Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
parse description bug
Dec 15, 2017, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
Bug in will_fall( )
Oct 23, 2017, 1:35 am
By GatewaySysop
Bug in do_zap( ), do_brandish( )
Oct 18, 2017, 1:52 pm
By GatewaySysop
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Memwatch
Author: Johan Lindh
Submitted by: Vladaar
Users Online
CommonCrawl, Google, Yandex, Yahoo!

Members: 0
Guests: 13
Stats
Files
Topics
Posts
Members
Newest Member
477
3,706
19,240
608
LAntorcha
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » AFKMud Release Announcements » AFKMud 1.4a Released
Forum Rules | Mark all | Recent Posts

AFKMud 1.4a Released
< Newer Topic :: Older Topic > Bugfix/Maintenance

Pages:<< prev 1 next >>
Post is unread #1 Jan 30, 2003, 7:35 am
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

AFKMud 1.4a has been released.

This is a bugfix/maintenance release. Unfortunately, there is no patch file for upgrading to this release. There was a problem in generating one. Needless to say that means you'll have to make your own patches :/

In addition to the code fixes, several areas have been stripped out and the code altered to compensate for this. The result is a VERY barebones mud that has nothing beyond what is absolutely necessary to operate. To maintain a functioning installation of this release, the following area files MUST be kept:

entry.are - This is the character creation process. Rather important
astral.are - Astral Plane. Needed by the astral_walk spell.
void.are - Contains essential vnums for things the code needs, such as death and recall points,
spell components, donation and redemption rooms, and random treasure support. Among
other things. Above all else, this area should never EVER be removed.
help.are - Helpfiles. Reason for this been necesasary should be obvious
alsherok.are - Overland zone support.
eletar.are - Overland zone support.
alatia.are - Overland zone support.

The 3 overland zones can be removed, but ONLY if you NEVER intend to make use of the overland itself.

Some may wonder why we've decided to do this with this release. Well, the answer is simple. We wanted to contribute our codebase, not our world. There was enough of the game included in previous releases to keep from having to develop areas for some time. Not anymore. There's no world to speak of now, so those who download the codebase will be forced to create their own content with it.

Now, with that in mind, the code changes with this release:

Bugfixes:

Fixed several improper calls for index rent. [Samson]
Fixed hotboot to properly re-equip mobs after recovery. [Samson/Tarl]
Fixed APPLY_HITNDAM to be counted for +hit and +dam in RIS calculations. [Samson]
Fixed several places that were breaking -1 hunger/thirst immunity. [Samson]
Fixed the social code in I3 to ignore case on social names. [Samson]
Fixed the misaligned practice command outputs in the interface code. [Whir]
Fixed the random mob check in overland. [Samson]
Fixed rent counts that were skewed with the addition of rentgen. [Samson]
Kludged scribe/brew to accept Word of Recall spells. [Samson]
Fixed runewords in random treasure to keep them from stripping previous rune affects. [Samson]
Skyships can no longer be attacked by random overland mobs. [Samson]

Non-bugix changes:

Output of the slist command has been revamped to be more useful. [Adjani]
Removed the unused max_clan and max_deity settings from cset. [Samson]
Removed unused vnum defines in olc. [Samson] ( Related to the area stuff above )
Helpfiles now loaded as non-hashed strings to optimize the hash tables. [Samson]
Removed extraneous calls to I3_char_login and adjusted the hotboot code to match. [Samson]
Removed the annoying liquid debugger messages. [Samson]
Adjustments to random treasure parameters. [Samson]
Web server code will now list sockets when asked. [Samson]
       
Post is unread #2 Jan 30, 2003, 8:42 am
Go to the top of the page
Go to the bottom of the page

Bajula

GroupMembers
Posts14
JoinedMay 28, 2002

oh yeah forgot, does this mean that if we have some of the old areas (i had 1.2 before) we should not use them? i do want to do a whole new thing anyway, but players are hitting me up to see (might get a few more dl's because of it, this codebase rocks and they will damn well know it heh)
i'd like to have a couple of the old ones for walkthru until i replace em. (i kinda liked the old entry one too heh. with the sitting at the computer bit if i remember correctly) if not no biggie, as i said i want to do a whole new setup. figured i'd ask y'all first. (there may be some others wanting to know the answer to that qurestion too) might be better to say no, while people may redo areas and such, if the continents are already done one tends to want to leave well enough alone.
and hey we all get lazy from time to time.
-baj
       
Post is unread #3 Jan 30, 2003, 12:23 pm
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

No, it just means that if you upgrade you need to be careful when you do it and not just blindly toss the code in like people tend to do. There were far more significant changes between 1.2 and 1.4 than just these minor updates from 1.4 to 1.4a. Major structural changes and such. Updatding a 1.2 would be quite a project if you've done anything of consequence to it. The main improvement is the switch from BFD to dlsym for the command tables and that alone will cause you grief if you aren't watching.
       
Post is unread #4 Jan 30, 2003, 12:51 pm
Go to the top of the page
Go to the bottom of the page

Bajula

GroupMembers
Posts14
JoinedMay 28, 2002

hehe already looked at that, and decided it was all too much and went to 1.4 heh, i was just asking about using the old areas. as i could prolly renumber them and slip em in guess i'll go ahead and do new continents before i am tempted to use the old ones as well
thanks for the reply though.
-baj
       
Pages:<< prev 1 next >>