****************************************************************************** * Locke's __ -based on merc v2.2-____ NIM Server Software * * ___ ___ (__)__ __ __ __ ___| G| v4.0 Version 4.0 GOLD EDITION * * | / \ __| \__/ | | | | O| documentation release * * | || | | \_| | () L| Hallow's Eve 1999 * * | | || | |__| | | D| * * |____|__|___|__| |__|\___/__|______| http://www.nimud.org/nimud * * n a m e l e s s i n c a r n a t e dedicated to chris cool * ****************************************************************************** Setting up a new NiMUD Server ----------------------------- Setting up a *CUSTOM* Nimud server is as easy as these five steps: Step one: Read this file and all other docs ------------------------------------------------------------------------------ Now, I know no one does any of this. That's fine and dandy, but I am trying to avoid any foolish questions that could be easily answered by reading the docs! RTFM is not a new term, people, but it does stand in defiance of the human ability to avoid documentation. The files included are real important! They tell you how to do the most common, basic things to get you started on your way to NIMUD administration. Step two: Unpack and place your NIM Server files ------------------------------------------------------------------------------ NIM Server files have a very specific directory structure. Root contains the all important readme.1st file | -> src contains all source files (.c, .h & makefiles) | | | -> game contains necessary data files for the msdos version | -> docs these files (documentation!!) | -> area area files for unix versions | -> player player files for unix versions, required guest chars | -> log log files for unix versions Make sure to unpack the .ZIP or .TAR file with the original pathnames, which include the correct pathnames for each file. You can move the files to another root directory, but the paths need to remain inclusive. Step three: Test your NiMUD before modification ------------------------------------------------------------------------------ Once you've got your nimud files unpacked from their .ZIP format, or .TAR'd version if you're that savvy, then you can begin the process of the first build -- this is the most important build because it determines if NiMUD will easily work on your machine. NiMUD has only been tested by me on the following machines: * 386 or greater Intel-compatible Processor running DJ Delorie's GNU C Compiler on MSDOS * Unix/Linux machines that have new versions of gcc or cc (specifically, RedHat Linux, Solaris, Andrew Unix and older Linux boxes) NiMUD may work on the following machines, using guidelines for compiling version 2.0c/2.2b of Merc/DIKU Mud software: Macintosh Ultrix FreeBSD AIX Choose your makefile carefully -- it makes or breaks the process quite easily. There are five default makefiles that come with this software. Those are: (in /src/ dir) makefile - standard makefile for dos and unix systems makefile.dos - specifically for DJGPP compiling on MSDOS makefile.isles - specifically for use on RedHat Linux, but may work on other unix machines makefile.grok - grokmud's makefile for unix/linux makefile.nim - specifically for compiling nimud on unix systems The best makefiles are the first three, the other two only work on certain systems. Try makefile.isles first for unix, and makefile.dos for ms-dos. If you are able to build the .o files and compile an executable or a.out file, run the software! If it compiles, most likely the program will run with little problems. The startup files are for unix boxes that want to keep the service running from reboot to reboot. Those are: (in /src/ dir) startup - startup script that works for the Isles (redhat) startup.save - original nimud startup script from v1.6 with file names changed Step four: Build or code! ------------------------------------------------------------------------------ You are not given any areas with these later versions of NiMUD. This means you are forced to create your own! This can be a lengthy process. If you are interested in compiling and using this code locally, you can build areas and submit them to theisles@nimud.org -- we will post the area files on our web site, and credit you as the author. We can even link your own home page through! The area files are in a text format and can be manually modified if you need to make changes (such as changes that cause the mud to crash on boot). If you are starting a brand new mud, immediately read liscense.doc If you've already done this, then you should be prepared to acquire help or do the work of building yourself. There are many resources available for the proliferation of mud administration -- if you need help you will be able to find it. NiMUD-specific information is included in this documentation, and in the online help provided while exploring the mud. Included in the documentation directory is a directory called /doc/html This is the "Penultimate Builder's Guide to the Isles" and includes the most recent immortal reference information you will need to get started. Development of the code can commence under the liscensing agreement found in liscense.doc Step five: Debug! ------------------------------------------------------------------------------ There are many bugs inherent in developing MUD software. NiMUD is not a bug free package and contains many features that are only partially implemented, or are somewhat buggy. It also contains many features that are NOT buggy and are WELL implemented. The code is fairly well commented and, I hope, clear to read and digest. In many cases I have taken the time to develop code that is asthetically consistent and contains important comments. I am sure there are some other comments remaining from the heyday of my mudding career -- the days when I would drink so much Iced-Tea and sit up all night coding the hell out of the software, age 14. Please think twice before asking a question -- the answer may be right in front of you, but if there is a problem, mail us at theisles@nimud.org -Locke theisles@nimud.org