----Original Message----- > From: cold-coldstuff-bounces@cold.org > [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Roy Sutton > Sent: Monday, December 16, 2002 11:42 AM > To: coldstuff@cold.org > Subject: Re: [Coldstuff] Handling character objects > > > Regarding characters, players and users. Characters fall under the > category 'some assembly required'. What the characters are, what they do > and how they relate to players/users/accounts is entirely up to you. > There's a very crude(basic?) character creation routine but you'll > certainly want to only use that as a reference. Personally, I prefer a > single account for a user and allowing her to choose a character from a > menu on login. As with many parts of ColdCore, what you do is entirely up > to what you code. > > Roy > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff > From gary@undiscoveredworlds.com Mon Dec 16 21:45:24 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Mon, 16 Dec 2002 16:45:24 -0500 Subject: [Coldstuff] Handling character objects Message-ID: Hi Jeremy, I looked a notes page I believe of yours about some stuff. I've already figured out the joys of having the textdump available to me. I keep it open all the time when I'm developing, and you're right, every question can't be tracked down with it, but it certainly helps to see what's there. I keep hearing that some parts of ColdCore is obsolete and while I've found some bugs or unneeded vars in some methods, I haven't been able to peg anything that is clearly able to be snipped out. I've been looking at the substantial methods and vars on both $user and $player (and wonder why they're both there) and definitely am tempted to a) combine them into one and b) carefully start moving unused or unneeded items to another object (like $bad_commands). Do you Jeremey, or anyone else, know of things that are definitely obsolete that I can start with on this? Thank again for people's help. Gary -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Jeremy Weatherford Sent: Monday, December 16, 2002 1:51 PM To: coldstuff@cold.org Subject: RE: [Coldstuff] Handling character objects Sorry I'm not answering your question directly... it looks like a recent message pointed to $chargen_parser, though. I highly recommend reading through the ColdCore textdump. The more you understand about your environment, the better off you'll be, especially when you start to modify it. You'll also learn some tricks, and get a general feel for how ColdC should be used. Just don't expect to be able to track down an answer to every question that comes up... some of the code in the last ColdCore was obsolete, and no longer worked with the rest of the core, which caused me some difficulty in understanding it. In general, though, it's a valuable experience, at least to get an overview of ColdCore's structure. Jeremy Weatherford xidus@xidus.net http://xidus.net From gary@undiscoveredworlds.com Mon Dec 16 22:54:02 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Mon, 16 Dec 2002 17:54:02 -0500 Subject: [Coldstuff] Handling character objects Message-ID: Hi Grim, thanks for the detailed reply, much appreciated. -> I'm not sure what Brandon was doing with the $character object being -> based on $thing, but the basic interface for creation he made -> was GREAT for dissection, taught me alot about how parser thingies work. -> Check out $chargen_parser and it's methods. I really only saw the .parse method in $chargen_parser. $user_parsers is its parent, and there were a couple methods there so I'll look at them all for parser value. -> For my game I'm putting all my "character" code and variables on the -> $body object, that way I can have all my $robots included with the -> user-types in the fun. I've tweaked the login sequence to collect the user's -> real name, email addie, and the new character name. Once they give that, the -> $smtp sends the user a randomly generated password via email the user can -> input to continue creation. This sounds like a nice solution, similar to how I'd like to set mine up (in addition to a few other things you noted that I didn't quote). I have not yet looked at anything dealing with $robots. Could I trouble you (or someone else) for a quick one-sentence definition of what they are and the one or two most common uses for them? (i.e. are they the mobs or pets or something completely different?) -> If you wanted to have different "skins" for each user you COULD do it -> that way... check out how the $login_interface switches over to the user in -> $login_interface.connect_cmd. It's got some tight security on it that I -> wouldn't suggest fooging with, naturally, but it can set you in the right -> direction... ya know, have the user create his/her REAL self then just make -> a command that allows you to pop over into your other characters. This is what I'd like to do, one user account going to several characters, thanks for the hint, this looks to have a lot of what I need to work with here. You're right of course about possibilities