diff --git a/doc/admin.txt b/doc/admin.txt
index d4b9ab1..fb7210d 100644
--- a/doc/admin.txt
+++ b/doc/admin.txt
@@ -1,7 +1,7 @@
If you have any additions, corrections, ideas, or bug reports please stop by the
Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
-The tbaMUD Administrators Manual
+The tbaMUD Administratorâs Manual
Originally by Jeremy Elson
This document describes how to configure tbaMUD and how to compile it for the
@@ -19,7 +19,7 @@ Contents
1.1 Background and Introduction
1.2 Are you a Player or an Administrator?
-1.3 So, youre sure you want to run your own MUD?
+1.3 So, youâre sure you want to run your own MUD?
1.4 Giving Credit Where Credit is Due
2 Getting Started
@@ -55,13 +55,13 @@ Contents
tbaMUD is a derivative of DikuMud, the Multi-User Dungeon developed at DIKU,
the Department of Computer Science at the University of Copenhagen. The original
circleMUD, version 1.0, was run by Jeremy Elson at the Johns Hopkins
-Universitys Department of Computer Science with moderate popularity from
+Universityâs Department of Computer Science with moderate popularity from
January until September of 1992. The version 1.0 code, which was never released
to the public, was archived and remained inactive for several months after the
death of the original CircleMUD. In the summer of 1993, it was taken out of
storage and cleaned up with the intention of making it a public code base that
anyone could freely download and use to start a MUD. Version 2.0, the first
-publically available version, was released in June of 1993. CircleMUD was
+publicly available version, was released in June of 1993. CircleMUD was
maintained as a public code base until 2002 with the final release of CircleMUD
3.1. After development stagnated for 3 years The Builder Academy offered to
take over development. After a 4th year of no continued development The Builder
@@ -71,11 +71,11 @@ agreed and the codebase is now known as tbaMUD. The Builder Academy is open to
anyone willing to learn how to build or start their own MUD.
Thousands of carefully spent hours have gone into the development of this
-codebase, but it is not a finished product it is only a beginning. It has
+codebase, but it is not a finished product â it is only a beginning. It has
only a small number of spells and skills, and only the 4 original DikuMud
-classes. From a gamers point of view, it pales in comparison to other MUDs
+classes. From a gamerâs point of view, it pales in comparison to other MUDs
which have dozens of spells spread over a dozen classes, and a rich palette of
-skills. Yet from a programmers point of view, tbaMUD is very highly developed.
+skills. Yet from a programmerâs point of view, tbaMUD is very highly developed.
While the look and feel of the original DikuMud has been maintained, most of
the underlying code and many of the structures have been optimized, reworked,
or completely redesigned to be efficient, compact, and easily changeable and
@@ -84,58 +84,59 @@ world over the past few years, although they were not part of the original
DikuMud release, were added to tbaMUD as well.
The result is that tbaMUD is a launching pad for your own MUD ideas. Our hope
-in releasing it is that it will free potential MUD implementors from having to worry about dealing with bug-ridden code or wasting time reinventing the wheel
+in releasing it is that it will free potential MUD implementors from having to
+worry about dealing with bug-ridden code or wasting time reinventing the wheel
by re-coding standard MUD features, allowing them to devote more effort towards
creatively shaping tbaMUD into their own unique vision of how a MUD should look
and feel. The reason why tbaMUD has so few specialized spells, skills, classes,
and races is to encourage implementors just like you to create your own
unique system instead of just another stock MUD that everyone has seen before.
-So, it is with this message that we inflict our code on the world: dont just
-put another generic MUD on the Net give us something new and exciting, and
+So, it is with this message that we inflict our code on the world: donât just
+put another generic MUD on the Net â give us something new and exciting, and
have as much fun as possible in the process!
1.2 Are you a Player or an Administrator?
-If youve never played a MUD before, jumping right in and trying to run one of
+If youâve never played a MUD before, jumping right in and trying to run one of
your own will probably just get you hopelessly confused. Instead of trying to
-compile and run the tbaMUD package yourself (which is presumably what youre
-trying to do if youre reading this document), you should play someone elses
+compile and run the tbaMUD package yourself (which is presumably what youâre
+trying to do if youâre reading this document), you should play someone elseâs
copy of tbaMUD first to become familiar with the codebase.
-1.3 So, youre sure you want to run your own MUD?
