Post by Austinpowers on Oct 24, 2011 9:07:04 GMT -5
Hi all,
As we know, I decided to start pushing out phases of game upgrades. This will all lead to Version 6.0 which people are waiting on. Well I am done with 5.8 and testing now. Please feel free to ask me when the port is up and we can test test test.
Here is a list of the features or upgrades:
1) Upgrade of CORE game loop in comm.c - > this is the brains of the game, socket calls, communications routines.
2) Upgrade of CORE Macro file (utils.h) Now there is fully functioning MACRO’s to match the circlemud stock, and unique JediMUD features.
3) Upgrade of the structure files (Structs.h). This is all the storage functions. It was upgraded to the Stock Circlemud and necessary JediMUD functions retained. I also added upcoming work, so I had to do less for upcoming 5.9 and 6.0
4) Added Comm.h, improved-edit.c/.h, act.h, updated db.h, interpreter.h , handler.h and constants.h. I have organized the sub commands and global function calls to their respective *.h files.
5) Interpreter.c – This is the menu system, this is now updated to the 6.0 format, with DT functionality built in.
A new command interpreter is now which integrates socials into command list. I also added Admin flags into this so we can assign, save, and load individual admin flags.
6) What that said, I have added “gemote”, which acts like gossip using socials. Now you can do “gemote dance”
And you will see the social over a public channel.
7) I have added history, this will log all communications during an a players uptime. Meaning you log out, you lose the history. But I have it in place for gossip, wiznet, yell, shout, quest, say, auction and all.
8) Updated objects to now tag generation time and unique ID. This will squash duplication of objects.
9) I have updated the sorting of mobiles/rooms/objects with a unique hash generator. It sorts the databases more efficiently.
10) Updated all files to local buffers and removed most of the global buffers.
11) Updated Mail, I really hate the side affect. Most mail might get corrupted; I am looking for a conversion solution.
12) Mail can now be delivered in game. With new flag to turn off receipt of mail. Object delivery soon to come.
13) Updates of all core files, act.wizard.c (all immortal commands), act.comm.c (all communications, such as gossip, say etc etc), update of act.movement.c (all movement), handler.c (all database look ups, and checks, as well as DT handling), act.social.c (all socials, takes old format or a newer format), spell_parser.c and magic.c have been upgraded, but only do_cast was brought up to 6.0 stature. Upgrades to the magic system or combat won’t be until 6.0
14) Introduced Races into the game. Races can affect what class you choose. Remorts affect what classes you choose.
15) Introduced a new reroll menu. Now on character creation, we can set what type of initial character creation we want. I have it set to stock but you get 3 chances to reroll on creation, the game keeps track of this. The other 4 options are roll stats then customize with a small stat pool to add. Initial baseline stats and a large stat pool to add to stats. Baseline race create stats, and baseline class create stats.
16) Races will impact class you choose. I have also put a help menu in for classes and races. Upon creating character, you want to research the race you want or class you want, you can toggle between the help menu or class/race menu and get help on them.
17) The new menu’s are in, DT menu, Player Menu, main menu, new player creation menu, and remort menu.
18) DT checks into the main menu are in, and I have tested a DT and it does exactly what we want. Still working on using the game box to determine the 24 mandatory and the 7 day total and then how buying down the DT 7 days will work.
19) Limits.c all game loops, and regen was limited upgraded. I have put the WAIT STATE’s in that prevent players from breaking link, avoiding the delay and coming back in. I have also put a time limit on idling at menu’s waiting to log in.
20) Act.information.c is completely overhauled. It is now the stock circle w/ JediMUD additions. I have tested, and it all seems A-OK now.
21) Command interpreter, if you type a command it does not know it, it now gives you possible commands to use.
22) Added sysdep.h, conf.h, and configure(script). This is to let us customize our game to whatever box we run on.
23) Added player.c this is where all the player load, save, all player functions are located.
24) Put the frame work in for OLC which will be put in for 5.9.
25) WEATHER was not touched except to update the buffers and communication calls. I need to pull out parts, but I want to think that one through, and how it will affect regen.
26) New wizhelp is in, now you can see up to your level, and you will get a highlighted adm flag to let you know its active. I have also removed the TRUST flag and made it more useful. If a lower immortal is given access to a command, it will now show up in wizhelp. I also TAG a player with TRUST, meaning that player has a command outside of their command set. An immortal can have a command removed or added at will by Admin. I have put the adm flags in and tested and it seems to be fully functional.
27) Updated all the show commands, most now have page string. (Gives data in pages, rather than all at once.)
28) Damage totals will be given in battle. I am putting the full touches on AUTODAM. Now players can customize the fight messages to how they want to see them. It is only 3 options currently.
29) Prompts are upgraded to the JediMUD 6.0 system. I wrote it a while ago for TBAMUD (which is now the defacto circlemud).
30) Custom colors are now in. You can use ‘^X’ in any communication function. I also use them to colorize displays.
Where X is any color you want. The ‘^’ symbol is very necessary for that to work.
EXAMPLE: gos ^B colors rock! This would gossip out in Dark BLUE: Austinpowers gossips '"colors rock”'
31) Updated affect flags, wizard flags, admin flags, preference flags to 128 flags. No issues at present. Player flags/mobile flags have stayed 32 bit until I update the world database. Player/mobile flags use the same storage.
32) Aliases are now saved with the player file. They are also ASCII based. Complex aliases have been added.
33) converted players from binary to ASCII. Encrypted all passwords.
Possible additon of added security level.
Players will get 3 security questions, you will provide the answer. On login, it will randomly choose one, and you have to have the correct answer.
