dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
Congratulations!  You have just downloaded a fine program that would run for
thousands of trouble-free years, except that you or someone else will 
undoubtably do something to break it via some typical bonehead internet-user
maneuver.  Which is why we ask you to please for God's sake don't email us
with every little problem, and read this README file carefully before you 
start to mess with the code.  You've already started messing with it, haven't
you?  You started messing with it, and you've already deleted the Makefile,
and now, someone else you've known for a few months over the net is logged
into the account, fiddling with the code too:  probably the same friend who
completely fried the userfile on some other mud just a little while ago.
And now this person is editing start.zone and making start1 and start2 into
deathrooms, right?  And you've just started reading these instructions, right?
We might as well just force the program to crash upon startup for you, you know
that?!

We're sorry.  We just get a little crazy sometimes because we're always getting
email about "bugs" where it turns out that the user inadvertently inserted an
infinite loop into the code and got upset when it started eating CPU time
like there was no tomorrow.  So, in writing these instructions, we naturally
tend to assume that your skull is filled with dead insects, but we mean
nothing by it.  OK?  Now let's talk about:

1. UNPACKING THE CODE.  You have obviously already done this, or you wouldn't
be reading this file.

2. UNPACKING GDBM.  The game uses the gdbm library system in its playerfile.
A distribution of gdbm is included in this package in case it is not already 
installed on your system.  If it is not already installed on your system, you
will need to unpack that as well.  Go ahead and deal with dgbm now, get it 
all compiled and such (if you need to).  If it has already been installed on
your system, you should feel lucky and pray to the gods you have as UNIX
administrators.  If you find that you need to install gdbm, it does not mean
that you do not have gods for administrators, but it probably does mean that
someone whined about not having it in the past, and now the admins are refusing
to even think about gdbm.  It does not need to be installed in any particular 
directory, but somewhere in a publicly accessible bin directory would be nice 
and unselfish of you.  It will also make the setup of the Makefile slightly 
easier.  Otherwise, go ahead and setup a bin directory in your root directory
and unpack gdbm in its own directory inside that.  Refer to that package for 
instructions on gdbm (most importantly the README file).  We don't guarantee 
it any more than we guarantee our own code (see section 8 below).  All we know 
is it works great.

3. THE MAKEFILE.  There used to be multiple Makefiles in the ../include/machine
directory, but we have since modernized and made one central Makefile, mostly
because we finally realized that the Makefiles, with the exception of the
Linux Makefile were not being updated and were REALLY REALLY old (although we 
have heard that the sun Makefile was quite nice).  We have, however, left 
corresponding .h files in the directory mentioned above.  When you set up the 
Makefile for your platform, it will use the appropriate .h file.  Make a backup
of the Makefile, and edit the file.  Follow the instructions within to set
up the Makefile for your particular platform.  The platforms which have been
examined most closely are: Linux, SunOS (not Solaris, although the 
all-wonderful Watz has struggled through porting the mud to Solaris, and 
MIGHT be willing to help you.  Then again, maybe not ;), AIX, MIPS, and 
Concentrix.  Once you have edited the Makefile (you should really only have to 
work with the top section), move on to step 4.  You may have to come back
to this step later on, and you will know if you need to by the humungus number
of errors that you will get when you get to the compiling stage.

4. CONFIG.H.  Find the file config.h in ../include.  You will want to 
edit this, particularly the lines where the master user and unveil password
are chosen.  Make your own character name the master user so that you can log
onto the mud and become a god automatically.  Otherwise you and everyone else 
will be stuck at a mortal level forever.  (Wouldn't that suck?!)  Choose an 
unveil password that is easy to remember but tough for people to figure out.  
The name of your mud would make a VERY BAD unveil password.  Remember that 
only the people listed in ../data/prived can use the unveil command, whether 
or not someone else figures out the password.  It's best to limit your prived 
people to as few as possible.  There is no reason for anyone below archwizard 
or even dgod or god to ever need to unveil.  You will probably want to limit
unveil access to coders, so that they can change their levels as needed to 
test code.

5. MAKE DEPEND.  Once you have chosen a Makefile that suits your machine and
set up your config.h, you should run make depend so that the correct 
dependancies are set up.  This should run smoothly, unless it finds fault with
the Makefile, in which case it will give you a cryptic error which only the
compiler can understand. If this dumps entirely and you email us about it, we 
will laugh in the chilling manner exhibited by Joseph Stalin just after he 
enslaved Eastern Europe, and tell you to buy a real machine.

6. MAKE.  After you have successfully run make depend, you can try typing
"make" and see what fun the compiler has in store for you.  When generate
kicks in, it might generate the world, but it might not.  If something is
not set up correctly, you will probably get at least one error per zone 
displayed to your screen.  Do not let this scare you, as configuring the
world is the most difficult part.  If, by some luck, you manage to get the
world to compile, but the verbs are not generated right after the zones, kill
the compile and run the script called 'verbgen', which you will find 
conveniently stored in the ../src directory. Type make again.  Warnings can be 
ignored for now.  Errors won't be ignored.  If you are lucky, the code will 
compile in a matter of minutes.  If you are average, it will take you a few 
hours, and if you are really unlucky, the machine you are attempting to run 
the code on will gulp, shudder, and refuse to do anything; displaying random 
"WARNING" messages to the screen. Should this happen, you should back off very 
slowly in an apologetic manner and then run off screaming before it blows.  At 
this point, you should probably go back to running more mortals up to wizard 
on your favorite muds, or beg for a power position on one of 
them. (although the gods REALLY hate this, so beware).

7. RUNNING THE MUD.  Once the code will make and link, you should type
"aberd &" and pray really hard to the diety of your choice (DOYC).  Or don't.
Either way we claim no responsibility for what happens next.

If aberd will not run, or if any code is damaged or missing, you should 
immediately turn to your neighbor and say: "Margaret, you know why this 
country can't make a car that can get all the way through the drive-through at 
Burger King without a major transmission overhaul? Because nobody cares, 
that's why." 

WARNING: This is assuming your neighbor's name is Margaret. 

8. WARRANTY: Be it hereby known that this program, together with but not
excluding all those certain parts thereunto, shall be warrantied against all
defects, failures and malfunctions as shall occur between now and Thursday
afternoon at shortly before 2, during which time the Manufacturer will, at no
charge to the Owner, send the program to our Service People, who will emerge 
from their caves and engage in rituals designed to cleanse it of evil spirits. 
This warranty does not cover any actual code.

(c) 1995-1999 by The Dyrt Project.  Shamelessly stolen and adapted 
from Dave Barry.