21 Apr, 2010, Greyankh wrote in the 1st comment:
Votes: 0
After a bit of poking around on various codebases. I think I'm going to use RaM Fire to build my mud. The hard part is already written and I'm hoping most of what I need to do will be tweaking.

I will try my best to keep the code changes in line with the project.

Grey
22 Apr, 2010, JohnnyStarr wrote in the 2nd comment:
Votes: 0
Sounds like a good starting point. Not sure if fire is g++ ready, but that's the first thing I would recommend.
My ROM project was missing things like Quests, Mounts, Ships ETC. I've found that C++ speeds things up
tremendously. I don't know how far along you are in C, but lists can be a big pain if you want to add anything.

I have had to accept that there really isn't any point in making a perfectly OOP mudbase without starting from scratch.
Rather, I plan to implement sound programming techniques parallel to the existing code. This way, each subsystem can
be self contained, treating the existing base as sort of a library I can use to enhance what I feel is missing.

Best regards to your new base!
22 Apr, 2010, Runter wrote in the 3rd comment:
Votes: 0
Fire is C++ ready.
22 Apr, 2010, Mudder wrote in the 4th comment:
Votes: 0
While I have put RaM fire on hold for the time being, if you wanted the most up-to-date version I'd be more than happy to give it to you.
22 Apr, 2010, JohnnyStarr wrote in the 5th comment:
Votes: 0
Mudder said:
While I have put RaM fire on hold for the time being, if you wanted the most up-to-date version I'd be more than happy to give it to you.


I'm curious, are you the author of that project?

from RaM fire final:
The final revision of the "fire" version of the RaM project.

Author: quixadhal, ghasatta, kaervos, Submitted by: Asylumius
File Size: 991 KB Added: Oct 20, 2009
Downloads: 26
File Type: GZip Tar Archive
22 Apr, 2010, Greyankh wrote in the 6th comment:
Votes: 0
I would love to have the final version. I need to do some checking to see which version I actually have.

For starters, I know the version I have crashes when you type in an invalid command. Fixing that is my first order of business.

Thanks for the support on this. I am very appreciative.

Grey.
22 Apr, 2010, Dean wrote in the 7th comment:
Votes: 0
JohnnyStarr said:
Mudder said:
While I have put RaM fire on hold for the time being, if you wanted the most up-to-date version I'd be more than happy to give it to you.


I'm curious, are you the author of that project?


I think Mudder might have started working on it after?
22 Apr, 2010, Mudder wrote in the 8th comment:
Votes: 0
Dean said:
JohnnyStarr said:
Mudder said:
While I have put RaM fire on hold for the time being, if you wanted the most up-to-date version I'd be more than happy to give it to you.


I'm curious, are you the author of that project?


I think Mudder might have started working on it after?


I joined the team only to realize the momentum was all but gone. Then they put up the "final version." I spoke with the team and was essentially given the project once I expressed interest in pushing it forward. Since then Quix and Retnur have been awesome answering and helping me with my questions.

So yes, I am pushing RaM forward but likely won't do any real work again until two or three weeks from now (summer).

Greyahnk, I'll get up the best version of RaM I have. The difference between what is down loadable and what I have on my laptop is intense.
22 Apr, 2010, Greyankh wrote in the 9th comment:
Votes: 0
Very nice. Thanks

Grey
22 Apr, 2010, Mudder wrote in the 10th comment:
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[LINK=file]2750[/LINK]
22 Apr, 2010, JohnnyStarr wrote in the 11th comment:
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Ok then, just curious. :grinning:
23 Apr, 2010, Greyankh wrote in the 12th comment:
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Thanks,

I grabbed a copy. I'll start poking around with it.

Grey
27 Apr, 2010, Greyankh wrote in the 13th comment:
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Ok, so I have this small issue.

I have the updated version. I can compile it. Now, when I try to run it…

If I run it in GDB, I can, and everything seems to go well. I can connect with my client and all is well.

If I run it outside of GDB, I cannot connect to it. Log files keep saying "Can't find Command".

Anyone?
27 Apr, 2010, Kayle wrote in the 14th comment:
Votes: 0
Does it have a startup script? And if so, what's the first couple lines of the file say?
27 Apr, 2010, Greyankh wrote in the 15th comment:
Votes: 0
set port = 2727
if ( "$1" != "") set port="$1"

cd ../area

if (-e shutdown.txt) rm -f shutdown.txt

while (1)
set index = 1000
while (1)
set logfile = ../log/$index.log
if ( ! -e $logfile ) break
@ index++
end

../src/rom $port >&! $logfile


I'm not sure it is here. I am unfamiliar with startup scripts though.
Grey
27 Apr, 2010, Kayle wrote in the 16th comment:
Votes: 0
The very first line of the file should be something like:

#! /bin/csh -f
27 Apr, 2010, Greyankh wrote in the 17th comment:
Votes: 0
Kayle said:
The very first line of the file should be something like:

#! /bin/csh -f

Ahh. This is what I have.

#!/bin/csh

I will change it to add -f

Thanks,
Grey

edit: Made the change and still have the same result.
Will work in GDB but won't outside the debugger.
27 Apr, 2010, Kline wrote in the 18th comment:
Votes: 0
Can you run the game normally, without the script? cd to your area dir then ../src/rom <port>&
27 Apr, 2010, Greyankh wrote in the 19th comment:
Votes: 0
Kline said:
Can you run the game normally, without the script? cd to your area dir then ../src/rom <port>&


I didn't try this, but your idea showed me where the mistake was.

# Run rom. 
../src/rom $port >&! $logfile


Had to change it to…
../src/ram $port >&! $logfile


So it begins…
27 Apr, 2010, Mudder wrote in the 20th comment:
Votes: 0
Heh, I forgot it came with a startup script. It's one I just took and changed from Murk++, though I remember it working just fine I never used it. Probably should have removed it when I uploaded it.
0.0/20