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How to get started making my own add on's?
Posted: Fri Sep 18, 2009 11:54 pm
by Junior1544
I'm interested in making my own add on's for my bbs...
Any clue's on how I could go about doing this? I used to be a programmer for the army, but I have no idea where to get started to write stuff for wg? I'm running WG 3.2...
I don't think i'll be able to make anything that will be good enough to distribute at all, but i'd like to give it a shot...
Any clue's as to how I should get started?
Thanks
--Junior
http://www.dragonskeep.isasecret.com/
Re: How to get started making my own add on's?
Posted: Sat Sep 19, 2009 12:21 am
by frcorey
Junior1544 wrote:I'm interested in making my own add on's for my bbs...
Any clue's on how I could go about doing this? I used to be a programmer for the army, but I have no idea where to get started to write stuff for wg? I'm running WG 3.2...
I don't think i'll be able to make anything that will be good enough to distribute at all, but i'd like to give it a shot...
Any clue's as to how I should get started?
Thanks
--Junior
http://www.dragonskeep.isasecret.com/
contact Questman for a developers kit. which is most all of the worldgroup source code. the code compiles in borlandC++ 5.0
study it day and night untill you know how worldgroup works,
inside and out. get some freeware wg source code and see how that works too. then when you can code in wg style in your sleep, go for it.
Posted: Sat Sep 19, 2009 12:24 am
by Junior1544
ok, so all I need is the SDK from Questman? does it come with a compiler, or do I need to get a seperate compiler too? do I need a certain compiler, or any c++ one will do?
I'll send Questman a pm later on this afternoon asking for the SDK, thanks...
--Junior
Posted: Sat Sep 19, 2009 3:56 am
by frcorey
Junior1544 wrote:ok, so all I need is the SDK from Questman? does it come with a compiler, or do I need to get a seperate compiler too? do I need a certain compiler, or any c++ one will do?
I'll send Questman a pm later on this afternoon asking for the SDK, thanks...
--Junior
no compiler. and the stock wg 3.2 source code only compiles with BorlandC++ 5.0.
heck I think it was written on a 386.
Posted: Sat Sep 19, 2009 4:02 am
by Junior1544
no compiler. and the stock wg 3.2 source code only compiles with BorlandC++ 5.0.
heck I think it was written on a 386.
You mean that the SDK does not come with the compiler, so I would need to get my hands on BorlandC++ 5.0 too then??
Ok, I might have an old copy of that I can dig up... used borland c++ when I was in school a bit..
Thanks
--Junior
Posted: Sat Sep 19, 2009 2:15 pm
by Stoneslinger76
Junior1544 wrote:
no compiler. and the stock wg 3.2 source code only compiles with BorlandC++ 5.0.
heck I think it was written on a 386.
You mean that the SDK does not come with the compiler, so I would need to get my hands on BorlandC++ 5.0 too then??
Ok, I might have an old copy of that I can dig up... used borland c++ when I was in school a bit..
Thanks
--Junior
heres a clip from the dev doc
Galacticomm only supports Borland C++ 5.00 for re-compiling source code for both DOS and NT/95 servers.
Galacticomm only supports Microsoft Visual C++ 4.2 for re-compiling offline programs for NT/95.
Galacticomm only supports Microsoft Visual Basic 3.00 for re-compiling client side programs.
Posted: Sat Sep 19, 2009 10:12 pm
by frcorey
Junior1544 wrote:
no compiler. and the stock wg 3.2 source code only compiles with BorlandC++ 5.0.
heck I think it was written on a 386.
You mean that the SDK does not come with the compiler, so I would need to get my hands on BorlandC++ 5.0 too then??
Ok, I might have an old copy of that I can dig up... used borland c++ when I was in school a bit..
Thanks
--Junior
and it has to be BorlandC++ 5.00, not 5.01 or 5.02.
I bought 5.01 from a guy on ebay, it compiles the stock code,
but the system gp's out when the modual is accessed.
