These instructions assume you have some knowledge about compiling code under a Unix enviroment (Unix, Linux, OS X, etc). If it's not the case, ignore all these instructions below, and just go to the Hexagon Virtual Machine how-to document, the instructions are much shorter and, hopefully, easy to follow for a non-developer.
DGD should be able to compile under Windows as noticed in its own documentation, but I've never tried. Any feedback or documentation about this would be appreciated.
In your directory of choice:
git clone https://github.com/maldorne/hexagon.git
git clone https://github.com/maldorne/dgd.git
This will create both the dgd
and hexagon
directories.
As you can see, the DGD project is a fork from the original, but the differences are minimal:
- Allow
//
comments by default, uncommenting the-DSLASHSLASH
flag indgd/src/Makefile
. - Change the inner working of the
restore_object
kfun, so it does not reset all non-static variables that do not hold object values when restoring the object. This is the default mode in MudOS. To change this, in the filesrc/kfun/file.cpp
there are some lines commented in the functionkf_restore_object
.
cd dgd/src
make
make install
cd ../..
This will create the dgd
executable in the dgd/bin
directory. Now we have to copy the configuration files to the root directory.
cp hexagon/docs/install/config.example.dgd config.dgd
cp hexagon/docs/install/mud.sh .
chmod a+x mud.sh
Now edit the ./config.dgd
file, changing the directory field to the absolute path of the hexagon/mudlib
directory (must end in /whatever/hexagon/mudlib
without an ending slash).
- Run
./mud.sh
to execute the game. - Use
telnet localhost 6047
to connect and see if everything is working.
By default you will have an administrator account created, with username admin
, email admin@maldorne.org
and password hexagon
.