Lib Discussion => Dead Souls Support => Topic started by: cratylus on September 11, 2006, 06:36:42 am

Title: Dead Souls news
Post by: cratylus on September 11, 2006, 06:36:42 am

This is where I'll be posting updates and news from now on,

because it's just easier on me, plus you can ask questions if

I'm unclear on something.


Title: Dead Souls news
Post by: cratylus on September 11, 2006, 06:57:58 am

Old news:

Old news will remain available at: http://dead-souls.net/news.html

Latest work:

The alpha package and the demo mud now include the

new potion lib object, and potion examples. Visit Oana's

magic shop for a few sample potions. They work by adding

an invisible object to the player, which is removed when the

effect is timed to wear off. The new potion object is /lib/potion.c

and the invisible object is /lib/bonus.c . Oana is 1 south, 1 west

of the Town Clocktower.

The alpha package and the demo mud now also include

mounts and an example of a mount. Ingrid's stable now has

one horse that you can use as a mount. Before you can mount

a horse, you must become its friend with the new "befriend"

verb, like this: "befriend horse". Then you can "mount horse"

and "ride north", etc. If you are done playing with the horse,

you "dismount" and "abandon horse". Ingrid is 3 east,

1 south of the Town Clocktower.

There are probably a few bugs left in the mount system...please

let me know what you find.


Title: Dead Souls news
Post by: cratylus on September 13, 2006, 04:34:58 pm

Well I got tired of certain performance problems so I

moved things around a bunch, and now I'm on a 4-way

server with 4gigs of ram. It makes a world of difference. I'd

been feeling like I was underwater.

However, there's bad news. The new server is UltraSparc,

which is a different architecture than x86, which is what the

demo mud had been on. I don't understand how, but it seems

that the change hosed up user passwords. I hadn't thought

this would happen, since DS2 now uses MD5 hash passwords

from an internal algorithm...but it is what it is.

It means that you'll need to re-create your characters when

you log into Dead Souls Demo. There's a limit to how bad

I feel, since very few people were seriously coding. For those

of you that want access to your old homedirs, send me an

email and I'll fix you up.

For the folks whose muds I was hosting,  just shoot me an email

with a temporary password you want me to use and I'll hook

you back up.

Sorry guys.



Title: Dead Souls news
Post by: cratylus on September 14, 2006, 03:34:40 am
Title: Dead Souls news
Post by: cratylus on September 14, 2006, 07:40:43 am

Hey guys.

Those who know me know that I love a good debate. Probably

*too* much actually! I am not a fan of suppressing opinions,

and often try to elicit them from people I *know* will

unload on me with both barrels...because even though

it's unpleasant, I appreciate honesty and facts.

Not advocating flames here, btw. Talking about forums like

mudmagic and TMC, and the old gjs, where I've traded barbs

with the roughest of them.

What I do have trouble handling is people who are being

ignorant and difficult just to be ignorant and difficult.

That is really, really hard for me to take. People who

do not argue from good faith, or who refuse to acknowledge

fact when confronted with it...this stuff is hard for

me to deal with.

The reason I'm saying this stuff is that it occurred to me

today that I am feeling a bit too imperious. I banned

someone today, and then questioned what it looked like

from the other end. Suppose that person had been honestly

just expressing an opinion, and not being deliberately

oppositional for negativity's sake?

It occurred to me that as lib maintainer, forum admin, and

i3 router admin, it might seem like I'm simply not open

to arguments. And that seriously worries me. I *want* people

to tell me when I'm being foolish, because I'm human, and

so foolish by nature.

I don't want people to think that they can only say happy things

to me, because that's not right.

Fortunately, today people felt free to tell me that I'd

gone too far. I think that's correct, and I thank them for it, and I

want everyone to know that I'm not looking for approval and agreement

from people. Just honesty and reason.



Title: Dead Souls news
Post by: tigwyk on September 14, 2006, 08:42:11 am
Title: Dead Souls news
Post by: cratylus on September 17, 2006, 06:52:55 pm

Dead Souls Demo will be down this evening while I

track down some driver problems. Sorry for

any inconvenience.



Title: Dead Souls news
Post by: cratylus on September 17, 2006, 09:46:43 pm

Dead Souls Demo is back online.

I think I fixed the password problem.

If you had a user on Dead Souls Demo, please try to

login with your old password. I think it should work. If it

doesn't, please let me know.



Title: Dead Souls news
Post by: cratylus on September 18, 2006, 11:35:54 am

Alpha 9 is out, with a new file/function

search system that no longer craps out on extra-big jobs.

Also of note are new race features, and events to do

a daily refresh of the file and function daemon caches.

For those unaware, the "alpha versions" are rough,

pre-release packages that are like the official

release, except they are more cutting edge. That

makes them both fun to try out (which is why I make

them available) but also not really stable to use

for your production mud, because often with new

features come new bugs.

One of the big reasons I'm not doing frequent

public releases, with patches, is that a great deal of

the stuff I'm doing represent compatibility breakers

with 2.1. If I did frequent "official" releases and

upgrades, people would be running into compat

problems continually.

Instead, I'm holding off until I'm more confident that

the big compat busters are taken care of, so that subsequent

releases and upgrades are less painful. The idea is

to have big compat pain just the once.

So, that's the idea of making sneak-peek alphas

available, but not officially supported releases.

Having said that, the alpha releases are more stable

and feature-rich than any lpmud lib you'll find out there,

so when I say they are "unstable", it is purely relative

to what I expect DS official releases to be. So it's

not insane to start a mud with one. It just may be

inconvenient for you down the road.

For information on the big differences between recent

alphas and the 2.1 release, read this:


The alphas are at http://dead-souls.net/code/alpha/



Title: Dead Souls news
Post by: cratylus on September 19, 2006, 01:50:54 pm
Title: Dead Souls news
Post by: cratylus on September 20, 2006, 05:39:07 am

Folks, this is a reminder.

Please make sure you install any applicable fixes listed on the

hotfix page: http://dead-souls.net/hotfix.html

That stuff really is important.

At your leisure, also review the minor fixes page for less important stuff:


Users of alpha libs should not apply fixes from either of these

pages, as the alpha libs include the known fixes and may

be incompatible with the older fix files.



Title: Dead Souls news
Post by: cratylus on September 27, 2006, 08:29:42 am

Dead Souls 2.1.1 has been released today.

It is just a bugfix release. The neat new stuff

is still in alpha, and not released to "production".

2.1.1 contains the hotfixes and minor fixes

that have been released to date. The only super-new

fix is the chat.c replacement, so 2.1.1 can

be considered a stable, bugfix release.

For specifics, read the 2.1.1 section of

the release notes at http://dead-souls.net/RELEASE_NOTES

NOTE: If you have installed 2.1 and added the minor

and hot fixes, you DO NOT need to upgrade to 2.1.1.

2.1.1 is 2.1 + (minor fixes + hotfixes)



Title: Dead Souls news
Post by: cratylus on October 28, 2006, 06:58:06 pm

Dead Souls 2.1 Alpha 11 is now avaliable.

This is not a general release. It is only for daring souls

who want to be on the cutting edge of DS development,

or those who really really need some of the new features.

For the most part, a11 is under-the-hood stuff. There are

no fireworks this time out.

URL: http://dead-souls.net/code/alpha/

Major changes:


- Fixed bug in router code that created problems when muds

  originating from the same ip connected and reconnected.

- Added commands: files, doctool, showfuns, createfix, findfun,

  pk, find, chanremove, chancreate.

- Got rid of confusing null long desc on doors when initfixed or reloaded.

- Got rid of a null error message in reply command when the target

  is missing.

- Fixed problem in help daemon that prevented race help from displaying.

- Revolvers reimplemented.

- Driver options now output verbose warnings about inherited function

  conflicts and unused variables if you use local_options.debug at

  compile time.

- Eliminated various function conflicts in lib files.

- true() and false() now can take any number of arguments, and always

  return 1 and 0, respectively.

- Fixed bug in "home" command.

- mudos.cfg now has a time to swap value of 0, to disable

  swapping. I've seen now more than one driver crash due to

  a swap bug, and I'm not sure what the problem is, so until I do

  know, swapping will be disabled by default.

- Added RELOAD_D for objects that need to somehow get

  themselves reloaded without incurring recursion problems.

- ROUTER_D now resets every 25 hours or so.

- The banish command now has an "-s" option to banish offensive

  substrings from names.

- Corrected problem in addraces command that distorted which races

  could be used by players.

- Modified make_workroom so that newbie creators who hose their

  workroom can "restore workroom" without first having backed it up.

- Fixed bug in snoop command that caused bizarre situation when

  snooping yourself using your capitalized name.



Title: Dead Souls news
Post by: cratylus on November 07, 2006, 03:12:44 pm

Hiya folks,

I've released a public domain version of Dead Souls

based on the 2.1.1 release.

It is Dead Souls II, and you can read more about it here:




Title: Dead Souls news
Post by: cratylus on November 21, 2006, 08:02:18 am

Alpha 16 is out. As usual, you can check out the notable

changes on the release notes: http://dead-souls.net/RELEASE_NOTES

Please be aware that the groupmod help file contains an error, and

should read like this:

 Syntax: groupmod [-a|-r] GROUP NAME

               groupmod [-c|-d] GROUP

For the curious, this is the help text for the groovy new mudconfig command:

Modifies various system settings.


mudconfig autowiz [ yes | no ]

mudconfig locked [ yes | no ]

mudconfig justenglish [ yes | no ]

mudconfig justhumans [ yes | no ]

mudconfig encumbrance [ yes | no ]

mudconfig pk [ yes | no ]

mudconfig compat [ yes | no ]

mudconfig retain [ yes | no ]

mudconfig maxcommands [ yes | no ]

mudconfig defaultparse [ yes | no ]

mudconfig disablereboot [ yes | no ]

mudconfig maxip <max connections per IP>

mudconfig monitor <monitoring level, 0 to 2>

mudconfig newbielevel <max newbie level>

mudconfig offset <offset from gmt in seconds>

mudconfig extraoffset <offset from GMT in hours>

mudconfig resets <interval between resets>

mudconfig router [ on | off ]

mudconfig startroom <filename of start room>

mudconfig intermud [ enable | disable | restrict | unrestrict | reset ]

See also: admintool

The convenient part is that it not only changes the

config file, it also reloads the appropriate subsystems in order to

make the changes take effect immediately (where applicable).



