Author Topic: Dead Souls news  (Read 55348 times)

Offline cratylus

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Re: Dead Souls news
« Reply #30 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.

Thanks!

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #31 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:

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

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #32 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.

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #33 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

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #34 on: November 05, 2007, 08:00:10 AM »
The stable branch of Dead Souls now uses FluffOS.

http://dead-souls.net/ds-inst-faq.html#2

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.

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #35 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:

stat

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]
SetTrapType(BOOBYTRAP_OPEN);
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]
SetTrapType(BOOBYTRAP_OPEN | BOOBYTRAP_CLOSE);
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
/include/boobytraps.h

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

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #36 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

-Crat

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.



Offline cratylus

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Security update
« Reply #37 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.

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #38 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!

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #39 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.

-Crat

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

Offline cratylus

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Re: Dead Souls news
« Reply #40 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:

CreWeb
------

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:

http://lpmuds.net/homedir.jpg

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

http://lpmuds.net/editing.jpg

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

help creweb



Builders
--------

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:

home
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.

Type:

goto /domains/town/room/vill_road1
fly
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


Other
-----

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
alpha.

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

-Crat


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


Offline cratylus

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Re: Dead Souls news
« Reply #41 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*.

-Crat

*Unless you *also* had a char on DS, in which case your
DSD homedir was migrated, but your DS char unchanged.

Offline cratylus

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Re: Dead Souls news
« Reply #42 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

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #43 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

-Crat

Offline cratylus

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Re: Dead Souls news
« Reply #44 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.

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

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