Written by Nick Gammon
This page answers common questions I get by email about the SMAUG server, so please read it before sending a question to me directly.
Also, see FAQs about MUDs for general questions about MUDs, including how to find a permanent server for your MUD.
Some versions of the SMAUG download have missing player directories, with the result that when a player saves his character, the character is not actually saved, so that next time s/he logs in the character does not exist.
To fix this, navigate to the "player" directory, and create empty directories called "A", "B", "C" ... up to "Z". There will already be an "L" directory with the file Lordrom in it. One way of doing this is to open a "command" window, and type this:
cd \smaug\player
mkdir A
mkdir B
mkdir C
... and so on up to Z, but omitting L
The server code is already compiled, you don't need to compile it. The precompiled server (plus area files and other useful files) can be found at: SMAUG server for Windows labelled "Executable for SMAUG server".
The source code is supplied in a separate file, due to its size. The source files can be found at: SMAUG server for Windows labelled "Source (only) for SMAUG server ".
I compiled it with Microsoft Visual C++ Version 6. You may be able to use other compilers to successfully compile it, however I cannot guarantee that they will work.
To fix these, and eventual link errors you will get, set the project to multithreaded.
To do this, see: Compiling PennMUSH Server - although this describes a different MUD server, the option to be set is the same. There is a graphic a little way down this web page with the option circled.
Near the start (eg. after the #includes) of files special.c and tables.c add the following lines, to eliminate the many warnings about 4550. They are harmless however.
#ifdef WIN32
#pragma warning(disable: 4550)
#endif
Make sure the project uses the following libraries:
You must unzip the server download with the "Use Folder Names" option checked (in WinZip) otherwise all files will be placed in one directory, and the server will not run.
You will probably see messages like this:
Sun Aug 08 21:44:14 1999 :: imc: imc2-0.10 initializing
Sun Aug 08 21:44:14 1999 :: imc: imc_readconfig: couldn't open imc/config
Sun Aug 08 21:44:14 1999 :: imc: imc_readignores: couldn't open imc/rignores
Sun Aug 08 21:44:14 1999 :: imc: ICE client starting.
Sun Aug 08 21:44:14 1999 :: imc: Can't open imc/icec
Just ignore them. They do not affect the operation of the server.
When a player connects you might see something like this:
Sun Aug 08 21:45:56 1999 :: [*****] BUG: Auth_open: connection refused
This is to do with the server trying to connect to an "ident" server. I am not sure what that does (if someone would like to write and explain I will be glad to hear from them).
However you can eliminate the error message by editing the file:
system\sysdata.dat
and changing the line (near the end) with "IdentTries" in it to read:
IdentTries 0
This is by design. I gather it is to clean up excess memory used by the server during the day. I suggest you set up a batch file (or use the Windows NT "AT" command) to periodically check if the server is running, and if not, start it up.
I have written an example batch file, and a little program that will test if the MUD is up. The batch file uses the testing program ( PortTester) to decide whether to start the MUD up again.
Use your client program (we recommend MUSHclient) to connect to address 127.0.0.1 port 4000. This is the address of "localhost", namely the machine you are currently sitting at.
Your friends can connect to this address, port 4000. Be careful that if you have a dial-up connection, your TCP/IP address may change each time you dial up. Also, some networks use dynamic IP address allocation, so you may get a different IP address every time you boot the machine. If possible, use your machine name in those cases, which should not change as often.
You can manually edit them with a text editor, however this is rather tedious. We recommend using our Area Editor for Windows. This is specially designed to facilitate editing area files.
unholy.are
gallery.are
academy.are
mynewarea.are <--- add your area file name here
$
Take care to use different VNUMs for your rooms, mobs and objects to existing ones in the MUD, or you will get error messages. To see what VNUM ranges are in use, type ZONES when logged into the MUD as an immortal.
The server may crash if the area file has bugs. We recommend using Area Editor for Windows and running an "area check" on the area. Try again when you have eliminated error messages from the area check.
