299 lines
10 KiB
Plaintext
299 lines
10 KiB
Plaintext
CircleMUD Release History
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-------------------------
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This document is basically just a a compliation of all the README files
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which accompanied each release of CircleMUD. At the end is the post
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to rec.games.mud.diku which originally anounced CircleMUD as a publically
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available MUD source code.
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Version 2.20: November 17, 1993
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Version 2.11: September 19, 1993
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Version 2.10: September 1, 1993
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Version 2.02: Early August
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Version 2.01: July 20, 1993
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Version 2.00: July 16, 1993
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The latest version of Circle is 2.20, released on November 17, 1993.
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Version 2.20 supercedes version 2.11, which was released on September 19, 1993.
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Version 2.20 November 17, 1993
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--------------------------------
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New features:
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o A completely new output buffering system which is far more network-efficient,
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and somewhat more memory- and speed-efficient, than the original Diku system.
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Definitely a major win for people with slow Net links. (Details available
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by request, but this was discussed on rgmd recently.) Several other
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functions (such as do_where() and do_who()) have been rewritten to take
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advantage of the new system.
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o Redesigned stat screens with better readability
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o Command-line substitution via the "^" character (works identically to the
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csh command)
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o Code sent by Jeff Fink (thanks Jeff!): Help now handles ambiguous cases
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correctly (i.e., "help color" will give you help for color and not
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colorspray)
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o vstat command to stat mobiles and object by virtual number
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o updated documentation
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And, bug fixes of varying degrees of severity:
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o SunOS Bus errors on stealing
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o +hit item bug
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o Switched immort re-login bug
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o Mob memory bug
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o Poison/Stat bug (I think this one is native to Diku Gamma 0.0 -- the
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function hit_gain was responsible for subtracting hits when a char is
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poisoned, so you'd lose hits when someone statted you.)
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o Stat room bug under Solaris and IRIX
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o Ungroup bug
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o "goto 3.guard" now works (takes you to the third guard instead of room 3)
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o various other minor fixes
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------------------------------------------------------------------------------
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Version 2.11 September 19, 1993
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----------------------------------
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Changes in 2.11 (from 2.10):
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Mostly bug fixes, including:
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-- SET FILE bug
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-- SIGBUS/unaligned data errors under SunOS and other OS's
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-- Move limit modifier bug
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-- wrist-wearing bug
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-- Compilation problems with utility.c under some operating systems
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The only notable change is that the hit_limit, move_limit, and mana_limit
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functions have been removed (for many reasons). From the players' point of
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view, this means that a character no longer gains movement points with age.
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Hit, move, and mana gain speeds are still a function of age, however.
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============================================================================
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Version 2.10 was released on September 1, 1993.
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Changes in 2.10 (from 2.01):
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o Rewritten get/put/drop/junk/donate/give/wear/remove, so that "all" and
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"all.x" work in a much wider variety of cases. Loosely based on code
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sent in by Jeff Fink.
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o "Track" function based on breadth-first search
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o Configurable auto-save feature to automatically crash-save players
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periodically
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o More intense error-checking in object saving system to detect problems
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with file permissions
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o Many configuration options added to config.c
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o Option to make death traps automatically have dump spec-proc assigned
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o ASPELL and ACAST macros added to match the ACMD macros; spells1.c,
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spells2.c, spell_parser.c, and magic.c changed to use the macros.
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o SKILL macro split into GET_SKILL and SET_SKILL macros so that error
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checking can be done
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o Enhanced documentation -- a help entry now exists for every command
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o Linux compatibility, and further steps to SVR4 compatibility which will
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make it into Circle eventually. (Note: you must make a change in one
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line of the Makefile for Linux compatibility.)
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o All functions now prototyped before use
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Jeremy Elson
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August 31, 1993
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=========================================================================
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=========================================================================
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Version 2.01 is basically the same as 2.00; most of the changes are for
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making the MUD more portable, based on mail I've received after the
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release of version 2.00.
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-- Problems with OPEN_MAX and SEEK_x resolved
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-- Some problems with the Makefile fixed
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-- Compiles much more cleanly with the -Wall option
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-- A couple of minor bugs fixed
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-- A few small fixes to the documentation
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July 20, 1993
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--------------------------------------------------------------------------
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CircleMUD was developed and tested under Ultrix 4.0; your mileage may vary.
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If I have time, I'll try and port it to other machines. If you port it and
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want to share your work with others, feel free to drop me a line.
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The CircleMUD 'press release' is included below, in case you haven't seen
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it and want to.
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Good Luck!
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Jeremy Elson aka Rasmussen (Ras)
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July 16, 1993
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---------------------------------------------------------------------------
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Wake the kids and find the dog, because it's the FTP release of
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C I R C L E M U D 2 . 0
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That's right -- CircleMUD 2.0 is done and is now available for anonymous FTP
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at ftp.cs.jhu.edu!