Title: Dead Souls news
Post by: cratylus on November 28, 2006, 01:36:22 pm

I've added RCP support to Dead Souls. That means that

applications that use the "Remote Creator Protocol" should probably

work ok.

Of course, there are only two I ever heard of, but hey.

This basically allows you to edit files on your mud

as if they were local files, without having to use ed or ftp.

If you want to give it a test drive, the files and instructions are

in alpha 17. I Don't recommend trying to back port stuff to

16 from 17, because I had to change quite a few things to

get this thing to work. You'll need to install alpha 17 for this to work.

It's a sneak peek, and probably still buggy, but worth a

look, for the adventurous.

For more info:


EDIT: To clarify, what this means is that you log into your UNIX computer,

then you issue the creremote command. That command connects you

to your mud, whther it's on that computer or on another one. You can

then use your favorite UNIX editor like gvim to edit mud files, and the

changes magically appear on the mud, even though you never telneted in.

Unfortunately, you can't do this on Windows. The Windows creremote

client doesn't seem to work.



Title: Re: Dead Souls news
Post by: cratylus on December 20, 2006, 10:28:14 am
Hey guys,

This is just a reminder, especially for the newer
folks livening up the intermud channels.

The default Dead Souls intermud channels are ds and dchat.

The traditional uses of those channels are:

ds: Limited profanity (PG-13 maximum), and topics should
be related in some way to Dead Souls mud, Dead Souls lib,
running them, getting them running, code questions, etc.

dchat: Limited profanity (PG-13 maximum), and topics
are not restricted (except for topics whose content is
patently R-rated and above). This is a good place to discuss the
relative airspeed of the African swallow carrying a coconut.

There are other channels, some of which are designed for
offensive language and topics. You can read up on them
on the following URL's:



Title: Re: Dead Souls news
Post by: cratylus on December 26, 2006, 06:51:26 pm
Dead Souls 2.1 Alpha 19 has been released.

Alpha releases are special, bleeding edge versions intended only for those
adventurous folks interested in trying out the latest, grooviest Dead Souls

If you're running a regular, production mud on a stable version of Dead
Souls, such as 2.1 or 2.1.1, you can safely ignore this release.

DS 2.1a19 includes the long-awaited passive-mode compatible ftpd. For
more info on this eagerly anticipated functionality, please read the following links:


For more info on what the alphas contain, see: http://dead-souls.net/RELEASE_NOTES

And finally, you can pick up your very own copy here: http://dead-souls.net/code/alpha/


Title: Re: Dead Souls news
Post by: cratylus on December 29, 2006, 10:37:03 am
Okie, it's been three months since the last stable release,
and I'd like to share some thoughts on how DS development
is going.

There's nothing dramatic being announced, this is just
a progress report. You can safely ignore this post if you're
not particularly interested in alpha development. If
your interest exists, but it is minor, you can skip to
the SUMMARY section below.

First off I'm tickled pink at how stable 2.1.1 is. I'm
acutely aware of the things it has that need fixing (because
I'm fixing them!), but as a product-in-itself, it is
proving to be a solid foundation for a mud, and I'm just
delighted to see people getting use out of it.

There are a couple of things I mean by "stable". First is that
it'll take a beating and keep chugging along (the current
uptime for Dead Souls Arena is 12w 2d 21h 42m 3s). There's
also the fact that it has needed very few critical updates.

The alpha branch is just as stable in the "won't crash"
sense, but its been unstable in the "oops I need to fix this
bug I just introduced" sense. My focus for the next major
release is the inclusion of large new systems, some of
which are mostly-implemented in alpha. With big new
systems come big new bugs. I don't want newbies dealing with
big new bugs, getting the impression that DS is too
much in flux...so the alpha branch has been where I play and
build away from people not wearing safety gear.

However, the alpha branch is now getting much closer to beta.

I'm not at the point where I would encourage
people to *change* from stable to alpha, but I am at the
point where I can comfortably say that a new admin does
not risk extra pain from choosing alpha over stable.

For that reason, the alpha branch will now be a
prominent option for download on the Dead Souls site.

I will be changing the alpha branch minor version
number. Since odd numbers have traditionally represented
"alpha", I'll be skipping 2.2 and starting to name
the public alpha releases at 2.3. I believe that the
differences between 2.1.1 and the alphas are sufficiently
large ( see http://dead-souls.net/RELEASE_NOTES ) to
warrant the leap.

Major changes since 2.1.1:

- Many system options can be done efficiently with "mudconfig".
- Races have new options and parameters.
- Passive mode ftpd works, so you can ftp to the mud even if
you're behind a firewall.
- Default parsing ("put key on table" instead of "put my
first silver key on the second wooden table") works.
- Word matching ("za di" instead of "zap dirk") works.
- Non-verbal exits ("north" and "cabin" rather than "go north"
and "enter cabin") work.
- Extremely useful new commands for finding information:
findfun, showfuns, find (for files), and added recursive functionality to grep.
- A large number of other improvements listed in the release notes.


- While superior in features and function to 2.1.1, 2.3 alpha
is not perfect. That's why it's "alpha", not "gold".
- Mounts are *not* complete as of a1.


- Dead Souls 2 alpha branch development goes well.

- There will be a minor version change on alpha from 2.1aX to 2.3aX.

- 2.1.1 admins are not yet encouraged to make a switch.

- New DS adopters are encouraged to try alpha:


Title: Re: Dead Souls news
Post by: cratylus on January 19, 2007, 04:00:12 pm
There's a new system for upgrading DS muds.

I want to move away from the "put patches on the website" model. This made people
unhappy before, and it was rather tedious for me as well.

I've therefore developed a basic "live upgrade" system. Starting with 2.3a5, Dead Souls
muds can now download upgrades directly from a designated server. For example,
if you want to get all your files up to date, you'd type:

liveupgrade all Dead Souls

And your mud will try to download all available upgrades from Dead Souls. This
assumes that your mud is on the intermud router, else the mud authentication
won't work.

It's a new system, and it's not as robust or elegant as I want it yet. However, this is
a new way of doing things that I'd like to try, because it has the potential of doing
away with the continual revision releases, and that's less work and more fun for everyone.

What this also means is that if you've been holding off on an upgrade to the alpha,
this is a good time to do it. Since I'm planning upgrades to be online, I don't expect to
put out any more alpha releases. If the liveupgrade system turns out to be unworkable
for this, we may go back to the old way, but for now, my plans are to avoid anything
but minor and major version releases.

I'll be putting together full docs for liveupgrade, hopefully over the weekend. For the
curious, the command "help liveupgrade" should be enough to get going.

To download the latest (and hopefully last) 2.3 alpha, use
this link: http://dead-souls.net/code/dead_souls_alpha.zip

If you've decided you're going to take the plunge from an
earlier version, you can use this patch:

As always, back everything up, read the instructions carefully, blah blah, yadda.


If you're already at 2.3a1, and don't want to do the massive changes in the
2.0r21 to 2.3a5 patch, you can use the smaller 2.3a1 to 2.3a5 patch. It is
available here: http://dead-souls.net/code/patches/dspatch_ds2.3a1_ds2.3a5.zip
Follow the same instructions as in the 2.0r21 to 2.3a5.
Title: Re: Dead Souls news
Post by: cratylus on January 23, 2007, 12:21:23 am
The online update system seems to work relatively well.

The only drawback is that for version 2.3a5, you need to have your own oob port
available from the outside.

Your oob port will be 5 more than your mud port, so if your mud port is 6666, your oob port is 6671.

Make sure that port can be accessed from the outside.

After you install 2.3a5, do this to upgrade to the latest version:

go down
go south
cd /secure/upgrades/txt
rm list.txt
cd /secure/upgrades/files
liveupgrade all Dead Souls  (give it a minute for the new list to download, then do it again. If you get a token error, just keep trying.)
liveupgrade all Dead Souls (wait for all the stuff to finish scrolling by)
liveupgrade apply
shutdown now

As of this writing, the current version is 2.3a7. This fixes some bugs in the liveupgrade
system, and also fixes the flashlight and church elevator button problem.

If you run into problems, please post here on the forums. My availability on
the ds channel will be limited for a couple of days.

Title: Re: Dead Souls news
Post by: cratylus on February 15, 2007, 10:02:51 pm
2.3a10 "Warthog" is now loaded on the liveupgrade server and is available for folks to upgrade to.

As the name implies, it's still a little ugly around the edges, but it's powerful and agile (finally)
when it comes to heavy duty sockets work.

Some key improvements over 2.3a9:

1) liveupgrade system is more efficient and a tad faster.

2) the intermud router is now much more stable: security fixes (thanks, Tricky!) and bug fixes have been
implemented to deal with stuff that used to be able to bring the router to its knees. Additionally,
the sockets/connection code has been abstracted from the rest of the router, so that changes and
updates don't automatically mean everyone has to get booted off.