-If youre already an old hand at playing MUDs and youve decided you want to
+1.3 So, youâre sure you want to run your own MUD?
+If youâre already an old hand at playing MUDs and youâve decided you want to
start one of your own, here is our advice: sleep on it, try several other MUDs
first. Work your way up to an admin position and see what running a MUD is
really about. It is not all fun and games. You actually have to deal with
people, you have to babysit the players, and be constantly nagged about things
you need to do or change. Running a MUD is extremely time consuming if you do
it well, if you are not going to do it well then don't bother. Just playing
-MUDs is masochistic enough, isnt it? Or are you trying to shave that extra
+MUDs is masochistic enough, isnât it? Or are you trying to shave that extra
point off your GPA, jump down that one last notch on your next job evaluation,
or get rid of that pesky Significant Other for good? If you think silly
distractions like having friends and seeing daylight are preventing you from
realizing your full potential in the MUD world, being a MUD Administrator is
the job for you.
-Dont get me wrong: running a production MUD can be great fun. It can also be
+Donât get me wrong: running a production MUD can be great fun. It can also be
overburdened by politics and plagued by spiteful players devoted to making your
-life difficult, and otherwise be a highly frustrating endeavour. Thats why I
+life difficult, and otherwise be a highly frustrating endeavour. Thatâs why I
started The Builder Academy and develop the tbaMUD codebase. The enjoyment of
MUDding without the pesky players!
1.4 Giving Credit Where Credit is Due
-If I havent scared you away yet, and youre still sure you want to use tbaMUD,
+If I havenât scared you away yet, and youâre still sure you want to use tbaMUD,
please stop for a moment and look at the license in the file license.txt. It
outlines the terms under which you must use tbaMUD.
-The license is simple. It boils down to the message, Dont rip off other
-peoples work. Unfortunately, this simple message ended up becoming somewhat
+The license is simple. It boils down to the message, âDonât rip off other
+peopleâs work.â Unfortunately, this simple message ended up becoming somewhat
long-winded because I am trying to prevent people from abusing DikuMud in the
future as they have in the past.
Also, out of courtesy if nothing else, please keep the credits file intact. You
-can add your own credits on top of the existing file, but Id appreciate it if
-you would not simply remove it and all references to the word Circle
+can add your own credits on top of the existing file, but Iâd appreciate it if
+you would not simply remove it and all references to the word âCircleâ
everywhere in the MUD. How would you feel if someone took your code and then
took credit for it?
@@ -150,9 +151,9 @@ itself (using GNU autoconf) and compile under most versions of UNIX, both BSD
and System V derivatives, including Mac OS X. With minor adjustments
(documented below), the same source should compile under Microsoft Windows, IBM
OS/2, and the Amiga. Users have also reported getting tbaMUD to compile and run
-under MkLinux, the port of Linux to the Power Macintosh. tbaMUD will not work under DOS, Windows 3.x, Windows for Workgroups 3.x, or Mac System.
-Specifically, the following variants of UNIX have been tested and are known to
-work with tbaMUD:
+under MkLinux, the port of Linux to the Power Macintosh. tbaMUD will not work
+under DOS, Windows 3.x, Windows for Workgroups 3.x, or Mac System. Specifically,
+the following variants of UNIX have been tested and are known to work with tbaMUD:
SunOS 4.1.4
Solaris 2.3 and above
@@ -164,7 +165,7 @@ Linux 1.x, 2.x
BSD/OS 2.1
Mac OS X (10.0 and above)
-If your system is not listed, dont despair; because of the autoconf program,
+If your system is not listed, donât despair; because of the autoconf program,
tbaMUD will compile under most versions of UNIX on its own. A large effort was
made to make tbaMUD more portable by converting many of its system calls over
to POSIX compliance. Converting tbaMUD to POSIX vastly helps portability on
@@ -173,7 +174,7 @@ on some older systems that are not (such as NextSTEP 2.x), it may be more
difficult to compile than it was to compile earlier versions of the code.
(POSIX stands for Portable Operating System Interface for UNIX and is an effort
to standardize the way UNIX programs talk to the operating system. For more
-information, see Stevens excellent book, Advanced Programming in the UNIX
+information, see Stevensâ excellent book, Advanced Programming in the UNIX
Environment.)
For a small, private MUD, or a MUD used only for testing and development, about
@@ -184,7 +185,7 @@ tbaMUD uses virtually no CPU time.