being endless between coding and imagination. The problem with my imagination is that it far outstrips my coding ability *snicker*. I will probably take you up on that offer for more help, but I'll try not to make you regret the offer. ;) Gary From brandon@roguetrader.com Mon Dec 16 23:45:29 2002 From: brandon@roguetrader.com (Brandon Gillespie) Date: Mon, 16 Dec 2002 16:45:29 -0700 Subject: [Coldstuff] Handling character objects In-Reply-To: References: Message-ID: <3DFE6599.5070302@roguetrader.com> Gary Whitten wrote: > Hi Grim, thanks for the detailed reply, much appreciated. > > -> I'm not sure what Brandon was doing with the $character object being > -> based on $thing, but the basic interface for creation he made > -> was GREAT for dissection, taught me alot about how parser thingies work. > -> Check out $chargen_parser and it's methods. > > I really only saw the .parse method in $chargen_parser. $user_parsers is > its parent, and there were a couple methods there so I'll look at them all > for parser value. The long term plan was to migrate everybody to a single $user object, with everything else being interfaces and permissions managed through groups instead descendants from $user. FYI. Never happened, obviously, but the foundation is there for it. As for $character, it was partially an example of what could be done. There is nothing else in the code besides it, for PC's or a game. > -> For my game I'm putting all my "character" code and variables on the > -> $body object, that way I can have all my $robots included with the > -> user-types in the fun. That was the intent of $body (to have all of the core functionality of a user/player, without the login/connection and privileges code). I had one of the coolest $robot's at one point, for about 3 months. What you see in the current coldcore is a step back from that robot, but at one point in time it was like you would like, plus the robot was very featured. It would act as a puppet, had triggers and scenes which could be edited prose-like and included CML to be able to dig into the environment's context. Then I ripped the logic board off the HD (accident) and lost it all :( I keep thinking I may recode the uber $robot. -Brandon From xidus@xidus.net Tue Dec 17 00:42:11 2002 From: xidus@xidus.net (Jeremy Weatherford) Date: Mon, 16 Dec 2002 16:42:11 -0800 (PST) Subject: [Coldstuff] Handling character objects In-Reply-To: Message-ID: Sorry... I used ColdCore long enough to get me started on my own codebase, and borrowed some of the programmer's commands, and continue to use its helpfiles regularly. I decided I would rather code from scratch than rework an existing system, and I was doing it for the fun of it rather than to meet any sort of deadline, so that's what I went with. Jeremy Weatherford xidus@xidus.net http://xidus.net On Mon, 16 Dec 2002, Gary Whitten wrote: > Hi Jeremy, I looked a notes page I believe of yours about some stuff. I've > already figured out the joys of having the textdump available to me. I keep > it open all the time when I'm developing, and you're right, every question > can't be tracked down with it, but it certainly helps to see what's there. > > I keep hearing that some parts of ColdCore is obsolete and while I've found > some bugs or unneeded vars in some methods, I haven't been able to peg > anything that is clearly able to be snipped out. > > I've been looking at the substantial methods and vars on both $user and > $player (and wonder why they're both there) and definitely am tempted to a) > combine them into one and b) carefully start moving unused or unneeded items > to another object (like $bad_commands). Do you Jeremey, or anyone else, > know of things that are definitely obsolete that I can start with on this? > > Thank again for people's help. > > Gary > > -----Original Message----- > From: cold-coldstuff-bounces@cold.org > [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Jeremy Weatherford > Sent: Monday, December 16, 2002 1:51 PM > To: coldstuff@cold.org > Subject: RE: [Coldstuff] Handling character objects > > > Sorry I'm not answering your question directly... it looks like a recent > message pointed to $chargen_parser, though. > > I highly recommend reading through the ColdCore textdump. The more you > understand about your environment, the better off you'll be, especially > when you start to modify it. You'll also learn some tricks, and get a > general feel for how ColdC should be used. Just don't expect to be able > to track down an answer to every question that comes up... some of the > code in the last ColdCore was obsolete, and no longer worked with the rest > of the core, which caused me some difficulty in understanding it. In > general, though, it's a valuable experience, at least to get an overview > of ColdCore's structure. > > Jeremy Weatherford > xidus@xidus.net > http://xidus.net > > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff > From grimslayde@sbcglobal.net Tue Dec 17 15:13:03 2002 From: grimslayde@sbcglobal.net (Grimslayde) Date: Tue, 17 Dec 2002 09:13:03 -0600 Subject: [Coldstuff] Handling character objects References: <3DFE6599.5070302@roguetrader.com> Message-ID: <000901c2a5de$d04523b0$0c0d060a@npd.com> Brandon, Recoding the $robot?! Maaayaaan, please! That's way down the road for me yet, but it'd be awesome to see what you can do. Squeek and K-9 on tCD are both prime examples, though, in the meantime. Let me know if you ever get around to it again. Gary, Don't sweat bothering me. Geez, I pester Brandon, Bruce, Ken, Levi... well, just about anyone who shows a sign of life on tCD. Just trying to do my best to repay the knowledge they imparted to me. Good luck, happy coding, and don't be afraid to chime in. ----- Original Message ----- From: "Brandon Gillespie" To: Sent: Monday, December 16, 2002 5:45 PM Subject: Re: [Coldstuff] Handling character objects > Gary Whitten wrote: > > Hi Grim, thanks for the detailed reply, much appreciated. > > > > -> I'm not sure what Brandon was doing with the $character object being > > -> based on $thing, but the basic interface for creation he made > > -> was GREAT for dissection, taught me alot about how parser thingies work. > > -> Check out $chargen_parser and it's methods. > > > > I really only saw the .parse method in $chargen_parser. $user_parsers is > > its parent, and there were a couple methods there so I'll look at them all > > for parser value. > > The long term plan was to migrate everybody to a single $user object, > with everything else being interfaces and permissions managed through > groups instead descendants from $user. FYI. Never happened, obviously, > but the foundation is there for it. > > As for $character, it was partially an example of what could be done. > There is nothing else in the code besides it, for PC's or a game. > > > -> For my game I'm putting all my "character" code and variables on the > > -> $body object, that way I can have all my $robots included with the > > -> user-types in the fun. > > That was the intent of $body (to have all of the core functionality of a > user/player, without the login/connection and privileges code). > > I had one of the coolest $robot's at one point, for about 3 months. > What you see in the current coldcore is a step back from that robot, but > at one point in time it was like you would like, plus the robot was very > featured. It would act as a puppet, had triggers and scenes which could > be edited prose-like and included CML to be able to dig into the > environment's context. > > Then I ripped the logic board off the HD (accident) and lost it all :( > > I keep thinking I may recode the uber $robot. > > -Brandon > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff From gary@undiscoveredworlds.com Tue Dec 17 15:19:11 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Tue, 17 Dec 2002 10:19:11 -0500 Subject: [Coldstuff] Handling character objects In-Reply-To: <000901c2a5de$d04523b0$0c0d060a@npd.com> Message-ID: I think I know that tCD is but could someone just mention it for kicks and giggles? Thanks :) -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Grimslayde Sent: Tuesday, December 17, 2002 10:13 AM To: coldstuff@cold.org Subject: Re: [Coldstuff] Handling character objects Brandon, Recoding the $robot?! Maaayaaan, please! That's way down the road for me yet, but it'd be awesome to see what you can do. Squeek and K-9 on tCD are both prime examples, though, in the meantime. Let me know if you ever get around to it again. Gary, Don't sweat bothering me. Geez, I pester Brandon, Bruce, Ken, Levi... well, just about anyone who shows a sign of life on tCD. Just trying to do my best to repay the knowledge they imparted to me. Good luck, happy coding, and don't be afraid to chime in. From grimslayde@sbcglobal.net Tue Dec 17 15:28:32 2002 From: grimslayde@sbcglobal.net (Grimslayde) Date: Tue, 17 Dec 2002 09:28:32 -0600 Subject: [Coldstuff] Handling character objects References: Message-ID: <001001c2a5e0$f6b4b310$0c0d060a@npd.com> The Cold Dark. A ColdCore whose soul purpose, it would seem, is to idle upon. *wink* Naaaah, it's the running core of Brandon and his comraden. You'll find all sorts of great stuff there, including the Disco Inferno!!! ice.cold.org:1138 ----- Original Message ----- From: "Gary Whitten" To: Sent: Tuesday, December 17, 2002 9:19 AM Subject: RE: [Coldstuff] Handling character objects > I think I know that tCD is but could someone just mention it for kicks and > giggles? Thanks :) > > -----Original Message----- > From: cold-coldstuff-bounces@cold.org > [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Grimslayde > Sent: Tuesday, December 17, 2002 10:13 AM > To: coldstuff@cold.org > Subject: Re: [Coldstuff] Handling character objects > > > Brandon, > Recoding the $robot?! Maaayaaan, please! That's way down the road for me > yet, but it'd be awesome to see what you can do. Squeek and K-9 on tCD are > both prime examples, though, in the meantime. Let me know if you ever get > around to it again. > > Gary, > Don't sweat bothering me. Geez, I pester