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Post by Austinpowers on May 18, 2010 12:43:05 GMT -5
UPDATE: Objects, world files and zones all updated to 128 formats. Most of the database errors in these files now cleaned up. A record of all updates in spreadsheet form is being used to keep track. Mobiles are the next in line to be updated.
2 bugs that were identified, which I induced, were squashed. They were the direction move was wrong. I accidently started the SCMD_XXXXX with a 1 instead of 0. The other was when I converted the world files, that 1 zone had -72134100 for a sector #. That crashed the game everytime something moved. I corrected that issue.
Colorizing of main entry menu has been added. Several spec proc Flags on mobiles that had no spec procs have been removed.
all the get_obj_vis, char_room_vis, get_char_vis, etc etc were all updated, or removed due to more efficient code.
I have also redone the do_stat function to be more in line with circlemud. I have kept all of Jedi's uniqueness in this. I have also added the stat zone function, to show data on any particular zone.
Thats my update. As I let Kailyn know, I have several work projects kick my arse at the moment. I worked 70+ hours last week, have not had a weekend off this mornth and have school work. Yes boys and girls, I am trying to finish my Bachelors, and a close runner up my Masters. Once I finish my Bachelors, I need 8 classes to finish my Masters.
On a side note, several former avtr+'s are helping update the world. I do not want to go into details, as I want it to be a surprise. We wanted to add more world, tidy up other sections, and balance out more. This includes updating the Monorail system to go to more zones.
AP/Cunning
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Rox
Full Member
Posts: 195
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Post by Rox on May 18, 2010 15:31:39 GMT -5
Would be interesting to see if we still recognize Jedi after 6.0 kicks in.
Thanks for the update AP/Cunning and Avtr+ for the world update.
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Post by cordelia on May 21, 2010 12:01:00 GMT -5
It is clear that there is a heck of a lot of development work, and sheer hard graft and toil - so I wanted to add a small note of appreciation for the sheer bloody hard work that AP (and others) has put in - and continues to put in - to make Jedi 6.0 a reality.
This forum contains a wealth of ideas over the years, that are finally ripening to fruition after years and years of hanging on branches, turning brown and black, and plopping to the floor uneaten.
I'm quite enthusiastic and excited by the changes, particularly changes to standardise the code, to make it much more scalable and efficient to manage.
Please please please avoid burning yourself out. If you (and others) need to take a break, then do so! The worst possible thing you could do would be to feel compelled to spend hours upon hours coding, and for the labour of love to turn into a chore that breeds resentment.
If this is the long-awaited world-map revision i.e. changing location of existing zones, adding additional transitional zones, increasing the size of the world-map, this is indeed an exciting development.
Arcadia and Valhalla are the two zones I'd immediately cherry-pick for 'tidying' because both of them sit, slap bang on New Thalos - as well as not fitting in thematically with that city or the Great Eastern Desert.
Cheers!
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Post by Arizhel on May 21, 2010 14:35:30 GMT -5
If this is the long-awaited world-map revision i.e. changing location of existing zones, adding additional transitional zones, increasing the size of the world-map, this is indeed an exciting development. Arcadia and Valhalla are the two zones I'd immediately cherry-pick for 'tidying' because both of them sit, slap bang on New Thalos - as well as not fitting in thematically with that city or the Great Eastern Desert. I agree with you completely. I've taken over as world coordinator, and will be working on issues like this. Arcadia will be moving somewhat, with another zone between it and NT. It's supposed to be on a cliff overlooking the Dragon Sea, not right in NT's backyard! x.x Valhalla is another good point. I'll have to ponder that one a bit. I'm planning on expanding the world as well, with the addition of more transition zones, and more areas to explore. The degree of that expansion (and the time frame -- I have other projects on my plate as well) remains to be determined.
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Post by cordelia on May 21, 2010 19:41:25 GMT -5
I think transition zones are the key here (I believe Tam mentioned this a while back) to effectively connect zones together, and to allow players the opportunity to expand the world without zones overflowing on one another.
