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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.

Players cannot save their characters

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

How do I compile the SMAUG server?

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".

I want to compile it anyway - where is the source?

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.

When I compile the SMAUG server I get error messages about "'_beginthreadex' undefined"

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.

When I compile the SMAUG server I get lots of warning 4550 messages

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)

When compiling the SMAUG server I get link errors

Make sure the project uses the following libraries:

When I try to run the server it says that files are missing

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.

When I start the server I see error messages about "Can't open imc"

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 I see an error message about "Auth_open: connection refused"

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:


and changing the line (near the end) with "IdentTries" in it to read:

IdentTries     0

The server shuts down each day - why does this happen?

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.

How do I connect to the server?

Use your client program (we recommend MUSHclient) to connect to address port 4000. This is the address of "localhost", namely the machine you are currently sitting at.

How do my friends connect to the server?

They will need to know your machine name or TCP/IP address. To find your TCP/IP address:

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.

How do I change the area files?

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.

How do I add a new area to the MUD?

  1. Create the area with the area editor (see previous question), or obtain from somewhere else, and place it in the AREA subdirectory.
  2. Edit the file AREA.LST and add the name of the area to it, like this:
    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.

I have added my own area(s) to the MUD, and now the server crashes. Why?

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.

I deleted some of the existing areas, now the MUD won't start

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.

Well-known mob vnums

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

Well-known object vnums

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

Well-known room vnums

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:

So how do I make a MUD with all my own areas in it?

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.

When I start the server it says "(Name Not Set) ready at address (my computer) on port 4000.". How do I set the name?

Edit the file system\sysdata.dat (using Notepad or another text editor) and change the line:
MudName	     (Name Not Set)~

Make sure you keep the trailing tilde character (~).

eg. You could change it to:

MudName	     Nick's MUD~

How do I connect as an immortal?

Log on as the pre-supplied character Lordrom, password "win95".

How do I get players to go through the beginner training area?

To force new players through the beginner area (which is very helpful), you will need to edit:

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.

A new player needs to be authorised. How do I do that?

You will have to get an immortal player (eg. Lordrom) to type:
authorize <player>

How do I make another player an immortal?

Use an existing immortal character (eg. Lordrom) and type:
advance <player> 65

(You may choose not to use level 65 - that is the highest level).

Who wrote SMAUG?

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

What copyright, if any, applies to SMAUG?

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:

Can I operate a commercial MUD with the SMAUG codebase?

No, see the answer to the question above about copyright.

Where can I find other area files for my MUD in addition to the basic ones that came with it?

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.

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Page updated on Wednesday, 15 December 2004