Brandon, Bruce, Ken, Levi... > well, just about anyone who shows a sign of life on tCD. Just trying to do > my best to repay the knowledge they imparted to me. Good luck, happy coding, > and don't be afraid to chime in. > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff From gary@undiscoveredworlds.com Tue Dec 17 15:30:46 2002 From: gary@undiscoveredworlds.com (Gary Whitten) Date: Tue, 17 Dec 2002 10:30:46 -0500 Subject: [Coldstuff] Handling character objects In-Reply-To: <001001c2a5e0$f6b4b310$0c0d060a@npd.com> Message-ID: *chuckle* Ok, it's what I thought and yes, I agree that it's Idle city. Guess I didn't realize I could snoop around and find things. I'll have to check that out. -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Grimslayde Sent: Tuesday, December 17, 2002 10:29 AM To: coldstuff@cold.org Subject: Re: [Coldstuff] Handling character objects The Cold Dark. A ColdCore whose soul purpose, it would seem, is to idle upon. *wink* Naaaah, it's the running core of Brandon and his comraden. You'll find all sorts of great stuff there, including the Disco Inferno!!! ice.cold.org:1138 ----- Original Message ----- From: "Gary Whitten" To: Sent: Tuesday, December 17, 2002 9:19 AM Subject: RE: [Coldstuff] Handling character objects > I think I know that tCD is but could someone just mention it for kicks and > giggles? Thanks :) > > -----Original Message----- > From: cold-coldstuff-bounces@cold.org > [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Grimslayde > Sent: Tuesday, December 17, 2002 10:13 AM > To: coldstuff@cold.org > Subject: Re: [Coldstuff] Handling character objects > > > Brandon, > Recoding the $robot?! Maaayaaan, please! That's way down the road for me > yet, but it'd be awesome to see what you can do. Squeek and K-9 on tCD are > both prime examples, though, in the meantime. Let me know if you ever get > around to it again. > > Gary, > Don't sweat bothering me. Geez, I pester Brandon, Bruce, Ken, Levi... > well, just about anyone who shows a sign of life on tCD. Just trying to do > my best to repay the knowledge they imparted to me. Good luck, happy coding, > and don't be afraid to chime in. > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff From patm@pureconnection.net Tue Dec 17 15:32:17 2002 From: patm@pureconnection.net (Pat Moroney) Date: Tue, 17 Dec 2002 10:32:17 -0500 Subject: [Coldstuff] Handling character objects Message-ID: <465E88A5809A9E4F9D6313331087BC4034A028@les1.lstrat.com> I miss Squeek. I hope to rejoin the cold community after things settle down over here. -Pat Moroney (usernames used: Pat, Lestat, Archelon) patm@pureconnection.net PS. I still get my email sent to my other email account (genericbob@goaturine.com), which gets forwarded to this one. How would I go about changing the email address that I am subscribed to? > -----Original Message----- > From: Grimslayde [mailto:grimslayde@sbcglobal.net] > Sent: Tuesday, December 17, 2002 10:13 AM > To: coldstuff@cold.org > Subject: Re: [Coldstuff] Handling character objects > > > Brandon, > Recoding the $robot?! Maaayaaan, please! That's way down > the road for me > yet, but it'd be awesome to see what you can do. Squeek and > K-9 on tCD are > both prime examples, though, in the meantime. Let me know if > you ever get > around to it again. From jenredusa2001@yahoo.com Thu Dec 19 04:24:26 2002 From: jenredusa2001@yahoo.com (Jenred) Date: Wed, 18 Dec 2002 20:24:26 -0800 (PST) Subject: [Coldstuff] Cygwin step by step.... Message-ID: <20021219042426.43723.qmail@web13705.mail.yahoo.com> Okay, I need some help getting up Cold in Cygwin. I get to the point where Im supposed to: makeworld coldcc Yet it doesnt seem to work. I heard that it is very possible to run cold through Cygwin, so Im wondering if anyone has a step by step, or can make on the fly to help someone new on the scene... it would be great if I could get this to work. Is there anyway to go around this? like a different set up commands or files? --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now-------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021218/8883d07b/attachment.htm From jlsysinc@alltel.net Thu Dec 19 06:22:43 2002 From: jlsysinc@alltel.net (Jon A. Lambert) Date: Thu, 19 Dec 2002 01:22:43 -0500 Subject: [Coldstuff] Cygwin step by step.... References: <20021219042426.43723.qmail@web13705.mail.yahoo.com> Message-ID: <008701c2a727$0a1e8290$0200000a@agamemnon> Jenred wrote: > Okay, I need some help getting up Cold in Cygwin. > I get to the point where Im supposed to: > makeworld > coldcc I don't know where you're getting that from. I simply followed the instructions in the readme files. -- J. Lambert From jenredusa2001@yahoo.com Thu Dec 19 19:21:50 2002 From: jenredusa2001@yahoo.com (Jenred) Date: Thu, 19 Dec 2002 11:21:50 -0800 (PST) Subject: [Coldstuff] Cygwin step by step.... In-Reply-To: <008701c2a727$0a1e8290$0200000a@agamemnon> Message-ID: <20021219192150.37610.qmail@web13703.mail.yahoo.com> Well I was following the install directions through the site... was at the part where it