This would fit nicely with the concept that cities (Mid, NT and SB) act as 'civilising influences', with zones immediately around them more 'safe' than those found far from civilisation - although I'm a fan of NT's rugged feel, situated as it is next to the Great Eastern Desert.
Who would have thought that MUD administration would require Project Management skills ;)
Look forward to Jedi v6.0 - if you still need testers, then please let me know as I feel it's time to contribute, in some small way, to the development. Verbal support and encouragement is all good and well, but there are times when the 'other' kind of support would be more appreciated i.e. giving our time to work on something for the benefit of all.
Cheers!
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Post by Dank on May 21, 2010 20:32:46 GMT -5
one thing you should consider, now that you have some better access to the data structure, is to keep proper death records (don't stop at 2^7 bit depth on deaths) keep kill records, flee records and lots of stats regarding game play per character. i'd love to know how many times i killed certain types of creatures. you could theoretically keep that info now.
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Post by Austinpowers on May 22, 2010 11:47:11 GMT -5
I have succesfully backuped up the player base again, this time I captured the passwords. I had some serious issues getting the passwords to unencrypt and then pass to the new playerfiles, and encrypt them.
I have made 1 attempt at backing up the mobile files into their new format. While it was successful, it was not exactly what I had in mind. I have corrected the issues, and will make another attempt tonight.
If all goes well, I am considering putting the test port up. I suspect I might not caught all the crash bugs, and I hate to put something up that might dissappoint people at first.
AP
On another note, I am very psyched Arizhel is back. Several other former AVTR's who remain annoymous at this point, are helping her. With all of these people and Anton, I suspect there will be a great world to play in.
Have a great weekend all!
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Post by Austinpowers on May 22, 2010 11:48:23 GMT -5
one thing you should consider, now that you have some better access to the data structure, is to keep proper death records (don't stop at 2^7 bit depth on deaths) keep kill records, flee records and lots of stats regarding game play per character. i'd love to know how many times i killed certain types of creatures. you could theoretically keep that info now. I have already changed the code from byte to short unsigned integer. If I remember right thats 65K+ of deaths
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Post by Arizhel on May 22, 2010 14:24:52 GMT -5
On another note, I am very psyched Arizhel is back. Several other former AVTR's who remain annoymous at this point, are helping her. With all of these people and Anton, I suspect there will be a great world to play in. I'm psyched to be back. And I'm eagerly awaiting 6.0! Partly cause I think it's an awesome undertaking and I can't wait to see the results. Partly cause some of the stuff on my to-do list can't be done till it goes in. Luckily I have other things to do in the meantime.
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Post by Austinpowers on May 24, 2010 11:31:09 GMT -5
UPDATE: All database files are now converted. I have not moved over the mobiles yet, but they are just the way I wanted it to be. Complete backups of the player base have been done again. I will continue to do this until the day we make the switch.
Been a slow week for me, I was crushed with work and school work. Ill update in a few days this time.
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Post by Austinpowers on May 27, 2010 8:51:19 GMT -5
I have encrypted the user passwords finally for security. Took a bit to get crypt to take care of this. I will be making more adjustments to the mobile format. The Speech and spec procs are just more complicated they they need to be. I have already passed it on to Ari for her records. The reason for this will become very apparent. As a fundamental shift in development was agreed upon, to make building much easier. Trying to find Uni's world builder source. Without it, i cannot update the WB. Visual studio just does not want to open it. On a personal note, I kept my job after reorganization at where I work. This is a big relief of my shoulders. I am sorry that Jedi 6.0 is taken longer. There is just so much to do, and so little time to do it in. We are being very careful in what we do, and how we do it. This is so in the future, we wont have to go through this again. FINALLY. DG-TRIGGERS are being implimented. This is to allow for in game quests, puzzles, and other features to be added by Ari and her team. As you can see, everytime we add something, it requires tweaking of other things I am taken a few days off to recharge my batteries... Have a great weekend all!
