deMUSE Manual. Written by Ken C. Moellman, Jr. Last updated 12/15/2000 Forward ------- This manual was created with deMUSE users in mind. However, since deMUSE is a branch of TinyMUSE, and TinyMUSE was used to create many other variety of other MU* servers in the past few years, it can be usefull for many people. Hopefully it is helpful for you. - wm Table of Contents ----------------- 1. Setup the connection 1.1 Using Windows Telnet 1.2 Using CRT 1.3 Using UNIX 2. Connecting to the game 2.1 Connecting to tinyfugue. 2.2 Basic Tinyfugue commands 2.3 Logging in 2.4 Problems 3. Walk & Talk 3.1 Basic Communication 3.2 Basic Movement **************************** * 1. Setup the connection * **************************** To connect, you must have a telnet application on your machine. Windows '95 and Windows NT come with a telnet program. UNIX has telnet support by nature. For MacIntosh and Windows 3.1 users, you must find a 3rd party telnet program. I recommend that you use a different program other than windows telnet. Under NT the emulation is okay, but under windows 9x, the emulation is pitiful (and it's the same binary - go figure). I recommend that you obtain CRT from VanDyke software (http://www.vandyke.com/), as it is a cheaper, very viable solution than any other marketed telnet program for windows than any others of which I am aware. 1.1 Windows Telnet This setup will describe the use of Windows '95 or Windows NT 4.0 telnet setup and usage. All other users should refer to their Operating System's usage guide(s) and seek help from their peers. Right click on the desktop (the background of windows). This will bring up a menu. On this menu, you want to go to the "New >" selection (known as a bullet). Now, you will see a sub-menu. On this menu, you want to choose "New Shortcut". A New Shortcut box will appear. It will ask you for the command line, of if you'd like to Browse for a file. You will want to type the following into that box: C:\WINDOWS\TELNET tf.mu-net.org and press enter. This will take you to the next box, where it will ask for the name of a shortcut. It will have "Telnet" as the default. You should change this to "Telnet to MU*Net" and click Finish. Now, connect to the internet, and once connected, double click on your new icon we've just created. Skip to section 2. 1.2 CRT This setup will describe the use of VanDyke Software's CRT program. I encourage people to use this program, as it is a good product. Go to VanDyke software's website, and download the latest version of CRT - even betas are generally good software from these guys, but you can download the latest stable release on a 30 day trial also. The website is http://www.vandyke.com/ and just follwing the link for CRT or download and you'll find the binary you need. Download and install the package. The process is very self explanitory and you should just leave all the default options turned on while installing the product. Makes life easy. Once installed, you will have a new icon on your desktop for CRT. Open that product up, and I believe it asks you for some basic configuration information the first time - Just choose the default. Create a new session called "tf" The information you need is as follows: hostname: tf.mu-net.org protocol: telnet port: 23 Now with your new session, you can connect to MU*net's public tinyfugue client. Skip to section 2 1.3 Using UNIX From a shell prompt, type "telnet tf.mu-net.org" without the quotes. Continue to section 2. ****************************** * 2. Connecting to the game * ****************************** 2.1 Connecting to tinyfugue. You will be given a login prompt upon conection. Login as "tf" (no quotes) and there you are. 2.2 Basic Tinyfugue commands. /more [on|off] - /more is turned on by default on MU*Net. This new users keep up with the spam that can happen on talkative worlds. Turned on, it will prompt you with a --MORE-- or a __MORE__ prompt, depend- ing on whether or not you are in visual mode. When you have a MORE prompting you, you must hit your tab key (ctrl-i) to continue. /visual [on|off] - /visual mode breaks the line into 2 sections and makes all output from the muse on the large, top section, and all of your input on the bottom of the page. The status line in the middle will give you the time, the world you're in, and a MORE prompt if you are waiting for another section of text. /hilite_page - hilite all text which matches the built-in page formats ( name pages: message ). /recall [-w world] [pattern] N - recall the last N lines. if you wish to only see certain lines, you can specify a pattern, which works like unix pattern matching *newmark* would show only the lines containing "newmark" in the last N lines. If you're in multiple worlds and want to see a different world, you can specify what world to recall with -w world. So, with /recall -w demuse *newmark* 1000 you would recall the last 1000 lines on demuse, and be shown only those which had "newmark" in them. the pattern is not case sensative. 2.3 Logging in After you've connected to the game, you will be asked to connect as your player. to do this, you can type any of the follwing syntaxes: connect co co In the thrid instance, the password is given on a seperate line, and like in most telnet sessions, the password is blanked out from your monitor, so others cannot see you password by looking over your shoulder. In all examples, is your player name, and is the password assigned to that account. If you do not have a character on the particular game, and guest access is enabled, you can connect with: connect guest 2.4 Problems If you have problems with anything before step 2.3, you can contact the MU*Net administration at admin@mu-net.org. Also, ask your internet provider if there is a firewall or proxy that may be hampering your access to telnet to remote servers. Firewalling and proxies are common problems for accessing MU*Net from within a corporation. If you have problems with step 2.3, you can connect as a guest, by typing "connect guest" instead of your connect string. The guest account does not require a password. ******************* * 3. Walk & Talk * ******************* Being able to communicate and move in a society is one of the keys to survival in an environment. You must be able to function to be able to get somewhere. 3.1 Basic Communication There are justa few basic concepts to understand to communicate on deMUSEcracy. Here is a small discussion and a reference to find more information on each topic. There are rooms. In each room, you can only hear what people in that same room are saying. Likewise, when you talk in just a room, you can only be heard by the people in that room. You can get more help online with "help say" and "help room". There are com-channels. A com channel can be heard by anyone who chooses to be on a com channel. You can read more about com-channels online under "help +com" and "help +channel". People can also talk via "paging". Paging someone is realtively similar to paging someone with an Alpha-numeric pager. They see who the message is from, and see the message. No one, besides the sender and receiver, see a page. For more help with paging, see "help page" online. 3.2 Basic Movement In every room that you enter, you will see a description of that room, and a list of "Obvious Exits". If the room is coded correctly, you will see a list of exits, with certain letters surrounded by <>'s. This means, that all you have to type is the string in the <>'s and it will take you through that exit. You can also teleport into rooms that are set Jump_ok. The owner of a room must set their room to Jump_ok to allow you to teleport into the room. If a room is set Jump_ok, you can "@telelport" to the room, using it's associated database reference number, or "dbref" for short. You can obtain more information about "@teleport" ("@tel" for short) once you're on deMUSE by typing "help @tel".