said to do the following: "This will create a directory with the latest ColdCore database, most likely named ColdCore-X.X with the appropriate version in place of X.X. Make sure you have Genesis. When you compile Genesis the genesis and coldcc programs will be created. Move these into the ColdCore-X.X directory. Then change your current directory to the ColdCore directory (cd ColdCore-X.X) and type: makeworld coldcc" And the MAKEWORLD thing didnt work... Well thats all... guess Ill go straight by the readme. "Jon A. Lambert" wrote:Jenred wrote: > Okay, I need some help getting up Cold in Cygwin. > I get to the point where Im supposed to: > makeworld > coldcc I don't know where you're getting that from. I simply followed the instructions in the readme files. -- J. Lambert _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now-------------- next part -------------- An HTML attachment was scrubbed... URL: http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021219/6777c8ec/attachment.htm From support@dejobaan.com Thu Dec 19 20:53:21 2002 From: support@dejobaan.com (Gary Whitten) Date: Thu, 19 Dec 2002 15:53:21 -0500 Subject: [Coldstuff] Quick Test Message-ID: I've been having some connectivity issues to this list, testing a different SMTP server. Sorry for the inconvenience. Gary -------------- next part -------------- A non-text attachment was scrubbed... Name: winmail.dat Type: application/ms-tnef Size: 1828 bytes Desc: not available Url : http://roguetrader.com/pipermail/cold-coldstuff/attachments/20021219/2d16c39b/winmail.bin From gau_veldt at hotmail.com Sat Dec 28 14:46:26 2002 From: gau_veldt at hotmail.com (B. Jack) Date: Mon Dec 30 15:46:51 2002 Subject: [Coldstuff] The Cold Dark Message-ID: An HTML attachment was scrubbed... URL: http://mojo.cold.org/pipermail/cold-coldstuff/attachments/20021228/45b439a4/attachment.htm From gwhitten at attbi.com Mon Dec 30 16:35:45 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Mon Dec 30 15:46:57 2002 Subject: [Coldstuff] New Character object Message-ID: All I'm trying to create my new character object to use in ColdCore but because you can't put a player inside another player, the command @spawn $player @named $char_new comes up with errors. How would I go about doing this? Gary -------------- next part -------------- A non-text attachment was scrubbed... Name: winmail.dat Type: application/ms-tnef Size: 1970 bytes Desc: not available Url : http://mojo.cold.org/pipermail/cold-coldstuff/attachments/20021230/c0bdff21/winmail.bin From gwhitten at attbi.com Mon Dec 30 16:42:17 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Mon Dec 30 15:46:58 2002 Subject: [Coldstuff] Item permissions Message-ID: I've been creating new template items and I want to make sure they don't get deleted. A number of similar objects like $located_location, $note, etc are located in the $void and the player objects like $user and $player are in the $body_cave. Is there something related to those locations to protect items from vanishing by housekeeping or other things or is there something in the objects themselves? Regardless of which way it is, could I also get a 'how' on doing it? Thanks in advance. Gary -------------- next part -------------- A non-text attachment was scrubbed... Name: winmail.dat Type: application/ms-tnef Size: 2213 bytes Desc: not available Url : http://mojo.cold.org/pipermail/cold-coldstuff/attachments/20021230/955d2cbe/winmail.bin From brandon at roguetrader.com Mon Dec 30 15:50:18 2002 From: brandon at roguetrader.com (Brandon Gillespie) Date: Mon Dec 30 15:50:36 2002 Subject: [Coldstuff] The Cold Dark In-Reply-To: References: Message-ID: <3E10CDAA.1010801@roguetrader.com> B. Jack wrote: > I've just come to notice that the Cold Dark Server has been down for > some time. Does anyone know what happened to it? It has become highly unstable as of late, and I am going to fire it up under a debugger. -Brandon From grimslayde at sbcglobal.net Mon Dec 30 16:59:22 2002 From: grimslayde at sbcglobal.net (Grimslayde) Date: Mon Dec 30 15:59:35 2002 Subject: [Coldstuff] New Character object References: Message-ID: <001f01c2b057$18d8cd20$f30c060a@npd.com> Heya Gary, This is where eval shines again. All you need to do is turn on yer mojo and do this: ;var obj_plr; obj_plr = $player.new();return obj_plr; This will create a new player object that you can code on, buy you'll need to @chmod it to have the same perms as it's daddy. Hope that helps ye! - Grim ----- Original Message ----- From: "Gary Whitten" To: "Coldstuff@Cold. Org" Sent: Monday, December 30, 2002 3:35 PM Subject: [Coldstuff] New Character object > All > > I'm trying to create my new character object to use in ColdCore but because > you can't put a player inside another player, the command > > @spawn $player @named $char_new > > comes up with errors. > > How would I go about doing this? > > Gary > ---------------------------------------------------------------------------- ---- > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff > From gwhitten at