Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
tintin++ ogg sound player script for linux
Author: Robert Smith
Submitted by: Vladaar
6Dragons ogg Soundpack
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.4
Author: Vladaar
Submitted by: Vladaar
LoP 1.46
Author: Remcon
Submitted by: Remcon
LOP 1.45
Author: Remcon
Submitted by: Remcon
Users Online
CommonCrawl

Members: 0
Guests: 5
Stats
Files
Topics
Posts
Members
Newest Member
481
3,734
19,366
618
Micheal64X
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » AFKMud Support & Development » C++ Change over questions
Forum Rules | Mark all | Recent Posts

C++ Change over questions
< Newer Topic :: Older Topic > like the title says

Pages:<< prev 1 next >>
Post is unread #1 Mar 12, 2005, 6:24 pm
Go to the top of the page
Go to the bottom of the page

Celestria

GroupMembers
Posts28
JoinedFeb 24, 2005

Not sure if this is the right forum. But I was just wondering if there is an ETA on the new C++ code. Also if area's will be able to be ported easily into the new code so that everything we build now won't be lost.

Thanks
Celestria
       
Post is unread #2 Mar 12, 2005, 8:40 pm
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,643
JoinedJan 1, 2002

There is no ETA as of yet. So basically we're following the philosophy of "it will be out when we think it's ready"

As for areas and such, if you're using the 1.7 code, then areas and pfiles will already be in the formats that code saves them in. Other things such as classes, races, skills, commands, and other data files will still work and will probably not be changing much.
       
Pages:<< prev 1 next >>