There are some hard-coded vnums in the server. If you remove the areas which load the mobs/rooms/objects for those vnums then some functions will not work properly. A list of "well-known" vnums appears below, however it is not necessarily comprehensive. You should type ZONES to find which areas these vnums appear in, and leave them in the AREA.LST file.
| Mobs | |
|---|---|
| cityguard | 3060 |
| vampire | 80 |
| animated_corpse | 5 |
| poly_wolf | 10 |
| poly_mist | 11 |
| poly_bat | 12 |
| poly_hawk | 13 |
| poly_cat | 14 |
| poly_dove | 15 |
| poly_fish | 16 |
| deity | 17 |
| Objects | |
|---|---|
| money_one | 2 |
| money_some | 3 |
| corpse_npc | 10 |
| corpse_pc | 11 |
| severed_head | 12 |
| torn_heart | 13 |
| sliced_arm | 14 |
| sliced_leg | 15 |
| spilled_guts | 16 |
| blood | 17 |
| bloodstain | 18 |
| scraps | 19 |
| mushroom | 20 |
| light_ball | 21 |
| spring | 22 |
| skin | 23 |
| slice | 24 |
| shopping_bag | 25 |
| bloodlet | 26 |
| fire | 30 |
| trap | 31 |
| portal | 32 |
| black_powder | 33 |
| scroll_scribing | 34 |
| flask_brewing | 35 |
| note | 36 |
| deity | 64 |
| school_mace | 10315 |
| school_dagger | 10312 |
| school_sword | 10313 |
| school_vest | 10308 |
| school_shield | 10310 |
| school_banner | 10311 |
| Rooms | |
|---|---|
| limbo | 2 |
| poly | 3 |
| hell | 8 |
| chat | 1200 |
| temple | 21001 |
| altar | 21194 |
| school | 10300 |
| room_auth_start | 100 |
| halloffallen | 21195 |
These vnums appear in the following area:
I would work out from the vnums list given in the previous answer which areas can be safely deleted (most of them) and remove references to them from the area.lst file.
To have only your own areas I would make new area files using the area editor, make sure you choose vnum ranges that are not already in use (you can use quite large numbers) and then either change room 100 (if you are using authorisation), or room 10300 (if you are not using authorisation) in the existing area files to:
Thus, players will start in an existing area, but as soon as they go NORTH (or whatever) will end up in your own new area, and then you can take it from there.
MudName (Name Not Set)~
Make sure you keep the trailing tilde character (~).
eg. You could change it to:
MudName Nick's MUD~
Log on as the pre-supplied character Lordrom, password "win95".
To force new players through the beginner area (which is very helpful), you will need to edit:
system\sysdata.dat
and make "Waitforauth" to be "1" as follows:
Waitforauth 1
Then save the file, and restart SMAUG.
If authorisation is turned on, then new players start in room 100. Otherwise they start in room 10300.
authorize <player>
advance <player> 65
(You may choose not to use level 65 - that is the highest level).
SMAUG is a heavily modified derivative of the Merc2.1 distribution.
SMAUG was written by Derek Snider.
SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops.
SMAUG's home page is www.game.org
Diku Mud is copyright (C) 1990, 1991 by Sebastian Hammer, Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.
Merc Diku Mud is a derivative of the original Diku Mud. Merc Diku Mud contains substantial enhancements to Diku Mud. These enhancements are copyright 1992, 1993 by Michael Chastain, Michael Quan, and Mitchell Tse.
SMAUG is a derivative of the version 2.1 distribution of Merc Diku Mud. SMAUG contains substantial enhancements to Merc Diku Mud, including some features of the original Diku Mud that were removed by the Merc team.
In order to use SMAUG you must follow the Diku license and the SMAUG license. The exact terms of the Diku license are in the download.
A summary of these terms is:
The SMAUG license terms are:
No, see the answer to the question above about copyright.
Have a look at: Curious Areas Workshop - there are quite a few areas for DikuMUDs, and SMAUG.
For other SMAUG areas, see SMAUG Area Exchange
There are also some areas at Aragon's Smaug Area Files.
Comments to Gammon Software support
Page updated on Wednesday, 15 December 2004