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Post by Arizhel on May 27, 2010 23:59:11 GMT -5
It's great to hear that you're keeping your job!! Also: take your time. Haste makes waste, and etc. dg_triggers: HELLS YEAH
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Post by Austinpowers on May 28, 2010 8:35:09 GMT -5
ANNOUCEMENT: Hi All. As you know, we are diligently working on JediMUD 6.0. Several issues, upgrades, work schedules, well you get the gist, are having an effect on the roll out. I aggresively tried to get Jedi MUD 6.0 out in about 2 months schedule. This was impossible because of in game flux of admin, database issues to standardize, and well just the large scope of changes. I fully believe that it will be 6 -7 weeks before Jedi 6.0 is rolled out. I am going to post a time table of events to give people ideas how we are progressing. Arizhel being the world coordinator now has taken a huge load off my shoulders. She has some great team members now, and they are fixing the database issues. I Cannot stress how much we are fixing. Gatt is attacking the job of testing. I will be rolling out a schedule soon. I have an issue with the player base, I have saved out the player base, and the passwords, how ever, the size of the storage is causing me an issue. When you go to log in, it compairs the encrypted password to the login password attempt. The storage for the encrypted is 30 bits, while the login attempt is 8 bits. You can see the problem.... I will investigate further this weekend. I suspect it just was I did not allocate the storage space enough to match the current storage. That is the main reason I have not put the test game up. I honestly need a break, because of work issues, homework, and my CCIE. It is/was a lot to do at once. Luckily I am good at organizing. Silverking is definately make life easier for me with our blueprint/bug tracker.. Now as for whats coming, and why am i behind here. We keep adding things or making adjustments to the code. Since I am totally into updating the database. Now with Arizhel on board, we are adding very cool features or upgrading things to make her life much easier. It was easier to do now, then to add later... Why do 3x the work, if I could get it done now. Aka DG-Triggers... They are a phenominal addition to the game, and I had no idea people would want this. I guess ill let the CAT out of the bag, sort of speak. No pun intended Ari We are going to add OLC. You had to see the writing on the wall, as I had used 50% of the OLC functionality to save out u pdates to most of the databases. With this comes hedit - help file edit Aedit - socials edit Tedit - text files edit medit - Mobile edit zedit - zone edit oedit - object edit iedit - allows for personalization of objects redit - room edit sedit - shop edit medit - mobile edit - with speech and spec proc editors. buildwalk - allows generic rooms to be generated dig - allows exits to connect rooms zdelete, mdelete, odelete, rdelete - allows mobile, object, room, zone to be deleted from database. Assedit - well i am not sure i will add this one yet. Since I have barely looked at the assembler code. Spell edit - I am not sure about this either. I created an editor for spells a few years ago, but it was for a full D20 scenerio. I have not put to much into the spell/skills system yet. Other then to make sure being able to see was accounted for. The reason it is now being added is, because Uni's world builder is quite old now. We cannot find the source to update it. Since I have upgraded the code now to such a state, that it can now use OLC. It will help Arizhel and her cohorts to beautify our world. Dg-triggers builds apon this, and also can be added now. As you can see, a ton is going on, and i wanted to reiterate, change is coming, and we are going to make it happen. If anyone wants to help out, please inquire with the admin. Last but not least, I am taking some down time. I have worked 220+ hours this month, and this will be my first weekend off in 6-7 weeks. While I probably will be out golfing or attending the Memorial Golf tourney here in Columbus. I need to recharge the batteries. I will do some work here and there, as I do not like to stop an idea once it hits me. 20k+ lines of code changed, numerous database changes and going and going and I am out... Have a great memorial weekend everyone! The Admin team
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Mal
Full Member
Posts: 231
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Post by Mal on May 28, 2010 11:56:01 GMT -5
OLC! dg-scripts! That is AWESOME. Thanks Cunning! This opens up a huge array of new possibilities. If you need a dg-script master let me know Aaron
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Post by gonfalon on May 29, 2010 9:10:32 GMT -5
If you can find them, and no one else can help, maybe you can hire... the A-team.