Historically, tbaMUD has always been developed under different variants of UNIX.
The original CircleMUD was run on a DECstation 3100 running Ultrix 4.0, which
-remained Circles development platform until v2.0. Starting with v2.0, Circle
+remained Circleâs development platform until v2.0. Starting with v2.0, Circle
was developed under various versions of Linux and Solaris over the years
ranging from Linux 0.99.11 through the current Linux 2.2.x and including
Solaris x86 5.6.
@@ -192,10 +193,10 @@ Solaris x86 5.6.
2.2 Downloading and Unpacking the Source
The first step in setting up tbaMUD is to make sure you have the most recent
version of the source. You can always find the most recent version of the
-source at tbaMUDs official website http://tbamud.com.
+source at tbaMUDâs official website http://tbamud.com.
Next, unpack the archive. If you have the .tar.gz version, unpack it using gzip
-(GNU unzip) and the tar archiver. If you dont already have them, both of these
+(GNU unzip) and the tar archiver. If you donât already have them, both of these
utilities can be downloaded from the GNU FTP site .
To unpack the archive on a UNIX system, type:
@@ -210,27 +211,27 @@ available for the Windows platform, which allow users to use Unix tools on that
operating system.
2.3 Configuring tbaMUD
-Note: This section applies only to UNIX users. If youre using Windows, OS/2, or
+Note: This section applies only to UNIX users. If youâre using Windows, OS/2, or
the Amiga, read README.WIN, README.OS2 or README.AMIGA instead.
tbaMUD must be configured using the configure program which attempts to guess
correct values for various system-dependent variables used during compilation.
It uses those values to create Makefiles and a header file called conf.h.
-From tbaMUDs root directory, simply type
+From tbaMUDâs root directory, simply type
./configure
-If youre using csh, it may not execute configure properly, giving you an
-error message like Permission denied. If this occurs, try sh ./configure
+If youâre using csh, it may not execute âconfigureâ properly, giving you an
+error message like âPermission deniedâ. If this occurs, try âsh ./configureâ
instead.
-configure can take several minutes to run if youre using a slow computer. It
+configure can take several minutes to run if youâre using a slow computer. It
will print out various status messages while it works, telling you what
characteristics of your computer it has found. It should create two Makefiles
(src/Makefile and src/util/Makefile) and one header file (src/conf.h).
-You should only need to run configure once right after you unpack tbaMUD from
+You should only need to run configure once â right after you unpack tbaMUD from
its archive. You will probably compile the source dozens of times as you add
new features, but configure only needs to be run before the first time you
compile. Please note that there is one exception to this rule: if you move your
@@ -239,26 +240,26 @@ recompile the source code. To rerun configure after moving the source, make
sure to delete the file called config.cache and then run configure again.
2.4 Compiling tbaMUD
-Note: This section applies only to UNIX or Cygwin users. If youre using
+Note: This section applies only to UNIX or Cygwin users. If youâre using
windows, OS/2, or the Amiga, read README.WIN, README.OS2, or README.AMIGA instead.
The src directory contains the source code for the main MUD server; src/util has
the source for a dozen or so MUD maintenance utilities. There are two Makefiles,
one in each source directory, but all compiling is normally performed from the
-src directory only. To compile the only tbaMUD server itself, type make.
-Use make utils to compile the utilities, or make all to compile both the
+src directory only. To compile the only tbaMUD server itself, type âmakeâ.
+Use âmake utilsâ to compile the utilities, or âmake allâ to compile both the
server and the utilities. It is also possible to compile individual
-utilities from the src/util directory: from src/util, type make
-[utility-name]. All compiled binaries go to the bin directory.
+utilities from the src/util directory: from src/util, type âmake
+[utility-name]â. All compiled binaries go to the bin directory.
The stock (unmodified) tbaMUD code should compile with no warnings or errors.
-Despite my best efforts theres a chance that youll have problems compiling
-tbaMUD if youre using some version of UNIX that Ive never seen before. Its
+Despite my best efforts thereâs a chance that youâll have problems compiling
+tbaMUD if youâre using some version of UNIX that Iâve never seen before. Itâs
impossible to give general advice on how to port software, except to say that
you should ask a friend who knows a lot about both UNIX and C to help you.
Also, if you have problems, you should definitely look at the tbaMUD FAQ
-(Frequently Asked Questions list with Answers), which youll find in tbaMUDs
+(Frequently Asked Questions list with Answers), which youâll find in tbaMUDâs
/doc directory.