3) intermud mail works. Dead Souls is as of now the only lpmud lib (that I know if) that has a working
implementation of i3 mail. It's fairly pointless, as regular email is just as (if not more) convenient to
use, but it's one of those loose ends that has always bugged me. To send i3 mail to someone, their
mud must be running 2.3a10 or higher (duh) and their oob port must accept connections. oob is
5 higher than your telnet port, so if their telnet port is 6666, their oob port will be 6671. To enable
your oob port, type:

mudconfig inet enable
mudconfig oob enable

4) Various and sundry minor fixes here and there.

As you can see, much of Warthog is plumbing and networking. Some details, such as i3 mail
retrying bad email addresses forever, will be worked out in future releases. For those who
want to play around with new features early, here they are. :)


PS to recap upgrading instructions:

go down
go south
cd /secure/upgrades/txt
rm list.txt
cd /secure/upgrades/files
liveupgrade all Dead Souls  (give it a minute for the new list to download, then do it again. If you get a token error, just keep trying.)
liveupgrade all Dead Souls (wait for all the stuff to finish scrolling by)
ls (to see if there are files downloaded)
liveupgrade apply
shutdown now
Title: Re: Dead Souls news
Post by: cratylus on March 06, 2007, 01:34:34 pm
I'm releasing 2.3a13 today, and I reckon it's as good a time as
any for another fireside chat. For the impatient or indifferent,
this is a summary of the information I'm releasing:

* Dead Souls 2.3a13 is available for download at http://dead-souls.net/code/alpha/
* The code is loaded on the Dead Souls update server as well.
* The main changes are to the update system. The default now is
  http, not oob. See http://dead-souls.net/RELEASE_NOTES
* This new release also features fixes and enhancements to the router
  code and to the IRN implementation.
* I am almost done mucking around with LPC sockets code, and this
  makes me happy, as I will be able to start concentrating on code I like.
* Dead Souls admins don't need to understand or even look at router code.

The rest of this post will be boring unless you really care about network code.

Ramble 1: router code

    There's an important thing that I've forgotten to make clear to
Dead Souls admins. There's been a lot of talk lately about router code
and what not, and you may be under the impression that this is somehow
relevant to what you want to accomplish.

    For the most part, "router code" talk has no bearing on your
use of intermud. You don't need to operate a router, you don't need to
understand its code. I invite you to examine it, of course, but the
point is that there's a relatively small group of people who understand
the router code and actually use it and mess with it. The vast majority
of DS admins can happily ignore router talk, except when the subject
involves new connection information, which of course you should note
for your intermud *client*, but has nothing to do with your router code.

    In short, you can completely ignore the contents of /secure/daemon/i3router.

    Having said that...

    I am happy and proud to present in this version of Dead Souls an
intermud router implementation that is extremely easy to use, trivial
to set up, and simple to manage. A proper faq-style doc will eventually
appear, but for those curious to play around, you can set up your
own router with the "mudconfig" and "router" commands.

    As I've said elsewhere, I'm not going to be spending much time supporting
the router code. It's about as simplified as it gets, and I'm just not
up for running tutorial sessions on the vagaries of sockets code and
i3 specs. Folks lacking the requisite skill set in LPC should
find other toys to play with.

(If the two previous paragraphs seem contradictory, try this translation:
"It's way hella easier than it used to be and works way hella better,
but you still need to know what you're doing.")

    One of the reasons I'm distributing this code is that I want to
make it posible for people to do what I did: identify a failure or shortcoming
in an existing i3 router, and DIY. If an asteroid wipes out the current
i3 routers, people now have the ability to not only set up their own router,
but also set up router networks using the new Inter Router Networking code.
The IRN lets routers talk to each other, so that it doesn't matter which
router you physically connect to, you see everyone on the other routers too.
And if one node on the IRN fails, all you need to do is connect to a
working router node on that IRN, and it'll be exactly like home.

    This isn't vaporware, either. The *i4 and *yatmim routers are peered
in this way. You can switch your connection to either one, and see no
difference in who's connected, whom you can mail, talk to, etc. And the
software that lets this happen is included in Dead Souls 2.3a13 (it was
in a11 as well, but in much more primitive form).

    At this time, I'm not foreseeing expanding the i3 IRN network
beyond *i4 and *yatmim. The two routers are adequate in terms of
the current network load, and the mitigation of SPOF they provide. If
a need arises for a third router, I will make discreet inquiries, but
for now, there is no need.

    As to *adsr, while Arren@Anarres II has indicated some interest
in a "greater i3", I'm not seeing anything that encourages me to think
that her software and/or network policies would be compatible with the
current i3 IRN. I'm keeping an open mind, but as of now, I don't see anything
there I can make firm plans on.

Ramble 2: liveupgrade code

    When I took it over, Dead Souls had no OOB support. OOB
is "Out Of Band", and is a kind of intermud communication. When you
send a channel message, or a tell, it is "in band", meaning that
it travels through the router.

    OOB communication happens mud-to-mud, not across the router. The
router is used for authentication between muds, but the data does
not pass through the router.

    OOB is not *really* about privacy. Using OOB you can avoid having
your data pass through the router, but that doesn't really mean it's
"secure" now. It's still plaintext, and can be snooped by people along
its path, and besides, an evil router admin could spoof you and trick
you into talking across the router anyway.

   No, OOB isn't about security so much as it is about lightening
the load on the router. Sending mail and sending files, for example, is
intended to be OOB not because mail will be secret on OOB, but
because it's bulky data that doesn't need to clog the router.

    Intermud mail had been on my wishlist for a while, and I needed
to implement OOB on DS to get it working. While daydreaming one day it
occurred to me that it might be fun to set up a live patching system
that used OOB. This would solve the problem of people screwing up
patches, and it would help me understand and implement OOB in preparation
for the intermud mail implementation.

    And so "liveupgrade" was born. It works ok, too. Client muds request
updated files from the upgrade server, and they get them, and I've yet
to hear of someone's mud getting screwed up because of it. I learned
all about OOB and leveraged that understanding so that now DS has
intermud mail (it does! try it!).

    Mission accomplished!

    Sort of.

    The problem is that OOB is horribly inefficient for the task I
set it to. If you've ever done a liveupgrade you understand what I mean.
I had a lot of fun forcing things to work in a way they weren't meant to,
but the outcome is a process that isn't fun at all. It's slow
and it's vulnerable to network interruptions.

    As if that weren't bad enough, now that IRN is a reality, using i3
for upgrades, even as OOB, is more of a security hazard than it is
an administrative asset. It wouldn't be super easy for a hostile
router on the same IRN to spoof you and send a trojan...but it's not
beyond the realm of possibility.

    For that reason, the old liveupgrade system is deprecated. You can
still use OOB upgrades by specifying the -o flag to the liveupgrade
command. But the New Way is http to dead-souls.net.

    It works, it's efficient, it's insanely fast. Because no i3
authentication happens, it's immune to a hostile intermud network.

Ramble 3: Whew!

    At the risk of jinxing myself, I think I see the light at the end
of the tunnel. I'm not a network code guy, you see. Developing the
IRN, perfecting the liveupgrade system, getting the base router code
to be more stable...these weren't the things I set out to do when
I picked up DS maintainership. That stuff makes DS better...ok fine.
But it's not really my bag, and I've spent so much time on them that
I'm just sick of it.

    Presumably there are still bugs here and there in the network
stuff that need fixing, and I'm not saying that I'm going to ignore them.
I'm just expressing happiness that at last I can concentrate on the
core lib stuff I want to.
    So, that's it for now. I'm going to start focusing on the
next stable release. Please let me know what bugs you find in this alpha!

Title: Re: Dead Souls news
Post by: cratylus on March 09, 2007, 09:21:28 am
Just to let you know I've updated the page http://dead-souls.net/articles/patches.html with
current information on upgrading, and what to do if a liveupgrade gets messed up.

Please take the time to review that page before upgrading between versions.


Title: Re: Dead Souls news
Post by: cratylus on March 16, 2007, 02:03:24 pm
Dead Souls 2.3 alpha 20 is now out and the liveupgrading problems I have found are fixed.

You should now be able to liveupgrade again.

Please see this URL for more details: http://dead-souls.net/upgrade.html

As usual, the full distribution package is also available: http://dead-souls.net/code/alpha/

Please let me know what bugs you find.

Title: Re: Dead Souls news
Post by: cratylus on March 22, 2007, 12:44:57 pm
Dead Souls 2.4.1 has been released. Woot!

Please use the install faq for download link and instructions:


If you are already running a previous version of Dead Souls,
you can upgrade depending on your current revision.

If you're running Dead Souls 2.1 or higher, you can
apply the manual patch. It comes with instructions on
how to install it. The download link is:


The patch will work for 2.1, 2.1.1, as well as 2.1 and 2.3 alphas.

If you're running 2.3a5 or higher, you have the additional
choice of being able to use liveupgrade. Depending on your
revision level, you may have to perform the liveupgrade
more than once.

If you're running 2.0r30 or below, there is no upgrade
available. The 2.0 series have incompatibilities that
make a clean reinstall a more reasonable solution. If
this is a problem, contact me and we'll go over your

Dead Souls 2.4.1 is definitely worth the upgrade, and you
guys should know me well enough to know I don't goof
around with such claims. In terms of usability, powerful
tools, and bugfixes, you'll be much much happier running
on this stable version than on the older one.

So, enjoy, have fun, and as usual, please let me know
what needs improvement!

Title: Re: Dead Souls news
Post by: cratylus on March 24, 2007, 03:47:03 pm
Just wanted to highlight something about the new release.

When I work on DS, I sometimes make the erroneous assumption that people
regularly follow along with http://dead-souls.net/RELEASE_NOTES to see what's new.

Some recent conversations have made me realize that some folks don't
know about great new improvements in the distribution.

I would like to take a moment here to describe some of the key new stuff
that makes DS 2.4.1 such a step forward.