There better not be no plane, fool. Now stop your jibberjabber and go play golf.
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Post by Austinpowers on Jun 5, 2010 12:40:16 GMT -5
ROFL! Hell yeah! Well I have full fixed the bugs with rent files. I also had a strange errors coming up with the unique id and time stamp of objects. I have solved that now, as the code I used did not account for items already in rent and as such gave them a unique_id = 0 and same for the time generation. Well the dupe code caught this and erased part of the rent file. I have fixed that! Yeah for me However, i am catching a few issues with the saving out of characters. It is only the affect flags that are doing strange things. I have narrowed that down to the way I saved out the player base, including the bug I found in RE-encrypting player passwords. I would generate the player index, which is a seperate file, I would check for NULL characters based on player ID. DUH DUH DUH, I forgot that I could just use the player_index[nr].name and just kick out when a number did not exist. (aka deleted characters from the past). Once I stopped doing it the hardway, All characters were now encrypted! As you might of guessed, I tried to take some time off from the game. I really did not do that, as I really want to get the test bed up, even if it means crash central. PLEASE DO NOT EXPECT PERFECTION. We will get to perfect once testing starts. I just did not want to have issues with any of the characters or rent files. [glow=red,2,300]GATT's [/glow]first test cases will be in fact, the rent files, crash files, idlesave, and player stats. I want to make sure that everything that needs to be correct on start up/saving is straight! Then we will build up Please see [glow=red,2,300]GATT[/glow] about testing for these areas first. I know its boring but its important. [glow=red,2,300]Arizhel and gonfalon [/glow]have been having a blast with updating the building docs, and fixing all the database issues. [glow=red,2,300]Doc[/glow] has been tremendous the past few weeks. He fixed Chings and my access to the jedi box and it is making it easy for us to do our jobs. He has also been giving me invaluable advice on some of the upgrades. Board upgrades are now complete, the boards can be viewed oldest to newest or newest to oldest. It is completely timed stamped with Day, time and date! Yes you heard here, you get the exact time and date you posted I know a lot of people are looking forward to JediMUD 6.0, but most of the admin and Avtr's could tell you, it was a daunting task, and we are progressing slowly. I will keep updating until the day we go live. I assure you, I am working my butt off to get it out. Questions:Testing: Please see [glow=red,2,300]Gatt[/glow] World questions, donations etc: please see[glow=red,2,300] Arizhel[/glow] Her assistants sort of speak are [glow=red,2,300]Anton and gonfalon[/glow]. Overall Game: [glow=red,2,300]Kailyn[/glow] (though she is on vacation). Coding: [glow=red,2,300]Eniac or Myself [/glow](I assure all of you, he is well and around..) AP
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Post by Austinpowers on Jun 6, 2010 11:13:41 GMT -5
Well hello all you happy campers, and not so happy campers. I solved the char aff flags being saved out and loaded properly. I was off by 1 flag DUH! I forgot I started the flags out at 1 instead of 0, because of the necessity to set AFF_FLAGS(ch)[num] = 0. Instead it caused all the flags to be off by 1, and cause me all kinds of grief. I also while debuggin on a whim last night, came to a realization it would be easier to seperate out combat and non-combat affects. It would be so very nice, to keep the seperated and then I can do some nice things with combat... No do not get worried here, i will not change anything in combat right off. I will do it after everything is stable. I know I said I would re-write it earlier, but lets do this 1 step at time.
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Post by Austinpowers on Jun 11, 2010 9:44:24 GMT -5
Hi All!
After searching for issues that were present in TESTING. I have discovered I incorrectly saved out objects and mobiles. I have correct the issues and resaved out the databases. I have asked Arizhel to go through objects and mobiles and spot check all zones. I Randomly checked the ones I knew causing issues, and all the flags were correct. However, Mobiles were still doing something odd, and I cannot figure out for the life of me why.