If you do port tbaMUD to some other platform successfully, please share your
@@ -268,37 +269,37 @@ specific name of your operating system and hardware. Full details on porting to
a new system can be found in Porting.txt.
The Makefile directs all compiled programs to the /bin directory. Although not
-recommended, you may want to put tbaMUDs /bin directory in your $PATH. The
+recommended, you may want to put tbaMUDâs /bin directory in your $PATH. The
reason that this is not recommended is that most of the resources are
referenced using relative paths, and thus require that you run the programs
from the base tbaMUD directory.
3 Running tbaMUD
-Note: This section applies only to UNIX or Cygwin users. If youre using
+Note: This section applies only to UNIX or Cygwin users. If youâre using
Windows, OS/2, or the Amiga, read README.WIN, README.OS2, or EADME.AMIGA
instead.
3.1 Execution and autorun
-1. type autorun &
+1. type âautorun &â
2. Wait a few moments for the server to boot.
3. type: telnet localhost 4000
-tbaMUD should always be run from tbaMUDs root directory, not the /bin
+tbaMUD should always be run from tbaMUDâs ârootâ directory, not the /bin
directory. You can run it manually by typing bin/circle (useful for testing and
-debugging). For running the game for real, it is better to use the autorun
-shell script provided in tbaMUDs root directory.
+debugging). For running the game âfor real,â it is better to use the autorun
+shell script provided in tbaMUDâs root directory.
Autorun lets tbaMUD run itself for long periods of time. It continuously runs
the game as well as removing old system logs, moving newer system logs to the
log directory, and saving certain log entries to permanent files.
Autorun can be controlled by creating files with certain names. You can use the
-touch command to create a file, and, of course, the rm command to remove a
-file. If a file called .fastboot exists, the tbaMUD will reboot immediately
+âtouchâ command to create a file, and, of course, the ârmâ command to remove a
+file. If a file called â.fastbootâ exists, the tbaMUD will reboot immediately
if it crashes or is shut down instead of waiting 40 seconds as it normally does.
-A file called .killscript will cause the script to terminate itself; i.e. if
+A file called â.killscriptâ will cause the script to terminate itself; i.e. if
you want to bring the game down. If you want to temporarily prevent the MUD
-from rebooting, create a file called pause; the script will go into a wait
-loop until pause is removed.
+from rebooting, create a file called âpauseâ; the script will go into a wait
+loop until âpauseâ is removed.
Although you can create these files manually, the shutdown command from within
the MUD has several options which will create these files for you. See the
@@ -343,7 +344,7 @@ keep one or more sets of game data in addition to the standard set, and choose
which set is to be used at runtime. For example, you may wish to make a copy of
the entire world in a separate directory, so that you can test additions to the
world files without subjecting players to unnecessary hazards. The default data
-directory is lib. Any core dumps (may they never happen to you!) will take
+directory is âlib.â Any core dumps (may they never happen to you!) will take
place in the selected data directory.
-p Port Selection. Allows you to choose on which port the game is to listen
@@ -355,8 +356,8 @@ precedence over the port specified in CEDIT or config.c.
3.3 Creating an Implementor Character
The first character to log in to the MUD will be made the maximum (Implementor)
-level. If you log in and arent made an implementor, then the playerfile
-probably is not empty take the MUD down, delete the index at
+level. If you log in and arenât made an implementor, then the playerfile
+probably is not empty â take the MUD down, delete the index at
tbamud\lib\plrfiles, and start the MUD again. You should fix your stats using
the RESTORE command when you first create the character (i.e. type "RESTORE
".
@@ -383,34 +384,34 @@ CEDIT info is saved and takes precedence over settings in config.c
4.2 TEDIT and Text Files
The lib/text directory contains all of the text files read by players. All of
these files can be edited online by using the text editor TEDIT. The most
-visible file is motd, (Message Of The Day), which is the message that mortals
-see (though not necessarily read!) when they log in. Similarly, the imotd
+visible file is âmotdâ, (Message Of The Day), which is the message that mortals
+see (though not necessarily read!) when they log in. Similarly, the âimotdâ
(Immortal MOTD) is seen by immortals when they log in. Other interesting
-files are news (for the NEWS command), help (for the HELP command with no
+files are ânewsâ (for the NEWS command), âhelpâ (for the HELP command with no
arguments), and others.
