Author Topic: Dead Souls news  (Read 55345 times)

Offline cratylus

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Dead Souls news
« Reply #15 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:



http://dead-souls.net/code/alpha/ds2.1a17/extra/creremote/README.creremote">http://dead-souls.net/code/alpha/ds2.1a17/extra/creremote/README.creremote





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.


Offline cratylus

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Re: Dead Souls news
« Reply #16 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:

http://dead-souls.net/router.html
http://dead-souls.net/router_rules.html

Thanks!

-Crat
« Last Edit: December 20, 2006, 10:30:16 AM by cratylus »

Offline cratylus

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Re: Dead Souls news
« Reply #17 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
functionality.

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:

http://dead-souls.net/ds-admin-faq.html#22
and
http://dead-souls.net/ds-admin-faq.html#109

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/

Enjoy!

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #18 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.

Caveats:

- 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.


SUMMARY:
--------

- 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:

http://dead-souls.net/code/dead_souls_alpha.zip


-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #19 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:
http://dead-souls.net/code/patches/dspatch_2.0r21_2.3a5.zip

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

-Crat

[EDIT]
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.
« Last Edit: January 19, 2007, 08:13:02 PM by cratylus »

Offline cratylus

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Re: Dead Souls news
« Reply #20 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:

arch
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.

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #21 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. :)

-Crat

PS to recap upgrading instructions:

arch
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

Offline cratylus

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Re: Dead Souls news
« Reply #22 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!

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #23 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.

Thanks!

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #24 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.

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #25 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:

http://dead-souls.net/ds-inst-faq.html


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:

http://dead-souls.net/code/patches/dspatch_2.1_2.4.zip

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
options.


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!

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #26 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.


Mounts:

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.


Parsing:

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"

or

"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.


Administrative:

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.

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #27 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!

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #28 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

-Crat
« Last Edit: April 25, 2007, 06:50:16 AM by cratylus »

Offline cratylus

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Re: Dead Souls news
« Reply #29 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.

-Crat