mud++0.35/etc/
mud++0.35/etc/guilds/
mud++0.35/help/propert/
mud++0.35/mudC/
mud++0.35/player/
mud++0.35/src/interface/
mud++0.35/src/os/cygwin32/
mud++0.35/src/os/win32/
mud++0.35/src/os/win32/bcppbuilder/
mud++0.35/src/osaddon/
mud++0.35/src/util/
Before doing anything read the MUD++ LICENSE
WIN32(native compilers, not gnu-win32) notes ( denoted by *w32*) added by jwo@netcom.com 96.11.17

1.	cd src

2.	Type:
	
	./configure
	*w32* - configure doesn't run on windows/dos systems.  Edit config.h
		directly to suit your compiler.

	The script will churn a few seconds. It will generate a Makefile
	and config.h tailored to your system ( I hope! ).

3.	Type:
	
	make
	*w32* - Create a new console project, then
		add all the *.cc (and *.h if necessary) files and build the project.  If you have
		problems with mpdaemon.cc then do not include it in the project as it is not
		necessary (daemon functions are handled differently in WIN32 native v0.16 port).
		If you must use a makefile you will need to create your own, otherwise your
		programming environment (MSVC, Borland, Symantec, Watcom etc...) should
		spit one out specific to their compiler.
		
		There are some extra files needed for mud++ as there are functions not a part
		of the standard libraries of the native compilers that I use.  You will need
		the following.  If you get them in this distribution, add them to the project
		otherwise you will have to dig them up and possibly modify them to work with
		your compiler:
		source files:  crypt.c crypt_util.c  (these are part of ufc-crypt)
		header files:  crypt.h ufc-crypt.h   (again part of ufc-crypt)
		(the crypt files should be placed in the ./src directory they provide
			password encryption.  it may be possible to code around the need for
			them but this would leave your player files vulnerable :)
		header files:  telnet.h   (put it in the ..../include/arpa directory)
		(you can get telnet.h from a GNU compiler distribution for UN*X)
		
		It is important to make sure that your compiler DEFINES the following at 
		compile time: WIN32, WIN32_LEAN_AND_MEAN, WIN32_EXTRA_LEAN, _MT.  Type these
		in if it doesn't.  WIN32_EXTRA_LEAN is used in MSVC++ but I am not sure about
		SC++, but it doesn't hurt to define it anyway.

	This should build the server.

	If the generated Makefile doesn't work, try one of the others such
	as Makefile.gcc or Makefile.solaris. Makefile.solaris works with
	Solaris Proworks C++ 4.0.1. Makefile.gcc should work with all systems
	that use GNU tools. Makefile.ultrix may be needed for ULTRIX systems.

4.	Edit mud++/etc/HOSTS and set your port number (defaults to 5000)

5.	To start the server type:

	mud++
	*w32* - If it tries to run, but exits, make certain that you have the 
		executable in the correct sub-directory.  I place mine in the 
		...../src directory.
		If it locks or crashes when you log in a new character, make sure
		that all the ..../player/?/ directories exist (where the ? character
		represents A-Z) i.e. 26 different directories with a single character
		as the directory name.

	MUD++ now runs as true daemon so no & needed, logging goes to
	mud++/log/server.log

6.	There is a player file 'player/Fusion' that has no password
	specified.  Copy that file to player/F/Fusion or others and edit
	the name, short and long descriptions in the file. Use 'grant' within
	the game to set wiz commands.

	WARNING: Do NOT leave the Fusion file around with a null password
	since it has shell privileges!!

	To login type:

	telnet localhost <port>


If you haven't done so, subscribe to the MUD++ development list.
For info see NEWS.

MUD++ is still in its infant stages so if you would like to contribute
an area/zone to be included in the next release, feel free to send it
in. Areas will be in high demand. Ideas, suggestions, bug reports are
also welcome. Posting contributions to the list also speeds the
development and acceptance of MUD++ as a serious server. If the latest
version does not include a specific command then write it and post it
for all the other imps. I will keep current on what people want
and try to implement it for new releases.


Good luck, and thanks for trying MUD++ !!

- Fusion   msmith@hom.net