-One file is particularly important: policy. Despite what anyone tells you,
+One file is particularly important: âpolicyâ. Despite what anyone tells you,
and your best efforts to the contrary, your MUD will have political problems.
-If anyone tells you that you can run a MUD without politics, theyre wrong. If
-you tell your players that youre going to run a revolutionary MUD that doesnt
-have any politics, youre lying. Every MUD has political problems sooner or
-later. Unfortunately, this usually occurs sooner. There are various ways to
+If anyone tells you that you can run a MUD without politics, theyâre wrong. If
+you tell your players that youâre going to run a revolutionary MUD that doesnât
+have any politics, youâre lying. Every MUD has political problems sooner or
+later. Unfortunately, this usually occurs âsoonerâ. There are various ways to
make political problems easier to handle, but the best way is to decide on some
ground rules from the very beginning, and then set those decisions down in
-writing. Thats what the policy file is for. You probably know what kind of
+writing. Thatâs what the âpolicyâ file is for. You probably know what kind of
political problems MUDs have (you are not trying to run a MUD without ever
-having played one, are you!?) stuff like playerkilling, thieving, kill
+having played one, are you!?) â stuff like playerkilling, thieving, kill
stealing, client use, multiplaying, reimbursements, etc. Decide on your
policies early and make sure your characters know what those policies are.
It is also important to write down a set of rules dictating what immortals are
-allowed to do and not allowed to do. Thats what the handbook (Immortal
+allowed to do and not allowed to do. Thatâs what the âhandbookâ (Immortal
handbook) is for. Immortals will always try to bend you as far as they can, so
-its important for you to decide on answers to questions before those questions
-come up. Can immortals assist players? What about giving a single cure light
+itâs important for you to decide on answers to questions before those questions
+come up. Can immortals assist players? What about giving a single âcure lightâ
for a player about to die? Can immortals kill mobiles for their own enjoyment?
Can they kill players for the same reason? Are they allowed to make policy?
-Break policy? Moderate disputes? Turn over each others decisions?
+Break policy? Moderate disputes? Turn over each othersâ decisions?
4.3 World Files
The root of the area hierarchy is lib/world/. lib/world/ has 6 subdirectories:
@@ -418,17 +419,17 @@ wld, mob, obj, shp, trg, and zon, which is where the world, mobile, object,
shop, trigger, and zone files go, respectively.
Each directory has a set of world files in it with the appropriate extension
-(i.e. the obj subdir will have a bunch of files ending with .obj, such as
-30.obj, 31.obj, etc.) plus two special files called index and index.mini.
-index is a list of which world files are to be loaded by tbaMUD. New zones
-can be added in game with the "zedit new" command. index.mini controls which
+(i.e. the obj subdir will have a bunch of files ending with â.objâ, such as
+30.obj, 31.obj, etc.) plus two special files called âindexâ and âindex.miniâ.
+âindexâ is a list of which world files are to be loaded by tbaMUD. New zones
+can be added in game with the "zedit new" command. âindex.miniâ controls which
(smaller) set of world files should be loaded in the debugging mode (Mini-Mud
Mode, explained below.)
5 System Logs
tbaMUD writes a wide variety of information to standard output and standard
-error. If youre using the autorun script, the boot messages are put into a
-file called syslog. During tbaMUDs boot sequence, the system log keeps a
+error. If youâre using the autorun script, the boot messages are put into a
+file called âsyslogâ. During tbaMUDâs boot sequence, the system log keeps a
record of everything the MUD is doing to initialize itself; this can be useful
to determine what the problem is if the MUD dies while it is booting. Once the
game is up and running, the syslog contains player information, recording when
@@ -437,13 +438,13 @@ game also records status information about itself, falling generally into two
categories: usage information and errors.
5.1 Player Information
-The player information recorded by tbaMUDs system logs will serve you very well
+The player information recorded by tbaMUDâs system logs will serve you very well
as your players start to make wild claims about strange bugs resulting in them
losing equipment or points. Many mudders prey on the insecurities of a new mud
administrator who is terrified that his or her MUD is riddled with bugs and
-will do anything to satisfy grumpy players dont let yourself fall into that
+will do anything to satisfy grumpy players â donât let yourself fall into that
trap! tbaMUD is bound to contain bugs, but most of the core systems have been
-well tested, so you should take claims such as I magically lost all my stuff!