Ok it's kind of petty, but mounts are something I've been wanting
to do for a while and I've finally got to it. Mounts work and can be used to
carry you and your stuff safely around. You'll need to "befriend" a mount
before riding, but once yours, only someone more charismatic can steal
your animal.


For years people have complained about MudOS's "Natural Language Parser".
I got used to it long ago, but a lot of folks can't stand having to
type out:

"give the second book to the third knight"

And to make things worse, if you happened to be carrying
two keys and typed: "drop key", the parser would stop on an
ambiguous input error. You *had* to type:

"drop first key"


"drop a key"

Well, friends, no longer. Dead Souls 2.4.1 now properly
handles default first objects, so that if you have two keys,
"drop key" will drop the first one, no further questions asked. If
you want to put a key on a table in a room with multiple tables,
just "put key on table" will do the trick.

As to ordinals, Dead Souls 2.4.1 will now accept old-style
ordinals. For example, instead of "give the second book to the third knight"
you can now:

"give book 2 to knight 3"

Oh but wait, it gets better! Tired of having to spell out long
commands and names? Your dark days of spelling things out completely
are over. Dead Souls 2.4.1 supports shortest unique command and
shortest unique name matching, so you can even type:

"gi boo 2 to kni 3"

But wait! There's more! Many common commands that require a
preposition have been reworked to allow for caveman talk, so you
can reduce your gruntspeak further to:

"gi boo 2 kni 3"

And for those perverse among you who enjoy Diku style ordinals,
even you have been thrown a bone. Your heart can wrap itself contentedly
around this fully functional command line:

"gi 2.boo 3.kni"

Of course, if you couldn't care less which knight gets which book:

"gi boo kni"

MudOS purists out there might be contorting themselves in throes of pain
at these back-compat mods, but in the end, I do not answer to the elite.
I answer to the DS2 community. You have asked for simplified parsing,
and Dead Souls 2.4.1 is my answer.


Mud config:
There is a new command called mudconfig which
makes admin life more convenient. With mudconfig
you can use one command line to, for example,

mudconfig defaultdomain /domains/foo
(make foo the default for the mud, where noobs log in, etc)

mudconfig intermud restrict
(set it so only members of the INTERMUD group can use intermud)

mudconfig autowiz on
(make it so new players can choose to become creators)

mudconfig inet enable
(enable the startup of the inet services daemon on boot)

There are dozens of mudconfig subcommands that help you manage
the mud's configuration without having to hunt around the
lib for the appropriate config files.

Group modification:
Another handy new command is groupmod, which
allows you to quickly and easily add and remove groups,
as well as add and remove members from groups. When
you have a growing list of creators and restricted
intermud, for example, this is simply invaluable.

Files and functions:
Sometimes you need to know where an lfun is defined. You
know an NPC has eventDie() defined, but is it in more than
one lib file? To know, use the command:

findfun eventDie

And a list of lib files that define eventDie will be displayed.
Note that this is superior to just running grep. Grep will
tell you where the function is in any given file, sure, but it
won't distinguish between calls and definitions. The findfun
command is just about telling you where the function is defined.

Perhaps you need to know what *else* is defined in /lib/npc.c.
To know the functions, their types, and arguments, just type:

showfuns /lib/npc

And you will receive a list of the functions defined in that file,
with the relevant details.

Perhaps you suspect that there is an npc file you've misplaced,
and you just can't find it anywhere. You can use the find command
to locate files by name. To find where the heck you put
cavetroll.c, you would type:

find cavetroll

And the command will return to you a list of files that contain that string.

Another neat thing in the latest stable release is that thanks to
the contribution of Nimrod, grep can now be used recursively.

These are some of the major new fun things in the stable release.
There are TONS of bugfixes and tweaks that I won't spend time on
here...you can go through the RELEASE_NOTES yourself and see. But
this post should give you a clearer idea of some of the swell
benefits to upgrading.

Title: Re: Dead Souls news
Post by: cratylus on April 24, 2007, 03:50:40 pm
Dead Souls 2.4.2 is now available. Note that this release contains some very important
security fixes, and all users at 2.4.1 and below are strongly urged to upgrade asap.

For information on upgrading, type: help liveupgrade

For various details on this release, visit: http://dead-souls.net/RELEASE_NOTES

Please note that I want to give people a chance to upgrade before I divulge the
details of the security fixes, so please don't even ask :)

However, if you have creators on your mud, it's vital to upgrade to prevent
a possible elevation of privilege exploit.

As always, please let me know discreetly if you find a security bug, so I can put
out an update that people can apply. Thanks!

Title: Re: Dead Souls news
Post by: cratylus on April 25, 2007, 06:16:57 am
The new release does have a problem with storerooms.

Unfortunately, the security issue forced my hand a bit and I had to
release before I really wanted to :(

Basically the problem is that the "don't step on each other's id" code
is pretty cpu intensive, and a room with lots of stuff in it will tend to
make things choke.

To work around it, look for this line in /lib/props/id.c:

Code: [Select]
inv = deep_inventory(env) - ({ this_object() });
And below it, add:

Code: [Select]
if(sizeof(inv) > 30) return;
Or use the liveupgrade commands:

liveupgrade all
liveupgrade apply

Title: Re: Dead Souls news
Post by: cratylus on October 12, 2007, 12:31:30 am
To deal with various install issues, a bugfix release of DS alpha is now available
at http://dead-souls.net/code/alpha/

The following install problems have been addressed:

- The mud will no longer hang at boot on an absolute_value() error on 64-bit Linux.

- The compile will no longer puke and fail on malloc.c on some versions of Linux.

- The mud's timekeeping is no longer rendered useless by the new Linux libc ualarm behavior.

Unless folks find showstopper bugs with this release, these fixes will be retrofitted
onto the stable 2.4.x branch in the next few days. In the meantime, if newcomers have Linux
install problems, feel free to direct them to the alpha branch.


Title: Re: Dead Souls news
Post by: cratylus on October 12, 2007, 09:45:16 am
The Linux retrofit is now complete.

Dead Souls 2.4.4 and Dead Souls 2.5a13 now contain driver and lib
code that get around the weird problems experienced by users of
newer versions of Linux distributions.

As always. please let me know what I've screwed up.


Title: Re: Dead Souls news
Post by: cratylus on October 16, 2007, 01:16:57 pm
The Dead Souls alpha branch now sports the shiny new FluffOS driver source,
courtesy of the Discworld team (Thanks, Wodan!).

I'd like to give this a little time on Alpha before I make it
default on the production branch. I also want to hold off
a bit on creating a Win32 binary.

But for folks on Unix or other platforms that can compile
C code and don't mind being on alpha, starting in Dead Souls 2.5a14 you can now use
the bundled FluffOS source rather than MudOS. So far it's
worked fine on x86 and SPARC Solaris, as well as 32-bit and 64-bit Linux.

There are still plenty of things to test however. Please let me know
right away if you run into problems.

As always, the alpha distribution is available here:


Title: Re: Dead Souls news
Post by: cratylus on October 24, 2007, 10:10:39 pm
Dead Souls 2.5a16 is now out: http://dead-souls.net/code/alpha/

The migration to FluffOS naturally had lots of little
snags to be shaken out, and a16 is the result of
nailing down those pesky little troubles.

The main downside is that the Windows version is
back to being MudOS. The FluffOS Win32 exectutable
isn't really yet ready for prime-time.

On the plus side, a16 includes Shadyman's work
on the IMC2 client originally written by Tim@TimMUD, and now
Dead Souls muds starting in ds2.5a16 automatically connect
to the IMC2 network and can chat there with channels like
ichat and pchat.

NOTE: I'm unaware of the rules for those channels. Though
I poked around to find them, I didn't see anything explicitly
saying what's ok and what's not ok, so please try to follow the
local habits and conventions.

Title: Re: Dead Souls news
Post by: cratylus on October 31, 2007, 09:04:57 am
Dead Souls 2.5a19 is out, and has some fun new stuff: http://dead-souls.net/code/alpha/

Experimental vehicle support has been added. A simple hoverpod and a
reconnaissance mech have been included to demonstrate some of the
basic functionality of the vehicle system I'm developing. It's by no means
complete, but it's functional and should give folks an idea of the
direction DS is going with vehicles.

Also new is dice rolling support (see /domains/town/obj/d20.c and d6.c ).
You can do stuff like "roll dice on table" or "roll 3d20" (assuming you have
three or more twenty-side dice).

The FluffOS compatibility issues have been addressed on both the
UNIX and Windows sides, so whether you're on single/multicore, New/Old Linux libs,
or 32/64 bit procs, things should run great.

As usual, let me know what I hosed up. More details on what's new
are on the release notes page, as always: http://dead-souls.net/RELEASE_NOTES

Title: Re: Dead Souls news
Post by: cratylus on November 05, 2007, 08:00:10 am
The stable branch of Dead Souls now uses FluffOS.


This move improves the likelihood that new adopters
of Dead Souls will experience success in their installs.

Please note that if you are already running DS on
MudOS, FluffOS doesn't really do anything for you.

You should not feel like you have to migrate, though
if you do want to do so, it should be no problem to compile the
FluffOS source that comes with 2.4.6 and use the
resulting binary instead of MudOS.

Title: Re: Dead Souls news
Post by: cratylus on November 05, 2007, 09:54:07 pm
Dead Souls 2.5a21 is out and has an interesting new feature: boobytraps.

The way they work is split into two separate objects:
1) The tangible trap object
2) The trap shadow

For example, you can:

goto /domains/campus/room/start

clone /domains/town/obj/needle_trap

boobytrap door with trap

And now the door in the reception room is boobytrapped.
The next person to open it will get jabbed with a poison
needle. It's not powerful poison, so you can open it for
yourself and see. Type:


And you'll see your poison level has increased by 10.
You'll take a little damage as time goes on, until the poison wears off.

