swfote2.1/.slog/
swfote2.1/backup/u/
swfote2.1/bin/cygwin/
swfote2.1/building/
swfote2.1/doc/mudprogs/
swfote2.1/gods/
swfote2.1/html/profiles/
swfote2.1/player/
swfote2.1/player/u/
A general guide on how to get SWFotE up and running. Not meant for 
completely new coders, so run at your own risk. Known bugs at the bottom 
of file.

-Be sure to redefine the location and create directories for the player 
 profiles, or, if you'd rather player profiles didn't exist, remove 
 save_profile from do_save.
//Fixed in version 1.1, no longer need to change unless you want to. 
//Defaults to html directory

-Also make sure you redefine webwho, webwizlist and the like in mud.h
 (Included in the html directory is the PHP files used to display the 
 webwho, webwizlist, profiles, and new code. Make sure your server has php 
 available, or recode these things :P )
//Fixed in version 1.1, no longer need to change unless you want to. 
//Defaults to html directory and html/profiles directory respectively

-A note to all you spammer-haters. If you've got a spammer who 
 consistently connects and disconnects - even after ban, HardBan them! This 
 little bit of code will disconnect them before name lookup, minimizing 
 lag, and does not log. To find it, just search for HardBan in comm.c

-Purging of idle pfiles is currently set to 30 days player, 5 days newbie. 
 If you wish to change this, go into sysdata.dat and simply change 
 Newbie_purge and Regular_purge.

-Inside the player directory you will find two programs, sitecount and 
 checksite (source included). Sitecount searches through every player file 
 and logs their IP, and displays if they have over 2 characters. checksite 
 is used by typing "checksite <ip>", and scans the player files for that 
 IP. sitecount is C++, checksite is a shell script. Feel free to modify 
 these or remove them to your liking. Checksite will need modification to 
 your player file directory path. Should be fairly straightforward.

-Seriously, if you plan on using this base, send us an email at 
 fotemud@yahoo.com. No, SERIOUSLY! Here, if you're really that lazy, copy 
 and paste this:

 Hello,
 I am running your codebase at <site>.
 -<name>

 We'd like to hear from you, and we might even stop 
 by to see how things are coming along. You may think "This base is pretty 
 old, doubt they even check it anymore." Send it anyways. Seriously.

 SUGGESTIONS
------------------------------------------
- Quality Areas, with lots of progs. They really flesh out an area.
- Perhaps a cargo system, a rather advanced one would be best.
- Expanding upon pilot maneuvers, such as split-s, in addition to current.
- The customized force system removing 'feel' (Richard Berrill) is
  highly undeveloped. Refer to force.README for more information.
- Asteroids are half implemented. They are just planets and ships with
  different type assignments, but are formatted nicely. Expansion suggested.
- Going back to areas, there is newcoru.are which is 450+ rooms built, but
  was never completed and linked. If you want a good layout, this is it.
- Make more ship prototypes! They are currently listed in /ships, but
  making new ones is a pain, and more of a pain to explain how to do so.
  You're inherently intelligent enough to figure it out, as is everyone.

 KNOWN BUGS AND FIXES REQUIRED (We're lazy)
------------------------------------------
//Fixed in version 1.1
- Planets that have no owners crash when 'planets' is typed. Usually not a 
  problem unless not set upon planet creation. Easy fix, too.

- Fhelps need some definite work, content wise.

//Pretty certain PERS is fine in v1.1, nobody's mentioned any changes needed
- Some commands may need PERS(<ch>, <looker>) in replacement of ch->name 
    on account of the introduction system.

//Pretty certain PERS is fine in v1.1, nobody's mentioned any changes needed
- Some commands may require get_char_world_ooc instead of get_char_world 
    on account of the introduction system.

//Added in version 1.1, so should be working great for real now.
- Ship modules should be working great, there MAY be some slight
    incompatibilities with the new space system. Also, if you're feeling
    ambitious, adding the new kind of lasers into makemodule would be good.