+well tested, so you should take claims such as âI magically lost all my stuff!â
with a grain of salt and check your system logs.
If a player ever asks you for reimbursement of equipment, money, gold,
@@ -453,33 +454,34 @@ check the logs first.
As a sidebar, let me point out that the value of system logs is twofold: 1)
they actually provide you with valuable information, and 2) they make your
players paranoid. When I first started mudding and I heard about this
-mysterious system log, it made me incredibly paranoid. Now that Ive done a
-good deal of MUD administration, Ive seen the same paranoia in many other
+mysterious âsystem logâ, it made me incredibly paranoid. Now that Iâve done a
+good deal of MUD administration, Iâve seen the same paranoia in many other
players.
That paranoia is a very good thing. The system logs become an abstract and
-shapeless but omnipresent force on the MUD. Players hear about the System Log
+shapeless but omnipresent force on the MUD. Players hear about âthe System Logâ
and then get paranoid that everything they do is being recorded, so they tend
to behave, lest the evil System Log betray their wrongdoings to the Gods.
-For this reason, when you go to check your logs, its a good idea to say something like Hold on... let me go check the system logs, OK? because it
-reinforces the syslogs presence in the collective psyche of your players.
+For this reason, when you go to check your logs, itâs a good idea to say something
+like âHold on... let me go check the system logs, OK?â because it reinforces the
+syslogâs presence in the collective psyche of your players.
-Back to the point. When someone claims that theyve been wronged by the evil
-system, always check the logs. The logs give you power to say things like What
+Back to the point. When someone claims that theyâve been wronged by the evil
+system, always check the logs. The logs give you power to say things like âWhat
do you mean your items disappeared in rent? It says right here in the logs
-Rasmussen has quit the game. You did not rent at all, you just quit!
+âRasmussen has quit the game.â You did not rent at all, you just quit!â
-To diffuse disputes such as, The game dumped my stuff, but I had enough
-money!! or I logged in and my stuff was gone, there must be a bug!!, two
+To diffuse disputes such as, âThe game dumped my stuff, but I had enough
+money!!â or âI logged in and my stuff was gone, there must be a bug!!â, two
types of log entries are written. First, every time a character rents, the log
-records the characters per diem rent rate as well as the total amount of money
+records the characterâs per diem rent rate as well as the total amount of money
on hand and in the bank. Second, the log records makes a record of all
-characters equipment dumped due to insufficient funds.
+charactersâ equipment dumped due to insufficient funds.
Remember, rent is specified as a daily rate but is amortized on a per-second
basis! In other words, if you rent at the rate of 100 coins per day and come
-back 36 hours later, youll be charged 150 coins. Or you can be nice and leave
+back 36 hours later, youâll be charged 150 coins. Or you can be nice and leave
rent disabled.
The autorunscript saves 6 levels of raw system logs. In addition, it greps the
@@ -495,10 +497,10 @@ The usage information currently logged by tbaMUD is, as you can see, somewhat
sparse; local MUD admins are encouraged to add to this code as is appropriate
for their particular site.
-Usage information isnt critical, but it is interesting to look at the usage
-patterns to determine when your peak playing hours are. If youre good at using
-cut and other Unix utilities, you can even dazzle your friends by graphing
-your MUDs system usage.
+Usage information isnât critical, but it is interesting to look at the usage
+patterns to determine when your peak playing hours are. If youâre good at using
+âcutâ and other Unix utilities, you can even dazzle your friends by graphing
+your MUDâs system usage.
Note: friends not included with the tbaMUD distribution.
@@ -507,7 +509,7 @@ Just as your first gut instinct should be to look at the logs if a player starts
begging you for something, your first gut instinct in the event of a crash or
unexpected shutdown should also be to look at the system logs.
-A Unix utility called tail is used to look at the last few lines of a text
+A Unix utility called âtailâ is used to look at the last few lines of a text
file; it is very useful for looking at the last entries in the system log to
see the last thing that happened before the shutdown. This can be done in game
with the "file" command by using the "file crash" option. Often, tbaMUD will
@@ -520,38 +522,38 @@ directory, the game probably detected an internal error and killed itself. Such
shutdowns are always preceded by entries in the system log describing the error.
