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Have a dumb question

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Posted by Uru   Canada  (67 posts)  Bio
Date Wed 22 Feb 2006 11:40 PM (UTC)
Message
This could be a really dumb question but then I don't know the answer so here goes: is it possible for someone to compile SMAUG on their machine then tar/zip everything and have it run fine on someone elses machine?
If yes, who would do such a thing?

"What does not kill us makes us stronger."
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #1 on Wed 22 Feb 2006 11:56 PM (UTC)
Message
The short answer is: yes, this is possible. You might do it if, say, you couldn't compile on the other machine, or didn't want to.

In fact, if you think about it, every time you run a program on Windows, you are basically the receiving end of the situation you describe.

The long answer is:

- For this to work, both machines need to have the same architecture. You cannot compile on an x86 and then go run on a SUN Solaris box, for instance. (but see note below about cross-compiling) An exception of note is probably 64-bit x86 (which isn't actually called x86 anymore, I think) but which is quite compatible with 32-bit code.

- Once you're running on the same architecture, you also need to have compatible OS system calls. A windows executable obviously will not run "as is" on Linux, and vice-versa. Even on Linux, you need to have compatible flavors of Linux -- but this is probably guaranteed since they all have more or less the same kernel anyhow.

- You can cross-compile, which means that you compile on platform A for platform B. Why would you do such a thing? Perhaps platform B has no native compiler (or you don't have access to it for whatever reason), so you don't have a choice. In this case, compilation is the same, except that instead of generating, say, x86 assembly, you could generate PowerPC (Mac) or even MIPS assembly.


Now, why would a MUD person do this? Good question. Most Linux-like environments are not in the habit of distributing binaries, because it's usually so easy to just compile stuff yourself. Basically there is a culture of do-it-yourself.

Now, you might want to actually distribute binaries if:
- the compilation process is complicated
- you do not want to distribute source code
- the receiver doesn't know anything about compiling and will make a mess out of everything
- you just want a nice, neat package that can be run without worrying about a thing -- unzip, cd src, startup. (But frankly, it's so easy to type 'make' before 'startup' that you have to wonder how good of a reason this is.)
- the target system is very slow and you're lazy and don't want to wait for a long compile to finish (and hopefully, your program isn't so resource-hungry as to suffer from the slow computer!)
- the target system has a crappy compiler, and will produce unoptimized or worse yet buggy code. Or, it is not very strict, and you prefer to compile in a strict environment with lots of warnings, etc.


Would I do such a thing for SMAUG? Incredibly unlikely. I just don't see the need for it. If I'm going to go to the trouble of tgzing everything and moving it, it costs very little more to just re-compile. If I'm moving it to a system where I can run it, then I'll be able to compile it there, too. But, yes, it is possible, with all the caveats above...

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Uru   Canada  (67 posts)  Bio
Date Reply #2 on Thu 23 Feb 2006 12:13 AM (UTC)
Message
My goodness you like answering posts.
I kinda figured the part about archetectures (I read up on some stuff).
I guess compiling just isn't working for me even though I follow directions and such. I have Cygwin and installed about 800 MB's of editors and other things (shells).
I know it's not missing editors/compilers becasue none of the errors mention that sort of thing. Every error Nick warned about comes up in the non-FUSS version of SMAUG but none of the mentioned fixes work.
SMAUGFuss compiles without a whimper (absoutely none, which is odd) but AreaEditor won't edit it's areas.
Now, I don't mind OLC, but get itchy over coding the compile files. That's where my question came in about someone compiling for another machine.
If I gave an over view of my system, would that help someone decide whether to compile? If so, would this someone make some general changes to the code? Probably most would be available somewhere.

"What does not kill us makes us stronger."
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #3 on Thu 23 Feb 2006 12:21 AM (UTC)
Message
Quote:
Now, I don't mind OLC, but get itchy over coding the compile files. That's where my question came in about someone compiling for another machine.

You don't need to compile or code when using OLC.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Uru   Canada  (67 posts)  Bio
Date Reply #4 on Thu 23 Feb 2006 12:35 AM (UTC)
Message
Yes I know. Maybe I didn't use the right jargon. By OLC I mean area creation (rooms, MOB's, prog scripts using a Wizard/god character). By compiling I mean changes to the internal code *.c, *.h files, etc.

"What does not kill us makes us stronger."
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #5 on Thu 23 Feb 2006 01:42 AM (UTC)
Message
It seems that what you're really asking is to have somebody write code for you, not compile it. By typing in 'make' and watching it go, that's compiling! So you already seem to have pretty much figured that out. But changing the .c and .h files is coding, not compiling.

You have a number of options. If you're up to a challenge and have spare time, you could learn C. A lot of people on this forum ask beginner C questions related to coding for SMAUG. Or, you could look around a try to get a coder to work with you. This isn't always easy. Most programmers already have their own projects to work on, and you'll have some convincing to do to have them spend time on your project instead of theirs.
Quote:
My goodness you like answering posts.
I have to catch up to Zeno, who stole my #2 place. :-P

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Enderandrew   USA  (37 posts)  Bio
Date Reply #6 on Thu 23 Feb 2006 01:44 AM (UTC)
Message
Let me go out on a limb here.

If you the thing you are most interested in is building, and you don't feel very comfortable with coding or compiling, then perhaps you would enjoy building for another mud than trying to put together a server yourself.