Posted: Sat Sep 19, 2009 11:17 pm
by dspain
frcorey wrote:Junior1544 wrote:
no compiler. and the stock wg 3.2 source code only compiles with BorlandC++ 5.0.
heck I think it was written on a 386.
You mean that the SDK does not come with the compiler, so I would need to get my hands on BorlandC++ 5.0 too then??
Ok, I might have an old copy of that I can dig up... used borland c++ when I was in school a bit..
Thanks
--Junior
and it has to be BorlandC++ 5.00, not 5.01 or 5.02.
I bought 5.01 from a guy on ebay, it compiles the stock code,
but the system gp's out when the modual is accessed.
no it compiles with borland c++ 5.01.
thats all i use for Wg related for NT, 4.5 for wg2 and 3.1 for bbsv6
Re: How to get started making my own add on's?
Posted: Sat Sep 19, 2009 11:18 pm
by dspain
Junior1544 wrote:I'm interested in making my own add on's for my bbs...
Any clue's on how I could go about doing this? I used to be a programmer for the army, but I have no idea where to get started to write stuff for wg? I'm running WG 3.2...
I don't think i'll be able to make anything that will be good enough to distribute at all, but i'd like to give it a shot...
Any clue's as to how I should get started?
Thanks
--Junior
http://www.dragonskeep.isasecret.com/
what kind of addon?
best way to write like a game or something for multiuser, such as a mud would be to use the teleconference code for reference.
Posted: Sat Sep 19, 2009 11:36 pm
by Junior1544
my first (of hopefully many) project will be a global actions add-on... there's certain way's I want to do it, so I'll have to figure that all out...
any idea's on where to start?
--James
Posted: Sun Sep 20, 2009 1:25 am
by dspain
Junior1544 wrote:my first (of hopefully many) project will be a global actions add-on... there's certain way's I want to do it, so I'll have to figure that all out...
any idea's on where to start?
--James
my global actions addon i wrote in like 2h, so thats definately a good one to start on, you'll need to learn some btrieve if you are gonna have em editable online, if not you could always hardcode em in MSG files.
ACTION1 {hug} S 20
ACTNMSG1 {%s hugs you close} T
ACTNMSG2 {you hug %s close!} T
if(sameas(margv[0],getmsg(ACTION1))) /* check if word is used */
{
rstrin(); /* parse text after the action word */
if(onbbs(margv[1])) /* is user online? */
{
prfmsg(ACTNMSG1,usaptr->userid); /* display to target */
outprf(othusn); /* inject display to target */
prfmsg(ACTNMSG2,uacoff(othusn)->userid); /* displayed to you */
}
else prfmsg(NOTONL); /* display user not online */
outprf(usrnum); /* inject to you */
}
thats a simple generic way to go about it to get your feet wet, then dive into databasing so you can edit them online.
dfaSetBlk(actbb); /* set pointer to database */
if(dfaAcqEQ(&action,margv[0]),1) /* check if word exists */
{
}
dfaRstBlk();
just a quick example, lemme know if you need any more help.
download and install my global action mod and check it out as an example
of formats, etc....
it has a 30 day DEMO plenty of time

Posted: Sun Sep 20, 2009 1:26 am
by dspain
Junior1544 wrote:my first (of hopefully many) project will be a global actions add-on... there's certain way's I want to do it, so I'll have to figure that all out...
any idea's on where to start?
--James
if you want i could write you a quick source using the MCV file format and you can have the source. lemme know!
Posted: Sun Sep 20, 2009 2:32 am
by Junior1544
Thanks man, I'll take any help and examples that any one would be willing to give me...
my first step will be to making a simple global action addon that any user can use, and actions will probably be hard coded in some way... Then I'll expand in lots of little steps until the end product will be fully key controlled, with different keys for different action Lists, online editing, and anything else I can come up with later:)
that'll take me a long time to get to that point i'm sure... I havn't programmed in c++ since I was in school and took a class for it...
that was over 10 years ago, so i'll be learning as i go here:)
Thanks for the help!