If there is no error message at the end of the log, then there probably IS a
-core dump, so you can use gdb to examine the core dump and determine the
+core dump, so you can use âgdbâ to examine the core dump and determine the
reason for the crash. The file hacker.txt, generously provided by Furey of MERC
-Industries, offers useful insight into the art and science of debugging youd
+Industries, offers useful insight into the art and science of debugging â youâd
be well advised to give it a look-see.
tbaMUD sometimes encounters a serious but non-fatal error; in this case, the
error will be written to the system log with the prefix SYSERR, but the MUD
will not shut itself down. You should always be aware of any SYSERRs which occur
- they are often useful for foreseeing imminent danger or averting problems
+â they are often useful for foreseeing imminent danger or averting problems
before they become critical. If a SYSERR does occur, try to determine if a
-change youve made recently has caused it. Ignoring SYSERRs is like ignoring
+change youâve made recently has caused it. Ignoring SYSERRs is like ignoring
compiler warnings: you can be tempted to ignore them because the game keeps
going even if they exist, but you can easily get yourself into trouble by not
listening. The autorun script saves all SYSERRs to the file log/errors.
6 MUD Maintenance
6.1 Technical Maintenance
-Once you get the MUD up and running, you will surely want to modify it adding
+Once you get the MUD up and running, you will surely want to modify it â adding
new areas, new features, new code, and new ideas, however these topics are
beyond the scope of this document. See coding.txt, building.txt, and other
documents in the /doc directory and online at http://tbamud.com. This section
-focuses on some of the simple maintenance thatll be necessary to keep your MUD
+focuses on some of the simple maintenance thatâll be necessary to keep your MUD
running smoothly. Make sure not to get so caught up in being a God that you
-forgot youre also supposed to be acting as a software engineer!
+forgot youâre also supposed to be acting as a software engineer!
First, you should look at the log/errors file regularly to make sure there are
no recurring problems, particularly problems that may have been caused by code
-youve added. If the MUD crashes, it will usually generate what is called a
-core dump a big file called core.# in your lib directory, created by the
+youâve added. If the MUD crashes, it will usually generate what is called a
+âcore dumpâ â a big file called âcore.#â in your lib directory, created by the
operating system to record the state the game was in the moment before it
-crashed. You should look at the core dump using a debugger such as gdb to
-determine why the MUD crashed. See the file hacker.txt for more information
+crashed. You should look at the core dump using a debugger such as âgdbâ to
+determine why the MUD crashed. See the file âhacker.txtâ for more information
about debugging.
6.2 Diplomatic Maintenance
@@ -562,15 +564,15 @@ Well, technically, right. tbaMUD requires very little day-to-day attention in
order to keep the program itself running smoothly. But the MUD itself is just a
series of instructions running on a computer, processing data. Never lose sight
of the fact that there will be dozens, hundreds, or maybe even thousands of
-people connecting to your MUD and they are not programs. They are people!
+people connecting to your MUD â and they are not programs. They are people!
From the technical side, there are relatively few things you have to do to keep
the game running. But you cannot just dump a MUD on the Internet and then ignore
it! Spend time on your MUD. Try to keep up with the boards, and make an effort
-to respond to the complaints. Take a look at the bug, typo, and idea files
-from time to time and respond to some of the ideas using Mudmail. Try to
+to respond to the complaints. Take a look at the âbugâ, âtypoâ, and âideaâ files
+from time to time â and respond to some of the ideas using Mudmail. Try to
respond to Mudmail you receive from players in a timely manner. Make sure that
-your news, policy and other text files are up-to date and suit the political
+your ânewsâ, âpolicyâ and other text files are up-to date and suit the political
climate on your MUD.
If you cannot or just do not want to deal with the player politics, make sure
@@ -582,11 +584,11 @@ Try to remember that running a MUD should be fun. It can sometimes be easy to
lose sight of the ultimate goal of personal enjoyment that MUDs are supposed to
provide, particularly when MUDs start to get crushed under the weight of their
own politics or the egos of the administrators. If you find that your MUD is
-more of a source of frustration than enjoyment, dont be afraid to close it.
+more of a source of frustration than enjoyment, donât be afraid to close it.
Good luck with your MUD! Always feel free to email or stop by The Builder
Academy and let us know what you think of the MUD, and the interesting things
-youve done with it. We cannot promise a timely response, but we love hearing
+youâve done with it. We cannot promise a timely response, but we love hearing
from people who are using our code.
-For further information and updates check out http://tbamud.com.
\ No newline at end of file
+For further information and updates check out http://tbamud.com.