I'm not trying to put you down. I'm trying to suggest a course of action that may work out better for you.

"Nihilism makes me smile."
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Posted by Uru   Canada  (67 posts)  Bio
Date Reply #7 on Thu 23 Feb 2006 12:22 PM (UTC)
Message
Yes, I suppose OLC for another MUD is an option but then there are bound to be phylisophical differences. I almost took up a building position one night while on RoD (not for RoD, another MUD) but I know what kind of hassles can arise.
I got a sample of ROM code, it looks interesting. By comparrison, it's simpler than SMAUG in some ways, but has better features in other ways. I like how MOBs are made in ROM.
Anyways, you people may be right. Altering code and then compiling leaves me feeling like something will go wrong just because.
I might as well compile a copy of SAMUGfuss and get used to OLC. I'm tired of seeing errors like "unable to find death scream for MOB" in SMAUG1.4
I took a look at PennMUSH(at least I think it was that) might have been Circle, anyways, the OLC for it was very simple but I read somewhere it's very socially oriented and no comabt system. It;s the one where in the example you create a Wizard room, mirror, a wizards pointy hat, etc.
What I really enjoy is making areas for myself and friends for play over a LAN. The real work is in modifying the stock rooms where people start (the important repop rooms, start rooms, stc).
I'll think about your suggestions, but for now I'll practice my OLC and think things over.
Any other suggestions/advice is welcome.

"What does not kill us makes us stronger."
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #8 on Thu 23 Feb 2006 03:21 PM (UTC)
Message
You can always build for your own MUD, as long as you realize that you won't be able to change code features until you learn to do it yourself or get a coder to do it for you. It's still very valuable, and besides, having building experience could help you land a more interesting building position. But of course, as you mention, working with other people implies ... well, everything that goes with working for other people, and you might want to just go nuts and do your own thing. In that case running a server is the best option, with the caveat above.

I see no real reason to use SMAUG 1.4 over SMAUGfuss. SMAUGfuss is simply better. The only issue is that the Area Editor can't open SMAUGfuss areas, but SMAUGfuss can load and convert SMAUG areas.

PennMUSH is the social oriented game, not Circle. And yes, there is no combat. It's basically a MUD focused on community and social interaction -- a very glorified chat room of sorts, if you like -- with role-playing, etc.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Dace K   Canada  (169 posts)  Bio
Date Reply #9 on Thu 23 Feb 2006 04:09 PM (UTC)
Message
It's been a long time since I used Area Editor, but isn't it possible to edit the config file so that it loads and saves SmaugFUSS areas?

I seem to remember using AE to modify areas on my old mud, where the area files were saved in a pretty different format from stock smaug.

ASJ Games - .Dimension 2, Resident Evil, and snippets - oh my!
http://asj.mudmagic.com

Drop by the area archives and find something for your mud. http://areaarchives.servegame.com
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Posted by Uru   Canada  (67 posts)  Bio
Date Reply #10 on Thu 23 Feb 2006 04:49 PM (UTC)
Message
Ah, you just gave me an idea. Thanks for the chat people.

"What does not kill us makes us stronger."
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Posted by Conner   USA  (381 posts)  Bio
Date Reply #11 on Fri 24 Feb 2006 02:59 AM (UTC)
Message
Actually, you can still use area editor to create and edit any areas that haven't had the command foldarea used on them, if you've got the new reset system installed, otherwise you can still use Area Editor without a problem. Course, once you've played with your mud quite a bit, you may start to wish that Area Editor would support more than 32 flags of a given type...

-=Conner=-
--
Come test your mettle in the Land of Legends at telnet://tcdbbs.zapto.org:4000
or, for a little family oriented medieval fun, come join us at The Castle's Dungeon BBS at telnet://tcdbbs.zapto.org
or, if you just want information about either, check our web page at http://tcdbbs.zapto.org
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Posted by Uru   Canada  (67 posts)  Bio
Date Reply #12 on Fri 24 Feb 2006 02:23 PM (UTC)
Message
That's what I was thinking. Use AreaEditor for the monotonous stuff, like creating a base set of rooms for each new area, then OLC the details.
When we played LAN, my friends liked the stock areas to start, then we'd switch to home made areas for some fun and flavour. The best part is you don't have to rely on coded quests when you have a 65th level char on hand. When someone was ready for heavier areas, I'd just transfer them to room#.

"What does not kill us makes us stronger."
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Posted by Conner   USA  (381 posts)  Bio
Date Reply #13 on Fri 24 Feb 2006 06:54 PM (UTC)
Message
That certainly works. :)
Though if you open your mud to the public, you may want to keep the favors like that to a minimum so your other players don't start expecting your help at every turn.

-=Conner=-
--
Come test your mettle in the Land of Legends at telnet://tcdbbs.zapto.org:4000
or, for a little family oriented medieval fun, come join us at The Castle's Dungeon BBS at telnet://tcdbbs.zapto.org
or, if you just want information about either, check our web page at http://tcdbbs.zapto.org
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Posted by Uru   Canada  (67 posts)  Bio
Date Reply #14 on Fri 24 Feb 2006 10:01 PM (UTC)
Message
Heh, don't I know it. I was one of them at one time. ;P

"What does not kill us makes us stronger."
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