--James
Posted: Sun Sep 20, 2009 5:02 am
by dspain
Junior1544 wrote:Thanks man, I'll take any help and examples that any one would be willing to give me...
my first step will be to making a simple global action addon that any user can use, and actions will probably be hard coded in some way... Then I'll expand in lots of little steps until the end product will be fully key controlled, with different keys for different action Lists, online editing, and anything else I can come up with later:)
that'll take me a long time to get to that point i'm sure... I havn't programmed in c++ since I was in school and took a class for it...
that was over 10 years ago, so i'll be learning as i go here:)
Thanks for the help!
--James
another way to hardcode it would be in the code itself...
#define NUMACTION 2
CHAR *actions[NUMACTION] [3]= {
{"hug","%s hugs you close","You hug %s close"},
{"kiss","%s kisses you lightly","You kiss %s lightly"},
};
in the input routine:
INT i,actnum=-1;
for(i=0 ; i < NUMACTION ; i++)
{
if(sameas(margv[0],actions
[0]))
{
actnum=i;
break;
}
}
if(actnum!=-1)
{
rstrin();
if(onbbs(margv[1]))
{
prf(actions[actnum][1],usaptr->userid);
outprf(othusn);
prf(actions[actnum][2],uacoff(othusn)->userid);
}
else
prfmsg(NOTONL);
outprf(usrnum);
return(1);
}
this method would utilize it from an array rather than from MSG file and
would be easier adapted to a database format later on down the road.
ill work you up a module that will work using the above format which
can be easily modified, if you look at my global actions module i use a database system which is something to tackle later on after you get a feel for the code and WG API.
i use keys to see as well as use and you could even put age contraints.
on any free code i write all i ask is keep credit where credit is due other than that take it and run with it, commercially, free, dont matter to me.
i also write reg code systems for Wg addons if you ever wanna sell your product just lemme know.
Posted: Sun Sep 20, 2009 5:12 am
by Junior1544
not interested in selling it... if it works out like I want it to in the long run I'll consider giving you the code and letting you sell it:) as long as I still get to run it free:)
We'll see how far i'm able to take it in the end...
My email is
junior1544@yahoo.com, and i use yahoo messanger all the time too, those are the easiest way's to get in touch with me directly to transfer any files...
--Junior
Posted: Sun Sep 20, 2009 6:34 am
by dspain
Junior1544 wrote:not interested in selling it... if it works out like I want it to in the long run I'll consider giving you the code and letting you sell it:) as long as I still get to run it free:)
We'll see how far i'm able to take it in the end...
My email is
junior1544@yahoo.com, and i use yahoo messanger all the time too, those are the easiest way's to get in touch with me directly to transfer any files...
--Junior
emailing the source code to you now, whipped up a nice little global actions program in like 30m, good to know i ain't that rusty
i got my own commercial global actions program, look like we're competitors now

Posted: Sun Sep 20, 2009 6:41 am
by Junior1544
Nah, I aint one to sell stuff... if I ever get it to be where I'm looking to go right now, the product will do much more then your's will right now:) I've used yours before
I look forward very much to getting my little fingers into that code you sent:)
still haven't heard back from questman about getting the dev kit... i'll wait till monday before I send him an email directly..
--Junior
Posted: Sun Sep 20, 2009 7:18 am
by Junior1544
Wow!
I just took a quick look threw those files, and it looks a bit more in depth then what I'm used to:) alwell, I'm set on this course...
--James
Posted: Sun Sep 20, 2009 3:03 pm
by frcorey
Junior1544 wrote:Wow!
I just took a quick look threw those files, and it looks a bit more in depth then what I'm used to:) alwell, I'm set on this course...
--James
worldgroup is not a simple system.
it's basicly a full server system. lots of things going on in the system.