Formatting & Spellchecking in "doc"
Formatting & Spellchecking files inside the "doc" folder of tbaMUD.
This commit is contained in:
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doc/FAQ.txt
14
doc/FAQ.txt
@@ -114,7 +114,7 @@ out other tbaMUD's at: http://www.tbamud.com/forum?c=showthread&ThreadID=86
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First, a MUD is not a learning project. It has tens of thousands of lines to
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it, many of which are obscure and unclear to even moderately skilled
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programmers. Those little, ``Hello, world,'' programs are for learning,
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maybe little math tests, etc. A MUD is a pretty ambitous project to start
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maybe little math tests, etc. A MUD is a pretty ambitious project to start
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with. That's like trying to run before you can walk, and while there's more
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difficult things than a MUD to start with, there's a ton of easier things you
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should start with. Second, if you are persistent, get a good C reference book
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@@ -152,7 +152,7 @@ By checking out the content at http://www.tbamud.com.
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1.4. What is tbaMUD?
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TbaMUD is a DikuMUD derivitave, developed by Jeremy Elson as CircleMUD from
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TbaMUD is a DikuMUD derivative, developed by Jeremy Elson as CircleMUD from
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Gamma v0.0 of DikuMUD created by Hans Henrik Staerfeldt, Katja Nyboe, Tom
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Madsen, Michael Seifert and Sebastian Hammer at DIKU (Computer Science
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Instutute at Copenhagen University). Note that CircleMUD is a Diku
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@@ -269,7 +269,7 @@ how to add new spells, skills, commands, etc. `building.txt' has information
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about the World file formats and how to read the files, etc. There are many
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other documents in the doc directory with useful information, read them all.
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If you still have questions after reading the doucmentation, check out:
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If you still have questions after reading the documentation, check out:
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http://tbaMUD.com/
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http://cwg.lazuras.org/modules.php?name=Forums
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@@ -356,7 +356,7 @@ have enough time and space.
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3.2. Why do I get all sorts of errors with ``crypt'' functions and
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header files?
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TbaMUD normally uses the UNIX crypt() function to enrypt players' passwords.
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TbaMUD normally uses the UNIX crypt() function to encrypt players' passwords.
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Because of export restrictions imposed by the U.S., some systems do not have
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the crypt() function. ``configure'' will usually be able to figure out
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whether or not your system has crypt(), but if it guesses incorrectly and
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@@ -596,10 +596,10 @@ character is sent a message by the mud after connecting, but before the
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socket is flagged with an exception or reads 0 bytes. By default, tbaMUD
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ignores these SIGPIPEs, with the line my_signal(SIGPIPE, SIG_IGN) in
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signal_setup(). Where most people see the problems with SIGPIPE is while
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debugging with GDB. By default, GDB responds to a SIGPIPE by stoping the
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debugging with GDB. By default, GDB responds to a SIGPIPE by stopping the
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program, printing that a SIGPIPE was received, and passing it to the
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program. You can change the action taken by GDB by using the `handle'
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command. To stop the program from stoping at SIGPIPE, you would give GDB the
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command. To stop the program from stopping at SIGPIPE, you would give GDB the
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command `handle SIGPIPE nostop'
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4.6. When I run tbaMUD under Linux, it tells me ``gethostbyaddr: con-
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@@ -658,7 +658,7 @@ UNIX does. pl12 allows you to direct logs to a specific file instead.
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gives: ``gethostbyaddr: No such file or directory''
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This means the MUD can't resolve the IP address of the connecting player's
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source site innto a hostname. You probably don't have DNS correctly
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source site into a hostname. You probably don't have DNS correctly
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configured in the Windows Network Control Panel menu (under configuration of
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the TCP protocol). Make sure you have the IP address of your ISP's DNS
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server listed.
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