For those of you who don't know what JSDoor is, it's a standalone piece of software, or a shim, that allows you to run Synchronet Javascript doors independently of Synchronet.
For those of you who don't know what JSDoor is, it's a standalone pie of software, or a shim, that allows you to run Synchronet Javascript doors independently of Synchronet.
Care to share details? :)
Then call the js doors with '/path/to/jsdoor /path/to/lord.js -D /path/to/door.sys'
The last time I talked with Deuce about this, games needed to be written (or upd ated) with JSDoor compatibility in mind. LORD should be fine,
but other existin g JS games may not run. (The situation may have improved since then; this was l ike four years ago.)
I have tried it with 5 different js games randomly and so far, LORD is the only one that works.
Not surprised. Updating other games to work with it shouldn't be a huge effort, but we'd need to take the time to go through it. Having some documentation to work from would also be useful, and I don't think that exists.
Sure, it's easy. Grab the sbbs src, in the sbbs3 directory simply run 'make jsdoor' and tada, you are done.
Then call the js doors with '/path/to/jsdoor /path/to/lord.js -D /path/to/door.sys'
Sweet, gonna give this a shot. Ugh...I'm on vacation in a little village in the Alps in Switzerland and I'm building js shims...I'm a schmuck.
Sure, it's easy. Grab the sbbs src, in the sbbs3 directory simply run
'make jsdoor' and tada, you are done.
Then call the js doors with '/path/to/jsdoor /path/to/lord.js -D
/path/to/door.sys'
Sweet, gonna give this a shot. Ugh...I'm on vacation in a little
village in
the Alps in Switzerland and I'm building js shims...I'm a schmuck.
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