You can boobytrap pretty much anything. The way it
works is that your boobytrap object is linked to
a boobytrap shadow. When you boobytrap something,
that tangible object goes away, and the shadow
wraps itself around the target, waiting for it to be
activated in one of the ways it is programmed to
respond to.

You set the triggers with the SetTrapType() directive...
for example
Code: [Select]
Makes it so that the trap is activated when someone
tries to open the door, but not close it. To add closing
as a trigger, you'd use

Code: [Select]
Other flags are available, such as if you want the trap
to trigger when someone tries to steal an object from you,
or get an object, etc. The list of trap flags is in

To customize a new trap, copy /shadow/needle_trap.c to
/shadow/something_else.c and change the SpringTrap()
function to do something that suits you...maybe
explosions, maybe a cute and fluffy bunny. Then copy
/domains/town/obj/needle_trap.c to something else,
and customize it so it points to your new trap shadow.

A two-object trap system probably seems complicated,
but it provides a great deal of flexibility in terms
of what the traps can do.

Boobytraps can be detected by searching suspected objects.
When you set a boobytrap, your coordination, concealment
skill, and luck are checked to establish that trap's
difficulty level for someone else detecting it. If you
are not very adept at the task, the trap will be easily
spotted. Try boobytrapping the door again, then type:

search door

It is easier to spot a trap than it is to set one, so
it requires a highly coordinated and concealment-skilled
individual to set a trap that doesn't show up in a search
of an object.

If a trap is spotted, you can try disarming it. Try:

disarm door

Your intelligence, luck, and coordintion are checked
against the trap's difficulty level. The results, as
with any disarming exercise, *may* be misleading
depending on your level of wisdom.

And, as with any disarming exersise, you may accidentally
trigger the device in the process.

All in all, it's a fairly involved system, and it's
not yet complete. I'm planning on adding wear/wield
triggers and so forth. Right now it's mostly proof-of-
concept, as someone brought up this idea, and it tickled
my curiosity as to how I'd get it done in DS. However, as
far as I can tell, it works pretty ok, so I'm sharing it.

As usual, please let me know what I've screwed up.

Download: http://dead-souls.net/code/alpha/
Release notes: http://dead-souls.net/RELEASE_NOTES

Title: Re: Dead Souls news
Post by: cratylus on December 27, 2007, 02:00:25 pm
Dead Souls 2.6.1 is now out: http://lpmuds.net/downloads.html

It is the current stable release, and contains some minor fixes
for 2.6. For details, see: http://dead-souls.net/RELEASE_NOTES

Dead Souls 2.6.x represents the stability of the old 2.4 plus the
groovy new stuff from 2.5.

If you're currently on 2.6, you can use the liveupgrade command
to upgrade to 2.6.1:

1) Back up your mud
2) Type: liveupgrade all
3) Wait for the downloading to complete
4) Type: liveupgrade apply
5) Wait for the update to be done.
6) Reboot the mud


PS As of today there is no alpha release. At some point soon I'll
be developing a 2.7 alpha branch on which to test my current
focus: multi-room vehicles, vehicle combat, and limited world persistence.

Title: Security update
Post by: cratylus on January 07, 2008, 09:46:10 am
Dead Souls 2.6.2 contains an update which addresses
a security flaw. Please back up your Dead Souls muds and
perform a liveupgrade to take advantage of this fix.

I'd like to avoid making public the details of it until
folks have a chance to update, so please don't ask
me to make it public yet, and please don't divulge the
details if you come into the information.

If you cannot perform a liveupgrade but want to address
the problem, send me a tell on intermud and I'll fill you in
on how to mitigate it on your own.

Sorry for the inconvenience, folks, but at least you know
I'm on top of fixes right away when something like
this comes up.

Title: Re: Dead Souls news
Post by: cratylus on February 18, 2008, 06:14:01 pm
Dead Souls 2.7a9 has been released: http://dead-souls.net/code/alpha/

It includes the three big updates in the alpha branch:

1) packaged with FluffOS 2.9
2) CreWeb for web-based file editing (see http://dead-souls.net/ds-admin-faq.html#132 )
3) A new player position: builder (see http://dead-souls.net/ds-admin-faq.html#133 )

Builders can use the QCS and various other wiztoys, but they cannot
access LPC code directly. They're allowed to create stuff in their /estate
dir, but they remain players and are meant to benefit very little from
what they create. For example, items they create are worthless in shops.
It's very hard for them to kill their npc's, and if they do, they
receive no XP or skill training from the combat.

The only practical advantage they can exploit is that they can
teleport to their area at no cost, so you might have players want
to be builders so that can blink out of a danger zone, without
ever getting around to actually building anything. But that's
pretty much all they're supposed to be able to weasel.

If you find something I've missed, please let me know!

Title: Re: Dead Souls news
Post by: cratylus on March 10, 2008, 12:29:12 am
DS 2.7a13 is out, and it has a few new interesting
things to play with.

First is a new and improved area translation system.
The sconv command now handles Smaug area file conversion
more sanely, and the cwgconv and cconv commands handle
"Circle With Goodies" and "Circle" areas, respectively.

These conversion systems are not 100% faithful. Mostly
they handle rooms, and in the case of sconv, rooms,
items, and npc's. The idea is not a perfect translation,
but rather cutting down on the workload involved in
migrating areas from old muds to Dead Souls.

Another new feature is a set of enhancements to
rooms, postures, and virtual areas. These enhancements
allow for flying and swimming (both on and under the
surface), as well as being able to decide whether to
swim or walk along the bottom of the sea. That sort
of thing.

While this might sound unimportant, getting it
to work in an integrated way is vital to the
next step...something I've been wanting to do for
quite some time...naval combat.

Now that the physics of air, land, and sea environments
can be smoothly integrated with one another, different
kinds of vehicles can engage each other, and
I can get to the fun stuff I've been itching to
tackle for a while.

Space environments are also somewhat better integrated,
though that's definitely still a work in progress. If
you decide to use a stargate to visit outer space,
note that you'll need a breather ( /domains/town/armor/breather.c )
to just survive, and a rocket pack ( /domains/town/armor/rocketpack.c )
to move around.

IMPORTANT NOTE: Do *not* "activate" the rocket pack to
fly around in space. This generates continuous acceleration
which will probably knock you out of control, and eventually
generate more than a few bugs. Instead, use "boost", for example:
boost +x-y-z

Then to stop:
boost -x+y+z

You'll need to wear the pack in order to operate it.

Conversely, if you're *not* in space, your testchar will need
to activate the rocket pack, else they will crash hard when
they "boost up".

Everything still has some stuff that needs adding: swimming
to the surface quickly does not generate bends, hanging out
in space without a space suit doesn't give you radiation
burns. Yet. This release is mostly a framework release so folks
can see how the basic physics and features of operating
in mixed/integrated media will work.

Expect your test chars to die a few times while getting the
hang of it. Space, midair, and the sea are environments you can
expect to be pretty hostile.


Title: Re: Dead Souls news
Post by: cratylus on March 16, 2008, 02:55:32 pm

Dead Souls Alpha 2.7a16 is out, and you can get it here: http://dead-souls.net/code/alpha/

I'd like to take a moment to describe the three major
improvements to Dead Souls since the last stable release.

What's new since 2.6.2:


This is a system that allows your creators to edit
their code through a browser. No longer must you hear
the endless whining of how much they hate the "ed"
line editor...Now they can hose up their code far
more conveniently. This is what their homedir looks like:


This is what it looks like when they're editing:


To learn more about creweb and enable it for your mud, type:

help creweb


There is a new type of player called a "builder".
They can use the Quick Creation System (QCS) to
make rooms, monsters, weapons, etc. However, they
are not creators, so they can't directly edit the LPC code for
these things.

They also can't use these items for personal
advantage. Their monsters won't provide xp, their
items can't be sold for profit, etc. They are
simply players who can contribute content, and
if their work suits you, you can move it to a
regular domain directory, where their stuff will
work like normal objects.

To make joe a builder, you:

groupmod -a builder joe

Then have him quit and log back in. He can
now type the following commands to get started:

open chest
get all from chest
read chapter 1 in guidebook

Environment Upgrades

Body positions, types of respiration, and movement
types now are more tightly integrated and meaningful
in the game.


goto /domains/town/room/vill_road1
fly up
clone /domains/town/obj/d6
drop die

You will see it fall. Now type

fly down

And you'll see where it wound up.

To see the integration of air and sea, type:

clone /domains/default/armor/breather
wear breather
goto /domains/town/virtual/sky/33,100000,1000
clone /domains/town/npc/orc
goto /domains/town/virtual/surface/33,100000
(do it quickly, he falls fast)
goto /domains/town/virtual/bottom/33,100000 (he sinks fast too)
lightme 30

You'll note that without the breather, you will drown.
Environmental stuff like that matters now. Fortunately
there is an all-purpose environmental suit you can wear
to facilitate exploring hostile environments:

remove mask
clone /domains/default/armor/scoutsuit
wear suit

Note that where you are matters in terms of how
to move. You can stand on the bottom of the sea
and just type "e" for "go east". But if you're
swimming or not at the bottom, you'll need to
"swim east". If you're flying, "fly east" would
be the thing to do. To know what your body's
position is, type: position


Naturally there are a bunch more neat things in the
alpha. IMC2 tells and rwho's work now, for example,
and we're using the latest FluffOS. But the three
major points above are things I think people should
be aware of as the chief advantages of the current

And of course, you don't *have* to use any of it. But
if you want to, it's there.


PS As always, please let me know what I screwed up.

Title: Re: Dead Souls news
Post by: cratylus on March 18, 2008, 09:27:50 am
Y'all might have noticed Dead Souls Demo (rugose.com 6666)
is down. Rather than continue to host the demo mud off my
cable modem, I'm officially designating Dead Souls ( alcatraz.wolfpaw.net 8000 )
to be the new mud for lib demo.