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CircleMUD is highly developed from the programming side, but highly UNdeveloped
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on the game-playing side. So, if you're looking for a huge MUD with billions
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of spells, skills, classes, races, and areas, Circle will probably disappoint
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you severely. Circle still has only the 4 original Diku classes, the original
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spells, the original skills, and about a dozen areas.
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On the other hand, if you're looking for a highly stable, well-developed,
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well-organized "blank slate" MUD on which you can put your OWN ideas for
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spells, skills, classes, and areas, then Circle might be just what you're
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looking for.
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Just take a gander at some of Circle's nifty features:
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-- In-memory mobile and object prototypes and string sharing for
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decreased memory usage and blazingly fast zone resets
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-- All large realloc()s have been removed and replaced by boot-time
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record counting and a single malloc() for superior memory efficiency
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-- Split world/obj/mob/zon/shp files for easy addition of areas; plus,
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all the world files are still in the original Diku format for
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compatibility with existing areas
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-- Boot-time and run-time error checking of most data files with
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diagnostic messages a lot more helpful than "segmentation fault"!
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-- Player mail system and bank
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-- Rewritten board system: boards are now stable, robust, more
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intelligent, and easily expandable -- adding a new board is
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as easy as adding another line to an array
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-- ANSI color codes with a fully documented programmers' interface
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-- On-line system logs
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-- Optional automatically regenerating wizlist -- a final end
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to new immortals constantly asking you when they'll be added
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to the immlist!
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-- "config.c" file allows you to change aspects of the game such
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as playerkilling/playerthieving legality, max number of objects
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rentable, and nameserver usage -- WITHOUT recompiling the
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entire MUD!
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-- All text (help, mortal/immort MOTDs, etc.) is rebootable at
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run-time with the "reboot" command
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-- All players are given a unique serial number -- no more messy,
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time consuming str_cmp()s when you're trying to identify people!
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-- Fully integrated and robust rent/crash system -- allows normal
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renting, cryo-renting, crash protection, and forced rent
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(at an increased price) after an hour of idling
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-- All the standard wizard stuff you're used to: level-sensitive
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invisibility, settable poofin/poofouts, wizline
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-- Advanced 'set' command which allows you to set dozens of aspects
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of players -- even if they aren't logged in! "Stat" also allows
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you to stat people who aren't logged in!
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-- Intelligent 'autorun' script handles different types of reboots,
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organizing your system logs, and more!
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-- Circle comes with more than a dozen utilities, all fully
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documented, to make maintenance a snap!
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-- And much, much more!
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Unfortunately, the original Circle had more than its fair share of Bad People
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when it was alive, but it DID lead to an impressive list of security and
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"asshole control" features:
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-- 3 types of sitebanning available: 'all' to refuse all connections,
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'new' to refuse new players, or 'select' to refuse new players and
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all registered players who don't have a SITEOK flag.
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-- 'wizlock' allows you to close the game to all new players or all
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players below a certain level.
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-- Handy 'mute' command squelches a player off of all public
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communication channels
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-- Handy 'freeze' command freezes a player in his tracks: the MUD
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totally ignores all commands from that player until he's thawed.
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-- Even handier DELETE flag allows you to delete players on the fly.
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-- 'set' command (mentioned above) allows you to freeze/unfreeze/
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delete/siteok/un-siteok players -- even if they aren't logged in!
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-- Bad password attempts are written to the system log and saved;
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if someone tries to hack your account, you see "4 LOGIN FAILURES
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SINCE LAST SUCCESSFUL LOGIN" next time you log on.
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-- Passwords don't echo to the screen; allows 3 bad PW attempts
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before disconnecting you.
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-- Players aren't allowed to choose their character's name as their
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password -- you'd be surprised how many do!
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-- "xnames" text file specifies a list of invalid name substrings
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to prevent creation of characters with overly profane names.
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Listen to all the rave reviews of CircleMUD 2.0!
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"How long ago was that deadline you set for yourself?" -- My Friend
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"NO ONE should be denied the power of computation." -- My Professor
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"Multi-user WHAT?" -- My Mom
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Give it a try -- what do you have to lose other than your GPA/job, friends,
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and life?
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---------------------------------------------------------------------------
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Circle's complete source code and areas are available now for anonymous FTP
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at ftp.cs.jhu.edu (128.220.13.50) in the directory pub/CircleMUD.
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I welcome comments and constructive criticism about CircleMUD and would be
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happy to discuss any design decisions I've made, but I'm not particularly
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receptive to lunatics frothing at the mouth and thus will probably ignore
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you if you flame me.
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Also, remember the odds here: one person (me) against 29,000 lines of
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code (Circle), so there are bound to be some mistakes in there somewhere.
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Good luck, and happy Mudding,
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Jeremy Elson aka Ras
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