Hope everyone likes what we have done.
As we know, I decided to start pushing out phases of game upgrades. This will all lead to Version 6.0 which people are waiting on. Well I am done with 5.8 and testing now. Please feel free to ask me when the port is up and we can test test test.
Here is a list of the features or upgrades:
1) Upgrade of CORE game loop in comm.c - > this is the brains of the game, socket calls, communications routines.
2) Upgrade of CORE Macro file (utils.h) Now there is fully functioning MACRO’s to match the circlemud stock, and unique JediMUD features.
3) Upgrade of the structure files (Structs.h). This is all the storage functions. It was upgraded to the Stock Circlemud and necessary JediMUD functions retained. I also added upcoming work, so I had to do less for upcoming 5.9 and 6.0
4) Added Comm.h, improved-edit.c/.h, act.h, updated db.h, interpreter.h , handler.h and constants.h. I have organized the sub commands and global function calls to their respective *.h files.
5) Interpreter.c – This is the menu system, this is now updated to the 6.0 format, with DT functionality built in.
A new command interpreter is now which integrates socials into command list. I also added Admin flags into this so we can assign, save, and load individual admin flags.
6) What that said, I have added “gemote”, which acts like gossip using socials. Now you can do “gemote dance”
And you will see the social over a public channel.
7) I have added history, this will log all communications during an a players uptime. Meaning you log out, you lose the history. But I have it in place for gossip, wiznet, yell, shout, quest, say, auction and all.
8) Updated objects to now tag generation time and unique ID. This will squash duplication of objects.
9) I have updated the sorting of mobiles/rooms/objects with a unique hash generator. It sorts the databases more efficiently.
10) Updated all files to local buffers and removed most of the global buffers.
11) Updated Mail, I really hate the side affect. Most mail might get corrupted; I am looking for a conversion solution.
12) Mail can now be delivered in game. With new flag to turn off receipt of mail. Object delivery soon to come.
13) Updates of all core files, act.wizard.c (all immortal commands), act.comm.c (all communications, such as gossip, say etc etc), update of act.movement.c (all movement), handler.c (all database look ups, and checks, as well as DT handling), act.social.c (all socials, takes old format or a newer format), spell_parser.c and magic.c have been upgraded, but only do_cast was brought up to 6.0 stature. Upgrades to the magic system or combat won’t be until 6.0
14) Introduced Races into the game. Races can affect what class you choose. Remorts affect what classes you choose.
15) Introduced a new reroll menu. Now on character creation, we can set what type of initial character creation we want. I have it set to stock but you get 3 chances to reroll on creation, the game keeps track of this. The other 4 options are roll stats then customize with a small stat pool to add. Initial baseline stats and a large stat pool to add to stats. Baseline race create stats, and baseline class create stats.
16) Races will impact class you choose. I have also put a help menu in for classes and races. Upon creating character, you want to research the race you want or class you want, you can toggle between the help menu or class/race menu and get help on them.
17) The new menu’s are in, DT menu, Player Menu, main menu, new player creation menu, and remort menu.
18) DT checks into the main menu are in, and I have tested a DT and it does exactly what we want. Still working on using the game box to determine the 24 mandatory and the 7 day total and then how buying down the DT 7 days will work.
19) Limits.c all game loops, and regen was limited upgraded. I have put the WAIT STATE’s in that prevent players from breaking link, avoiding the delay and coming back in. I have also put a time limit on idling at menu’s waiting to log in.
20) Act.information.c is completely overhauled. It is now the stock circle w/ JediMUD additions. I have tested, and it all seems A-OK now.
21) Command interpreter, if you type a command it does not know it, it now gives you possible commands to use.
22) Added sysdep.h, conf.h, and configure(script). This is to let us customize our game to whatever box we run on.
23) Added player.c this is where all the player load, save, all player functions are located.
24) Put the frame work in for OLC which will be put in for 5.9.
25) WEATHER was not touched except to update the buffers and communication calls. I need to pull out parts, but I want to think that one through, and how it will affect regen.
26) New wizhelp is in, now you can see up to your level, and you will get a highlighted adm flag to let you know its active. I have also removed the TRUST flag and made it more useful. If a lower immortal is given access to a command, it will now show up in wizhelp. I also TAG a player with TRUST, meaning that player has a command outside of their command set. An immortal can have a command removed or added at will by Admin. I have put the adm flags in and tested and it seems to be fully functional.
27) Updated all the show commands, most now have page string. (Gives data in pages, rather than all at once.)
28) Damage totals will be given in battle. I am putting the full touches on AUTODAM. Now players can customize the fight messages to how they want to see them. It is only 3 options currently.
29) Prompts are upgraded to the JediMUD 6.0 system. I wrote it a while ago for TBAMUD (which is now the defacto circlemud).
30) Custom colors are now in. You can use ‘^X’ in any communication function. I also use them to colorize displays.
Where X is any color you want. The ‘^’ symbol is very necessary for that to work.
EXAMPLE: gos ^B colors rock! This would gossip out in Dark BLUE: Austinpowers gossips '"colors rock”'
31) Updated affect flags, wizard flags, admin flags, preference flags to 128 flags. No issues at present. Player flags/mobile flags have stayed 32 bit until I update the world database. Player/mobile flags use the same storage.
32) Aliases are now saved with the player file. They are also ASCII based. Complex aliases have been added.
33) converted players from binary to ASCII. Encrypted all passwords.
Possible additon of added security level.
Players will get 3 security questions, you will provide the answer. On login, it will randomly choose one, and you have to have the correct answer.
Hope everyone likes what we have done.