attbi.com Mon Dec 30 18:07:58 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Mon Dec 30 16:08:12 2002 Subject: [Coldstuff] New Character object In-Reply-To: <001f01c2b057$18d8cd20$f30c060a@npd.com> Message-ID: Ah, thanks. It didn't occur to me that the new location of doing it this way would not be my inventory but would be the location of the existing object. -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Grimslayde Sent: Monday, December 30, 2002 5:59 PM To: coldstuff@cold.org; gary@undiscoveredworlds.com Subject: Re: [Coldstuff] New Character object Heya Gary, This is where eval shines again. All you need to do is turn on yer mojo and do this: ;var obj_plr; obj_plr = $player.new();return obj_plr; This will create a new player object that you can code on, buy you'll need to @chmod it to have the same perms as it's daddy. Hope that helps ye! - Grim ----- Original Message ----- From: "Gary Whitten" To: "Coldstuff@Cold. Org" Sent: Monday, December 30, 2002 3:35 PM Subject: [Coldstuff] New Character object > All > > I'm trying to create my new character object to use in ColdCore but because > you can't put a player inside another player, the command > > @spawn $player @named $char_new > > comes up with errors. > > How would I go about doing this? > > Gary > ---------------------------------------------------------------------------- ---- > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff > _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff From grimslayde at sbcglobal.net Mon Dec 30 17:11:37 2002 From: grimslayde at sbcglobal.net (Grimslayde) Date: Mon Dec 30 16:11:54 2002 Subject: [Coldstuff] Item permissions References: Message-ID: <002d01c2b058$d1ac3610$f30c060a@npd.com> Hallo Again! This is a good question, luckily the answer isn't all that hard. The key lies in Cold's innate security stuffage. The +core perm on an object is a special flag that protects it from arbitrary deletion or reaping. Stuff like $void, $nowhere, etc all have this flag if you @disp 'em you'll see. The way Cold is set up you can only modify objects that you have permissions on, so unless your crew all has admin rights (ACK!) those permissions will prevent unwanted destruction of objects. Just a reminder: check to make CERTAIN your backups are working correctly. About 99% of the time they do, but if you didn't set up directories the way coldcc is expecting they'll be bunk. Better to check and find out now than when you've had a crash and need a restore! PEACE and HAPPY NEW YEAR! - Grim ----- Original Message ----- From: "Gary Whitten" To: "Coldstuff@Cold. Org" Sent: Monday, December 30, 2002 3:42 PM Subject: [Coldstuff] Item permissions > I've been creating new template items and I want to make sure they don't get > deleted. A number of similar objects like $located_location, $note, etc are > located in the $void and the player objects like $user and $player are in > the $body_cave. > > Is there something related to those locations to protect items from > vanishing by housekeeping or other things or is there something in the > objects themselves? Regardless of which way it is, could I also get a 'how' > on doing it? > > Thanks in advance. > > Gary > ---------------------------------------------------------------------------- ---- > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff > From gwhitten at attbi.com Mon Dec 30 18:29:58 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Mon Dec 30 16:30:08 2002 Subject: [Coldstuff] Item permissions In-Reply-To: <002d01c2b058$d1ac3610$f30c060a@npd.com> Message-ID: So if what I'm looking to protect is in a room with +core then it's fine? Or do the objects themselves need to also be +core as well? -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Grimslayde Sent: Monday, December 30, 2002 6:12 PM To: coldstuff@cold.org Subject: Re: [Coldstuff] Item permissions Hallo Again! This is a good question, luckily the answer isn't all that hard. The key lies in Cold's innate security stuffage. The +core perm on an object is a special flag that protects it from arbitrary deletion or reaping. Stuff like $void, $nowhere, etc all have this flag if you @disp 'em you'll see. The way Cold is set up you can only modify objects that you have permissions on, so unless your crew all has admin rights (ACK!) those permissions will prevent unwanted destruction of objects. Just a reminder: check to make CERTAIN your backups are working correctly. About 99% of the time they do, but if you didn't set up directories the way coldcc is expecting they'll be bunk. Better to check and find out now than when you've had a crash and need a restore! PEACE and HAPPY NEW YEAR! - Grim ----- Original Message ----- From: "Gary Whitten" To: "Coldstuff@Cold. Org" Sent: Monday, December 30, 2002 3:42 PM Subject: [Coldstuff] Item permissions > I've been creating new template items and I want to make sure they don't get > deleted. A number of similar objects like $located_location, $note, etc are > located in the $void and the player objects like $user and $player are in > the $body_cave. > > Is there something related to those locations to protect items from > vanishing by housekeeping or other things or is there something in the > objects themselves? Regardless of which way it is, could I also get a 'how' > on doing it? > > Thanks in advance. > > Gary > ---------------------------------------------------------------------------- ---- > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff > _______________________________________________ Cold-Coldstuff mailing list Cold-Coldstuff@cold.org http://web.cold.org/mailman/listinfo/cold-coldstuff From gwhitten at attbi.com Mon Dec 30 18:47:17 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Mon Dec 30 16:47:27 2002 Subject: [Coldstuff] How did ColdCore 'use' a character? In-Reply-To: Message-ID: In my digging, I pretty much figured out all of the rudimentary character stuff included in ColdCore. One really important thing I have not found is how does one switch from primarily using the OOC $player to the IC character. I can make characters, I can view my list of them and I can delete them, but I never found a way to 'use' one. While not completely critical, I'd like to see how that was handled so I can examine it and, if necessary, remove it if it interferes with how I end up doing things. Gary From brandon at roguetrader.com Mon Dec 30 17:19:35 2002 From: brandon at roguetrader.com (Brandon Gillespie) Date: Mon Dec 30 17:19:54 2002 Subject: [Coldstuff] How did ColdCore 'use' a character? In-Reply-To: References: Message-ID: <3E10E297.9040006@roguetrader.com> Gary Whitten wrote: > In my digging, I pretty much figured out all of the rudimentary character > stuff included in ColdCore. One really important thing I have not found is > how does one switch from primarily using the OOC $player to the IC > character. I can make characters, I can view my list of them and I can > delete them, but I never found a way to 'use' one. > > While not completely critical, I'd like to see how that was handled so I can > examine it and, if necessary, remove it if it interferes with how I end up > doing things. It never did anything, it was an example of how it could be done. -Brandon From brandon at roguetrader.com Mon Dec 30 17:20:46 2002 From: brandon at roguetrader.com (Brandon Gillespie) Date: Mon Dec 30 17:21:05 2002 Subject: [Coldstuff] Item permissions In-Reply-To: <002d01c2b058$d1ac3610$f30c060a@npd.com> References: <002d01c2b058$d1ac3610$f30c060a@npd.com> Message-ID: <3E10E2DE.8060501@roguetrader.com> Grimslayde wrote: > Hallo Again! > This is a good question, luckily the answer isn't all that hard. The key > lies in Cold's innate security stuffage. The +core perm on an object is a > special flag that protects it from arbitrary deletion or reaping. Stuff like > $void, $nowhere, etc all have this flag if you @disp 'em you'll see. > > The way Cold is set up you can only modify objects that you have > permissions on, so unless your crew all has admin rights (ACK!) those > permissions will prevent unwanted destruction of objects. The +core flag is also used on generating a new core. Anything without it is nuked. -Brandon From brandon at roguetrader.com Mon Dec 30 17:21:34 2002 From: brandon at roguetrader.com (Brandon Gillespie) Date: Mon Dec 30 17:21:52 2002 Subject: [Coldstuff] Item permissions In-Reply-To: References: Message-ID: <3E10E30E.1070200@roguetrader.com> Gary Whitten wrote: > So if what I'm looking to protect is in a room with +core then it's fine? > Or do the objects themselves need to also be +core as well? +core probably shouldn't be used as an end-all protection mechanism. However, to answer your question no, the objects contained within a room or object which has +core still are not protected. -Brandon From gwhitten at attbi.com Mon Dec 30 19:33:40 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Mon Dec 30 17:33:51 2002 Subject: [Coldstuff] Item permissions In-Reply-To: <3E10E30E.1070200@roguetrader.com> Message-ID: If that isn't the end-all, what else should I do to protect these objects? -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Brandon Gillespie Sent: Monday, December 30, 2002 7:22 PM To: coldstuff@cold.org Subject: Re: [Coldstuff] Item permissions Gary Whitten wrote: > So if what I'm looking to protect is in a room with +core then it's fine? > Or do the objects themselves need to also be +core as well? +core probably shouldn't be used as an end-all protection mechanism. However, to answer your question no, the objects contained within a room or object which has +core still are not protected. -Brandon From gwhitten at attbi.com Mon Dec 30 19:38:11 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Mon Dec 30 17:38:22 2002 Subject: [Coldstuff] How did ColdCore 'use' a character? In-Reply-To: <3E10E297.9040006@roguetrader.com> Message-ID: Ok, so ColdCore just had character handling to the point of having them exist but not used in play, that's fine, it means I didn't miss anything when I was digging. :) So how did people here handle the