Folks who had characters on DSD (rugose) should be able to
log into DS (alcatraz) with the same user/password and
have their old homedirs available*.


*Unless you *also* had a char on DS, in which case your
DSD homedir was migrated, but your DS char unchanged.
Title: Re: Dead Souls news
Post by: cratylus on May 15, 2008, 02:35:56 pm
Dead Souls 2.7a27 is out. There are lib and driver
fixes in this version that prevent two crashers.

For more info, see http://dead-souls.net/RELEASE_NOTES

The download is at http://dead-souls.net/code/alpha/

Some notes for people who are upgrading rather than
doing a new install:

* Some of the fixes are in the driver. A liveupgrade
will not apply a driver fix. If you are using unix,
you'll need to download the new distribution package
and compile a new driver from that source.

* If you are using Windows, and are upgrading,
you'll need to download the distribution package
and copy the new driver.exe over your old one, as well
as doing a liveupgrade.

If you're new to DS and are installing for the first time,
don't worry about any of this. Just download the
2.7a27 distribution and follow the install instructions.

If you run into problems, remember to check the
install FAQ: http://dead-souls.net/ds-inst-faq.html

Title: Re: Dead Souls news
Post by: cratylus on May 16, 2008, 11:31:52 am
The crashfixes for 2.7 have been backported to 2.6.

Dead Souls 2.6.4 has been released, and it includes important
fixes that prevent crashes.

You can download it from the Dead Souls website: http://dead-souls.net/

If you're already running DS 2.6 and want to take advantage
of these fixes, note that you also need to use the new driver included
in 2.6.4, so just a liveupgrade won't be enough.

New users need not worry, just download from http://dead-souls.net/
and follow the installation instructions. If you have any trouble,
consult http://dead-souls.net/ds-inst-faq.html

Title: Re: Dead Souls news
Post by: cratylus on June 03, 2008, 06:35:41 am
Dead Souls 2.8 has been released. Download here: http://dead-souls.net/code/dead_souls.zip

Dead Souls is a codebase that includes extensive documentation,
a sophisticated combat system, numerous races (with limbs and detailed
body stats), classes, a magic system, emotes, postures (even flying),
built-in ftp and web servers, menu-driven and cli MUD administration tools,
two intermud networks preconfigured, on-line creation, sample areas loaded with
examples of objects and quests, banking, economics, variable description
based on time-of-day, and much, much more.

Whether you want to run a PK mud, questing mud, or roleplay
mud, the Dead Souls LP codebase is an excellent choice for ease of
installation, learning, and use. It even comes with a ready-to-tun Windows
executable...so there's no need to try to compile your own Windows version.

Dead Souls is designed to be intense and powerful for experienced
admins, but also very specifically aimed to be easy to learn for
the newcomer. With an active intermud community for support
( http://lpmuds.net/intermud.html ) and a forum where more complex
help can be sought ( http://lpmuds.net/forum/ ), Dead Souls is so
user friendly it has been used by educators in programming classes
(albeit with the racier intermud channels disabled!) to get kids
excited about code.

If you're searching for a mud codebase in which to express
your creativity, give Dead Souls a try.


PS If you like LP but you don't fall in love with Dead Souls,
you can always try out other LP libs recently fixed up to
work on modern OSes: http://lpmuds.net/downloads.html
Title: Re: Dead Souls news
Post by: cratylus on June 26, 2008, 09:44:00 am
Just a quick overview of releases, for those
of you incapable of reading my mind:

The way it works is, I get to a point in Alpha
development where things are working well, there
are no obvious bugs, and moving forward would
involve adding big new things that are likely to
introduce bugs.

At that arbitrary point I clean things up, test and
test and test, and when I'm satisfied things are
reasonably awesome, I release that code as Stable.
For example, 2.7a28 to 2.8.

Typically, because I'm not as awesome as I think,
a bug or two will have sneaked past me, causing
me to update the Stable by a subminor release.
For example, 2.8 to 2.8.1. This may happen a
few times, for example 2.8.1 to 2.8.2.

After a little while, when I'm confident there's
no latent disasters lurking, I then mentally
categorize that Stable release as being "set in
stone", and only make modifications when my conscience
dictates it *must* be done...for example if a security
exploit is discovered. Other than that, I stop
messing with the Stable...that's why it's "stable".

Once that ossification occurs, I set about creating
a Public Domain version from the Stable release. I
remove the docs, code that isn't PD, etc, and then
make that version available, for example 2.8.2 to IIr8.

And that's it! That's how it works. Now I'm working on
the next alpha (2.9), making additions that are awesome
but that may need frequent updates to fix disharmonies...
and because some people don't like frequent updates,
that sort of thing is isolated to alpha.

All that is a roundabout way of saying Dead Souls 2.8.x
is now set in stone, and if you were waiting around
for some sign that it's not being updated anymore,
this is that sign.

Also I'm announcing that Dead Souls IIr8 is now available,
so that if you've been waiting for a current release
that is free from licensing, your wait is over.

Downloads are here: http://dead-souls.net/

Enjoy, and as always, please let me know what I screwed up :)


Title: Re: Dead Souls news
Post by: cratylus on July 07, 2008, 04:26:50 pm
Dead Souls 2.9 alpha 3 is out. It's mostly small typo/bug fixes.

One nice new thing is GUARD_D and LIB_GUARD. This code lets
you set any npc as a guard of any exit or object without having
to edit the code for the room, object, or even the npc.

For details, see http://dead-souls.net/RELEASE_NOTES

For the download, http://dead-souls.net/code/alpha/

Let me know what I screwed up :)

Title: Re: Dead Souls news
Post by: cratylus on July 15, 2008, 02:18:36 am
2.9a6 is now out and uses FluffOs 2.12.


2.9a6 has some customizations for FluffOS tuned for
DS and the Cygwin/MinGW platforms. The lib also has
some new features designed to improve stability
and performance.

As usual, see http://dead-souls.net/RELEASE_NOTES for details,
and download at http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on July 24, 2008, 11:44:42 pm
Dead Souls 2.9 has accumulated so many important security
and availability fixes that I've decided it's necessary to
apply them to the stable version.

I'm releasing 2.8.4 today, which includes everything that
up til now has been in 2.9. This may be somewhat confusing
for some folks, but I believe the fixes are worth a little

Among the fixes are workarounds for crashers, overrides of
potentionally crippling exploits, and a couple of fixes for
elevation-of privilege exploits that could get a mud pwnt
by a local creator.

Some of the crasher fixes depend on using the latest FluffOS
driver, so I recommend folks switch to it, if possible.

2.8.4 has some "general nice stuff" in it too. There are
several sefuns that are now efuns for performance, and
the default parsing system has been overhauled for greater
speed and accuracy of ambiguity elimination.

However, it's the security/uptime stuff that's really
critical, and I strongly urge that folks back up their
muds and liveupgrade to 2.8.4 at their earliest convenience.

As usual, see http://dead-souls.net/RELEASE_NOTES for details,
and download at http://dead-souls.net

Title: Re: Dead Souls news
Post by: cratylus on September 24, 2008, 12:14:15 am
Ok, back on track with 2.9. Today I released
2.9a9, which has a few neat things. It's nothing
revolutionary, just another normal step forward.

The release notes ( http://dead-souls.net/RELEASE_NOTES )
will give you a good idea of the new stuff...as you
can see it's mostly under-the-hood things. The
new coordinate system, for example, is kind of
neat in that you can use it to noclip through
walls to another room, if it is adjacent...and
you can use the gps ( /domains/default/obj/gps.c ) to
find out what rooms are nearby, and you can use
the "whereis" command to get an idea of where
someone is relative to you...but that's pretty much
it. The idea is eventually to use that system for
ranged combat...right now it's  just the alpha
foundation for that system.

The zombie scroll is kind of fun, though. Just remember
to speak in a language the zombie understood in life!

As always, the download is at http://dead-souls.net/

If you're on 2.8.4 you don't have to liveupgrade. This is
a typical alpha release, no security stuff involved.

Title: Re: Dead Souls news
Post by: cratylus on October 08, 2008, 08:05:47 am
You may have noticed that dead-souls.net and *yatmim are down. It looks like
the network they are on reset their firewalling policies, and I'm in the process
of getting that straightened out with the network people. Sorry for the inconvenience!

Title: Re: Dead Souls news
Post by: cratylus on October 19, 2008, 01:04:52 am
Dead Souls 2.9a10 is out. Nothing revolutionary since a9. Mostly under-the-hood
stuff to improve functionality and uptime, as well as greater resource
control for folks on commercial hosts or weak machines.

For more details: http://dead-souls.net/RELEASE_NOTES
Download: http://dead-souls.net/code/alpha/

Please let me know what I broke :)

Title: Re: Dead Souls news
Post by: cratylus on November 26, 2008, 11:57:51 am
Dead Souls 2.9a12 is out.

It contains significant improvements to the speed of grid lookups
(thanks to Silenus showing me the light of bitshifting for it).

New since a10 is an orc area under the town and a finally-
completed Town Well Quest.

Some fun new additions are LIB_FLOW to do flooding (play with it
carefully, and examine the well quest to see how it works), and
a portal generator for teleportation. Note that only one blue and
one orange portal can exist in the mud at any given time. Cake
is provided for those who excel with the portal generator.

For more details: http://dead-souls.net/RELEASE_NOTES
Download: http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on January 04, 2009, 10:06:45 am
Dead Souls 2.9a13 is out. Nothing earth-shattering,
but it includes some stuff people requested recently,
and implements persistent rooms, which is something I've
been meaning to do for a while.

