1.11n Release Notes Here!

Delete
Posts: 0
Joined: Thu Jul 11, 2002 5:00 am

Re: 1.11n Release Notes Here!

Post by Delete »

true dat true dat
Ark

Re: 1.11n Release Notes Here!

Post by Ark »

indeed.
We AllShallDie
Posts: 0
Joined: Wed Jul 10, 2002 5:00 am

Re: 1.11n Release Notes Here!

Post by We AllShallDie »

Originally posted by Dark

Metro is like the dragonlance Gods.

Always sticking their noses into everything and disrupting our mudding. Man I would really feel sorry for our characters if they were alive heh



i never noticed any dragonlance gods disrupting my mudding
EvanElias
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Joined: Mon Jul 05, 2010 12:42 am

Re: 1.11n Release Notes Here!

Post by EvanElias »

They should just rewrite MajorMud from scratch... the number of inconsistent changes and horrendous bugs they make is just absolutely ridiculous. You think at some point they'd realize "gee, every time we fix something, we break 5 other things" and figure out a better solution.



They already claimed 2 years ago that they were (supposedly) already started on a complete recode, designed to make MajorMud a stand-alone game instead of a WorldGroup game. Whatever happened to that idea?



Considering how gross the MajorMud code probably is (taking into account all WG modules code looks hideous, especially when you compile for several different mbbs/wg platforms), I'd think that it would take less time to re-code MajorMud from scratch, than it would take them to patch it to fix the regen bug...



They wouldn't even need to code a telnet server, they can just use an existing freeware one like GameSrv or Synchronet as a frontend...
Delete
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Joined: Thu Jul 11, 2002 5:00 am

Re: 1.11n Release Notes Here!

Post by Delete »

now why would they do something useful?
Relorian
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Joined: Tue Nov 12, 2002 6:00 am

Re: 1.11n Release Notes Here!

Post by Relorian »

I wish these fucks would make up their mind. I stopped playing on almost all M boards cause of the problems, now they say they "fixed" a few of them, but let others sit cause it might involve more Coding then they are willing to do before charging people for the newest buggy shit. 1.11i while buggy wasnt this fucked up.
Dark
Posts: 0
Joined: Tue May 22, 2001 5:00 am

Re: 1.11n Release Notes Here!

Post by Dark »

Its called piss poor beta testing. I mean come on now, how the fuck can these problems get through the testing.

Didnt anyone say durning testing...





Ummm....AC is really fucked up!!
DthDragon

Re: 1.11n Release Notes Here!

Post by DthDragon »

Any of you know why the syscommands don't work on 1.11n???? I'd really appreciate it if someone could explain this fact, cause the only one I can use is sys teleport so thats kinda gay some people would think. So please email me at dthdragon@yahoo.com for info!





Thanks



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Death Is Coming For You! So watch out cause clanX owns you!
Platinum
Posts: 0
Joined: Wed Oct 24, 2001 5:00 am

Re: 1.11n Release Notes Here!

Post by Platinum »

LOL..you have sys teleport? You have something that no one else has then
Demonic
Posts: 0
Joined: Sat Aug 24, 2002 5:00 am

Re: 1.11n Release Notes Here!

Post by Demonic »

Any of you know why the syscommands don't work on 1.11n???? I'd really appreciate it if someone could explain this fact, cause the only one I can use is sys teleport so thats kinda gay some people would think. So please email me at dthdragon@yahoo.com for info!





Thanks



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Death Is Coming For You! So watch out cause clanX owns you!



for the last fucking time, THERE ARE NO MORE SYS COMMANDS. THEY WERE TAKEN OUT OF THE DLL WHEN VERSION H CAME OUT.

the only commands still in the game are the normal sysop and mudop commands.



do a fuckin search of the forum and you will find your answer. this question has been asked about 100 times.
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