switchover when a player comes in, sees his list of characters, and picks one to actually play in the game? -----Original Message----- From: cold-coldstuff-bounces@cold.org [mailto:cold-coldstuff-bounces@cold.org]On Behalf Of Brandon Gillespie Sent: Monday, December 30, 2002 7:20 PM To: coldstuff@cold.org Subject: Re: [Coldstuff] How did ColdCore 'use' a character? Gary Whitten wrote: > In my digging, I pretty much figured out all of the rudimentary character > stuff included in ColdCore. One really important thing I have not found is > how does one switch from primarily using the OOC $player to the IC > character. I can make characters, I can view my list of them and I can > delete them, but I never found a way to 'use' one. > > While not completely critical, I'd like to see how that was handled so I can > examine it and, if necessary, remove it if it interferes with how I end up > doing things. It never did anything, it was an example of how it could be done. -Brandon From gwhitten at attbi.com Tue Dec 31 09:12:17 2002 From: gwhitten at attbi.com (Gary Whitten) Date: Tue Dec 31 07:12:31 2002 Subject: [Coldstuff] Parsers Message-ID: Hi folks, it's me again. I've been digging into character creation and have gotten to the .add_parser($chargen_parser) line in .new_character() and have investigated the parsing system. It looks to me like the $editor_parser.parse routine can be used to create parsing routines which you can then use with add_parser and del_parser to insert dialog into sections of the code. However, once again, I'm having issues of accessing this. It seems a bit too complex to use with an eval commandline. So, if anyone has any experience with this could you tell me if my assessment of this is accurate and how to use it if so? Thanks muchly. Gary P.S. I wish all readers a Happy New Year. Be safe. From grimslayde at sbcglobal.net Tue Dec 31 16:57:51 2002 From: grimslayde at sbcglobal.net (Grimslayde) Date: Tue Dec 31 15:57:59 2002 Subject: [Coldstuff] Parsers References: Message-ID: <001601c2b120$0cc804a0$4743fea9@dc> Heya Gary, Parsers aren't so bad to work with. The chargen_parser is a great example of how it can work. Basically, once you add a parser onto that person it is slapped into their parser list stored... oh somewhere down in the lineage of $user. Any input from a connection gets passed through these parsers in order of the parser's priority - the lower the more important. The parser is only used as a reference, by the way, it isn't tied to the object using it beyond that... well, not unless you code it otherwise. All you have to do is set up a parse method on your parser. What I did for my character generation process was slap a variable on $player called pgen_data. This is a dictionary that stores all the miscellanious tidbits of info used by the parser I cooked up. Each time a call was made to the parser, it checked that pgen_data to see what stage the user was on. Thus, if the player was on race-selection, the pgen_data would have the symbol 'race stored for stage. The method stage_race would then be called for showing stuff to the player, and commands were passed from parse to command_race. Here's what my main parse method looks like: @program $pgen_parser.parse() +access=pub arg obj_user, str_cmd, obj_nxtparser, @lst_othrparsers; var sym_stage; str_cmd = str_cmd.trim(); //If null command, show stage again... if (!str_cmd || str_cmd == "") .stage(obj_user); // Direct drop through... if (str_cmd && str_cmd[1] == ">") return obj_nxtparser.parse(obj_user, substr(str_cmd, 2), @lst_othrparsers); sym_stage = tosym("command_" + (obj_user.pgen_data())['stage]); .(sym_stage)(obj_user, str_cmd); return obj_nxtparser.parse(obj_user, substr(str_cmd, 2), @lst_othrparsers); . Hope that convoluted code helps set you in the right direction. If not, feel free to pester for further elaboration... though I won't be around to answer till tomorrow! Many blessings upon ye all, have a safe and happy New Year! DON'T DRIVE KASHNOOKERED, DAMNIT!!!! - Grim ----- Original Message ----- From: "Gary Whitten" To: "ColdStuff" Sent: Tuesday, December 31, 2002 8:12 AM Subject: [Coldstuff] Parsers > Hi folks, it's me again. > > I've been digging into character creation and have gotten to the > .add_parser($chargen_parser) line in .new_character() and have investigated > the parsing system. It looks to me like the $editor_parser.parse routine > can be used to create parsing routines which you can then use with > add_parser and del_parser to insert dialog into sections of the code. > However, once again, I'm having issues of accessing this. It seems a bit > too complex to use with an eval commandline. > > So, if anyone has any experience with this could you tell me if my > assessment of this is accurate and how to use it if so? > > Thanks muchly. > > Gary > > P.S. I wish all readers a Happy New Year. Be safe. > > _______________________________________________ > Cold-Coldstuff mailing list > Cold-Coldstuff@cold.org > http://web.cold.org/mailman/listinfo/cold-coldstuff