Some of the highlights:

* reprompt: This enables a feature that redraws your
prompt whenever you receive a message. I actually did
not understand this request very well at first, because
I use a mud client that separates input and output.
However, for "single-pane" clients (for example if you're
using the default telnet on your OS), this feature is now
available if that behavior is your preference. Note that
if you have a typical mud client with separate input and
output areas, enabling this will probably make things
look pretty ugly.

* charmode: This is highly experimental and remains
somewhat buggy, and is *not* supported on Windows muds.
Having said that, it's kind of neat and I'll be continuing
to work on it. What this does is switch your input mode
from a line-by-line mode to a keypress-by-keypress mode.
Obviously this is not meant to work well with most
mud clients. This is really for people with single-pane
clients. It allows for "reprompt mode" to not only redraw
the prompt when you receive a message, but also redraw
whatever your incompletely-typed command was, if there
was one. It also allows for up/down-arrow history recall,
and for tabbed command completion.

Note that because it can still sometimes crap out (especially
after a warmboot), charmode is automatically disabled for
you every time you log on. This means if you get stuck
in a charmode bug, you can just relog and be in line mode.
So if you like it, you'll need to type: "charmode on"
every time you log in. Sry. Safety first. And remember, if
you have a typical mud client, this is totally useless to you.

* room persistence: I implemented a very basic kind of room
persistence. See /domains/town/room/secret.c for an example.
You add SetPersist(1); in create() and RestoreObject(); after
it, in the manner shown in that example. The room will then
automatically save its inventory into its domain's save/
subdirectory, so that you can drop your favorite weapon
there, reboot, and when you come back it'll be there waiting
for you (assuming nobody stoled it).

Note that this is not "world persistence". That would
involve all sorts of very careful planning about things like
economies and gold sinks and NPC generation and so forth that
I'm just not inclined to do. However, if *you* want to do
that sort of thinking, it's not hard to set up a persistent
area/mud now.

* object persistence: I figured I'd try to take the persistence
thing a step further and see about adding it to objects too.
It works but be strongly warned that this is not intended to
be used widely. Any non-room container set to have persistent
inventory should be unique. I actually prefer people not use
them unless they really really have a need, because they
behave oddly and the behavior can be misinterpreted as bugs...
suffice it to say that such objects react poorly to QCS commands.

See /domains/town/obj/charity.c for an example. Please make
sure you understand what it's doing before you report any bugs on it.

* keepalive: I added an efun coded by Raudhrskal that sends
a null byte to your client. This is now integrated into the "keepalive"
command which can set a heartbeat-based interval for how
often this invisible signal is sent to your client. This can help
keep your idle connection up if you have an ISP or modem that
has an inactivity timeout.

* miscellaneous fixes and requests: See the release notes
for other details: http://dead-souls.net/RELEASE_NOTES

That's it for now....it was a fun release. I got to write
my very first efuns! Of course, this means that you can't
really take advantage of stuff like charmode and invisible keepalives
unless you use the new driver included in the bundle (FluffOS 2.14-ds14).
So for those two things, a liveupgrade won't suffice. You'll
need to download the bundle and install the new driver. Persistence
and reprompt mode are both in the lib, though. No need to do
a driver upgrade for them.

There's not much new in this release regarding grid stuff.
Maybe next release :)

As usual, let me know what I broke: http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on February 04, 2009, 04:35:53 pm
2.9a14 is now out.

It's largely bugfixes and tweaks, though it includes some
stuff I really really wanted for myself, namely tabbed
command and file completion (when in charmode).

There's some stuff that folks might find handy, for
example findfun now allows substring searches, and the
new commands efuns, sefuns, and lfuns finally provide a
firm-and-helpful answer to the eternal petition:

"I need to know what all the lib functions are!"

Oh also there's an incomplete sort of prototype
character-mode editor. By character mode I mean that
you move the cursor around with the arrow keys and
enter text that way, rather than the cumbersome old
line-editor way with the ed command. It's not done,
and it's included just so people can see how it
will eventually work. For now, writing to file with
it is disabled because it can distort data. If you enable
file writes with it and this causes you sadness, know
that the sadness is for you to bear alone.

The name of the character mode editor command is: ced
If you try to use it while not in charmode, your
session will probably break in some ghastly way. Therefore
first you enter the command:

charmode on



By now you've probably twigged to the fact that "charmode",
aka character mode, is something I've been working on
and something you'll need for some of the fun new
stuff in a14. Please note that a lot of charmode functionality
is crucially dependent on new modifications to the driver.
If you use anything other than FluffOS 2.15-ds** then some
of the new stuff just won't work. Therefore, if you are
planning to use liveupgrade to try out 2.9a14, please
consider downloading the full version as well so that you
can compile the new driver for it.

More info on the release is here: http://dead-souls.net/RELEASE_NOTES
Download is here: http://dead-souls.net/code/alpha/

And please let me know what I missed.

Title: Re: Dead Souls news
Post by: cratylus on March 13, 2009, 09:01:36 am
WHEW! a16 was a lot more work than I expected.

For the most part it is fixes, fixes, fixes. Some of
the new stuff in a14 was more broken than I realized,
and some of it was a little more hardcoded than I
wanted. Specifically charmode stuff is now more
genericified, for reasons that will be clearer later.

a16 doesn't have much in the way of new "in-game toys",
it's mostly under the hood stuff. Most of it is stuff
that "normals" won't notice, but a few address issues
that folks have reported:

* tell_room() works better with virtuals
* warmbooting in a virtual brings you back to it
* reading a book while other books around generates less ambiguity
* the flood object no longer lags the heck out of the mud
* paired armor now is more intuitive (eg left and right boots are optional)
* multi slot armor is more intuitive (eg shields work right)
* multi armor slots work more defaultly (eg wear ring)
* charmode now does 90% of what I want (more on this later)

Et cetera. Good stuff, but if you weren't waiting around
for it, nothing to scream about.

An important thing to note is that doing a liveupgrade
to a16 from 2.8.4 or from a14 will involve two steps. If
you're on a14 you'll first have to upgrade to a15, then
liveupgrade again to a16. If you're on 2.8.4, you'll first
need to liveupgrade to 2.8.5, and then again to a16.

The reason is that a16 has a *huge* number of new files,
and the default liveupgrade system breaks under that load.
The "interim" lib version includes a fix to avoid that,
so you can do the upgrade.

Why so many new files?

Glad you asked!

The thing that took me the most time to work on with a16
is a new system that allows you to run multiple instances
of the exact same LPC code. In other words, you can have
a "creator" instance of the mud, and "player" instance of
the mud. The advantage is that if a creator screws up
and breaks something, he doesn't affect your live game...
but you don't have to have the hassle of separate live
code and dev code.

The other advantage is that by completely separating creators
from players, the opportunity for cheating is greatly limited.

As you can imagine, implementing this involved changing a
great many files. Liveupgrade doesn't do "diffs", it just
overwrites files no matter how small the change was..and so
the new system in a16 causes you to download many many files.

I've tested it a lot and so far things look good, but
yknow me. Let me know what I broke :)

details here: http://dead-souls.net/RELEASE_NOTES
download here: http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on April 30, 2009, 11:18:11 pm
Happy May Day y'all.

Dead Souls 2.9a17 is now out. For the most part it's a refinement of the instance system, allowing
instances to communicate, and providing the "instconfig" command to manage them.

I've received lots of questions about what this instance business is about, and I figure the best
answer is the help file for it:

What are instances?

Instances are separate muds that run from the same Dead Souls
installation directory, but that communicate with each other.

The reason to have separate muds is to be able to test code
on a test mud, without affecting what is happening on the
other mud.

The reason to have them communicate is that the MU in MUD
stands for "Multi User" and it's nice to have more users
communicating rather than fewer.

What instances let you do, for example, is have a "build/dev"
mud running on, say, port 8888, and a "player mud" running
on port 6666. Creators can chat with people on the player
mud while developing on the dev mud. But if they screw something
up big-time, the folks on the player mud are somewhat isolated from
catastrophe. Creators also can't mess with players on the other
mud, nor give them cheat items and such...because they're
"physically" isolated. Only communication goes back and forth.

Do I need to use instances?

Very very very few people will have use for this. Instances
are largely something that is useful to me, Cratylus, in my
project. If you don't immediately understand the point of
instances and go "YES! EXACTLY WHAT I NEED!" then you can
just stop reading now and forget about them.

What should I know in general?

- Windows users will find the instructions below insufficient.
They'll need to fiddle with new .bat files and make a new .cfg
file. A Windows procedure is on the back burner because frankly
right now the Windows DS version is pretty much supposed to be
for testing and development anyway, making instances pretty
moot to begin with. The chances of there being a production
Windows DS mud anywhere are slim, and really to be discouraged.

- Instances use a concept of a "global" instance and client
instances. The global instance is the first instance: the mud
you installed. Instances you create must be created from the
global instance.

- Client instances don't speak to each other, only to the global

- Don't fiddle with ENABLE_INSTANCES in config.*. This setting
is meant to be manipulated by the instconfig command only. You
should leave that define alone in the global instance, and
leave it alone also in the client instances.

How do I get it going?

To get a second instance of your mud running if the
new port is 8888 and the instance name is "Foo":

- Get the mud running the normal way. Create an admin char, etc.
- Once it's up, login as an administrator.
- Type: instconfig create Foo 8888
- Copy /secure/cfg/mudos.8888.cfg into bin/
- Go into bin/ and type: ./driver ./mudos.8888.cfg
- Ta-daa!


- Instances are a somewhat advanced feature. If you're new to
Dead Souls, you should concentrate on basics. If you're a newbie
and have problems dealing with instances, it will be very very
difficult for me to extract from you the information I need
to help you, so you'll need to be very rigorous in reporting
problems: http://www.chiark.greenend.org.uk/~sgtatham/bugs.html

- I don't know what happens if you set up an instance with the
same port number as the global instance. If you actually do this,
please keep it to yourself. I'd rather not know.