When the flags are interpreted, it has no issue until it gets to !Purge and !sggst flags. I need to double check the MACRO and the flag storage structure. I will find it rest assured.
Full out testing per the schedule Gatt has posted will commence Saturday and continuing until we release jedi 6.0.
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Post by Austinpowers on Jun 12, 2010 11:22:50 GMT -5
All mobile Flags fixed, AC issues I discovered last night are fixed, and spec procs that had more then 3 fields all fixed.
I will be moving on to rent files today, in anticipation of full testing by Gatt and his team..
I have confirmed many objects and mobiles at random to make sure my format matches all the information from current Jedi database objects. I am really starting to move forward... With this, I will start to slowly add OLC and DG-scripts.. I know Arizhel is getting super excited about it!
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Post by Angstrom on Jun 14, 2010 3:54:08 GMT -5
OLC.
That's fantastic.
I haven't been around for a few months. If there is a spot open on the world building team then I will take it. Please let me know.
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Post by Arizhel on Jun 15, 2010 17:34:30 GMT -5
OLC. That's fantastic. I haven't been around for a few months. If there is a spot open on the world building team then I will take it. Please let me know. I still have zones set aside for your Ice Fortress, actually. I have some files for it as well, but I haven't gotten to poke at them yet.
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Simba
Full Member
Posts: 129
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Post by Simba on Jun 17, 2010 12:03:39 GMT -5
OlC? That's just crazy talk! "You're excited? Just feel these nipples!" -Bob Costas
Roar and stuff.
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Post by Austinpowers on Jun 27, 2010 13:16:11 GMT -5
UPDATE: Finals have finished, and I had some down time. I am doing the upgrade of the SPEC procs that was suggested to me. The hard part of this is, most of the mobiles have 1, many have 4 or more. This is taken some time to finish. It will make the world builders much happier, and with all changes I can now integrate that into OLC, which Makes Ari an even happier camper. Gatt has been busy, but still testing as much as he can. We have found and stomped out many bugs, and things are starting to really come together. Just wanted to let all know we are still working hard AP
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Post by Austinpowers on Jul 25, 2010 11:21:35 GMT -5
Sorry all for the delays. Work has been hammering me, and i don't want to lose the job. Just wanted to let all know, I am still giving an hour a day.
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Post by Austinpowers on Aug 10, 2010 18:43:59 GMT -5
Hi all, I wanted to give everyone an update. All deserve to know why jedi 6.0 is taken so long. I have had a lot going on in my life, from work, to licenses, to family. however, the Admin and I have been communicating constantly. While some weeks I could only give an hour (if lucky) a day. Certain aspects of the code are taking me longer. The spec procs are the #1 thing keeping me busy. There were issues, and functionality issues, that we had to figure out.
I want this to come as NO surprise. We will be fixing the Grapple issue. For those who do not know, a cleric and 3 warriors were known to take down quite a few mobiles. This will be erased come jedi 6.0. I wanted to make that clear, so people were not caught off guard. The other item is, many of the special procs were coded to fire off outside of combat, however, there was a code check that did not allow this to happen. Then only combat conditions would allow those spec procs to fire. This was totally unintended. The consensus as of this writing, is to allow those proc's to fire off during normal game operation. That means if you walk in the room, you could get zapped. Once we have a complete consensus, I will let all know which proc's will now fire outside of combat. This with the grapple issue being resolved, should make mobile combat quite interesting. It will also make grouping with all types of classes more important.
Progress, is slow, but the work I choose to do, meant for me to do it right the first time!
Once the work converting the spec proc's to their new format is completed, we will then work towards a stable release. Jedi 6.1 is being discussed, and OLC will be part of that release. Currently Tedit, and Hedit will still reside with 6.0.
Please be patient, real life does take presidence.
AP
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