- The instance communication protocol is quite primitive and
only allows for instances to communicate with the global instance.

- You can't create a character with the same name on another
instance. This is for security reasons. If you need to have a
character with the same name on instance foo, you'll need to
copy the user file. for example:

cp testyguy.o testyguy.8888.o

Note that whatever privileges are in effect for testyguy on the
global instance will be in effect in the client instance, since
all instances use the same groups.cfg file. You are very much
copying the same player to the new instance, not making a "new"

- If you have the slightest concern that instances pose a security
risk, do not use them. In fact, *don't* use them, unless you grok
the code completely. For the most part I'm including this in the
distribution as a convenience and favor to me, because i am awesome
and I deserve it, so don't be surprised if it doesn't suit you,
and please understand what you're reporting if you do want to
report a problem.

Another new feature in a17 is "deviation":

By default, Dead Souls uses body characteristics of different races
(e.g. ogres, deer, fish, human) to calculate all sorts of things...
combat effectiveness, learning proficiency, etc. Some of these
characteristics are "stats", like strength or intelligence.

For example, orcs can be formidable warriors because their
starting strength stats tend to be very high. In addition,
strength is high in importance to the orc body...its "stat class",
or how important it is, is 1, which is the highest level of
importance. This means that orc players increase the strength
stat by one point every time they are promoted one player level.

Therefore an orc player who started with a strength stat of 40
would have a strength stat of 50 upon reaching level 11.

Humans, however, have a low starting strength and the human
stat class for strength is 3, meaning that human players get a
strength point added every 3 level promotions. A human with
a starting strength stat of 15 would, upon reaching level 11,
have reached a strength stat of 18.

This can seem a little unfair to a person that wants to play
a human warrior...and in a way it *is* somewhat unfair, since it's
entirely possible for there to be freakishly strong humans or
humans who devote themselves to becoming very very strong.

One way to make up for this is to use "customization points".
They allow you to add a small number of stat points to the
stats you feel are most important. But you only get 15 customization
points ever, and they go quick. And even if you use all of them
to jack up a stat...if that stat has a low stat class you'll
always be lagging behind.

For example, if our human warrior jacks up her strength from
15 to 30 by using up all her customization points in that stat,
she'll still be struggling somewhat against physically stronger
races of her same player level.

Similarly, orcs tend to have low starting intelligence and
a dismal intelligence stat class. This makes playing an orc
mage a torturous experience, such that it would be quite
rare to ever see a player choose that race and class combination.
But orc mages do exist in some settings, and making it practically
impossible seems a bit unfair.

Stat deviation is a way of helping make it possible to have
these unusual class and race combinations without torturing
players unnecessarily for them. Stat deviation is an alteration
of a player's stat class which allows them to gain stat points
more quickly than her racial defaults normally would allow. This
alteration comes at the cost of a percentage of experience points
gained while so deviated.

For example, our human warrior princess could choose to deviate
her stat class from the default of 3 to a more favorable 2,
allowing her to gain a strength point every other level, rather than
every third level.

Each deviation point comes at a 22% cost of XP gained, meaning that
once she deviates by one point, killing a monster that would normally
earn her 1000 XP now earns her 780 XP. If she wants to max out on
the strength stat class and use 2 deviations on it, it'll cost her
44% of the XP she gains from then on, meaning a 1000 XP monster
for her is now just worth 560 XP.

Clearly deviations are severely expensive, and will tend to slow
down a player's overall advancement, but they do offer the possibility
of playing the kind of race with the kind of class you prefer, facing
opponents with a more class appropriate set of attributes. Rather
than it being, for example, practically impossible to reach level
20 as an orc mage, and being nearly useless as an orc mage even at
that level, deviating right would actually *allow* you to reasonably
hope you could get to that level one day, and that at that level you
would actually be able to stand up to nearly-level-appropriate opponents.

Since deviation is something that involves your character's devotion
to improving herself and doing things in a way that is different from
others of her race, it makes sense that there is a cost (XP) but
also that it cannot be revoked. Once you deviate, you're a deviant
forever, so think long and hard before using the "deviate" command.
You may not miss the XP now, but you might miss them later, when you're
a mighty player and that 22% is now thousands of XP.

See also: deviate, customize, stat, score

More details here: http://dead-souls.net/RELEASE_NOTES
download here: http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on May 05, 2009, 02:58:08 pm
Happy Cinco de Cuatro, y'all!

I know it's only been a cupla days since a17, but that "reply bug"
was drivin me crazy, and I figured I wouldn't be the only one...so
a18 is out with some minor but important-to-me fixes.

Enjoy, and as always, code responsibly.


release notes: http://dead-souls.net/RELEASE_NOTES
download here: http://dead-souls.net/code/alpha/
Title: Re: Dead Souls news
Post by: cratylus on May 25, 2009, 10:10:50 pm
Happy Towel Day, frewdz!

Creepin up on 2.10...we're not there yet, but almost.

Dead Souls 2.9a19 is out now as a release candidate for 2.10.
Please hammer on it mercilessly and let me know what
problems you find.

release notes: http://dead-souls.net/RELEASE_NOTES
download here: http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on July 19, 2009, 06:15:49 pm
The Public Domain (http://en.wikipedia.org/wiki/Public_domain) version of 2.10 is now released.
It is called Dead Souls IIr10, and it is
available at: http://lpmuds.net/files/deadsouls/dsIIr10.zip

Please note that this version of Dead Souls is
completely unsupported, documentation was removed, and is
missing some code from 2.10. The public domain version
is not for normal people to use. It's for the rare
0.01% of people who intend to fork a distribution
lib or do something weird along those lines.

If you have any doubt at all, just use the regular
supported version (http://dead-souls.net/code/dead_souls.zip).

For more info on the point of having a PD version,
please see the FAQ: http://dead-souls.net/ds-II-faq.html

Title: Re: Dead Souls news
Post by: cratylus on September 11, 2009, 11:26:15 am
Dead Souls 2.11a17, y'awll.

Mostly parser updates and minor fixes.

release notes: http://dead-souls.net/RELEASE_NOTES
download here: http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on August 15, 2010, 10:09:22 am
OMG a new DS!

Don't get too excited, it's an alpha, 3.1a10 (codename: WARTHOG!) and
it's mostly minor tweaks and bugfixes, and a more current version of FluffOS (2.20).

release notes: http://dead-souls.net/RELEASE_NOTES
download here: http://dead-souls.net/code/alpha/

Title: Re: Dead Souls news
Post by: cratylus on January 02, 2011, 07:55:04 pm
(http://lpmuds.net/11.jpg) (http://lpmuds.net/files/deadsouls/)
Title: Re: Dead Souls news
Post by: cratylus on February 17, 2011, 03:58:36 pm
3.2 drops today: http://dead-souls.net

Better than 3.0.

Unless something is tragically wrong with this release, will probably focus now on DS mud project with Kalinash rather
than frequent alphas.

Title: Re: Dead Souls news
Post by: cratylus on June 08, 2011, 10:43:00 pm
Tragedy strikes!

Well only sort of. I was hoping to leave it at 3.2 for a while but people are running into some weird crasher involving sockets.

Until that gets sorted out in the driver, I've implemented a workaround from Quix, and some other stuff too.

See http://dead-souls.net for 3.4
Title: Re: Dead Souls news
Post by: cratylus on August 17, 2011, 11:12:25 pm
3.6 is out. Bugfixes and the shiny new FluffOS 2.23.

Release notes: http://dead-souls.net/RELEASE_NOTES

Download, etc: http://dead-souls.net

(Yes this time liveupgrade works and it won't kill everybody)

Title: Re: Dead Souls news
Post by: cratylus on July 21, 2013, 09:57:32 am
3.8 is out. Includes the changes in the 3.7 series, and a few things I was sitting on for no particular reason.

Release notes: http://dead-souls.net/RELEASE_NOTES

Download, etc: http://dead-souls.net

Title: Re: Dead Souls news
Post by: cratylus on September 28, 2014, 05:38:00 am
Can you believe it's been a year since the last release? Wow. Time flies.

Anyway, things needed a little tightening up here and there, so I'm putting out a minor update, 3.8.2.

Since the last release, my web host changed stuff and now liveupgrade not only stopped working there, but it actually garbages your lib by inserting all sorts of stuff into files that the liveupgrade code didn't keep up with to filter out. I moved the liveupgrade server to a different address and it should work ok but YOU MUST STILL, ESPECIALLY NOW, BACK UP YOUR MUD BEFORE DOING A LIVEUPGRADE.

To switch to the new liveupgrade server and then do a liveupgrade, do like this:

Code: [Select]
mudconfig websourceip
mudconfig websourcename dead-souls.net
liveupgrade all

and follow the instructions.

Release notes: http://dead-souls.net/RELEASE_NOTES

Download, etc: http://dead-souls.net
Title: Re: Dead Souls news
Post by: cratylus on April 07, 2020, 12:23:10 am
Lately we have all had a little extra time on our hands, so I took the opportunity to fix up a few things that Dead Souls has needed for a few years. So:

Dead Souls 3.9 is out. http://dead-souls.net/

Don't expect anything major...there were some issues with objects in /realms/ not getting their inventory properly, so I fixed that, and I added a set of walkthroughs in /doc/cheat , and some miscellaneous fixes.

I'll be working on getting the liveupgrade for this working next...don't bother trying to liveupgrade to 3.9 from a previous version until I announce.

As usual, feel free to reach out to me on intermud with questions. You can PM me here but you'll need to wait patiently for me to notice I have PM's :)

Your pal,