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DoorMUD v0.99 Proposed Changes [Archive] - ForumsHQ

Posted: Mon May 19, 2003 10:51 pm
by EvanElias
Here's a list of changes that I am considering adding for the next DoorMUD release. Feedback is greatly appreciated.



Projected release date is sometime in June or July, depending on how many of these things end up getting added.



- Editable races - I may allow Sysops to edit the game's races using the World Editor.



- Editable classes - I might allow Sysops to edit the game's classes using the Editor, although this seems unlikely. It's extremely difficult to get the classes to balance correctly unless the Sysop spends a huge amount of time balancing things out, so chances are that classes still won't be editable.



- Monsters will rest in real-time when no players are in the room. Previously, when a player ran from a monster, the monster would just get a set rest tick, regardless of how long the player left the room for. This may change so that the monster's regained hitpoints depend on how long it's been since the player was in the room. Similarly, enchantments on the monster may wear off while the player is gone.



- "reroll all" command. This is like the standard reroll, except that you go to 0 experience and your items are reindexed. For players who want to completely start over for whatever reason.



- Better daily log. Will add a continue/nonstop/quit prompt if the log is over a page. Will add a command to allow players to browse through log entries from previous days. (note the implication that it'll be easier to tell how many days ago a boss was killed -- is this a good thing or bad thing?)



- Player gangs/teams? It's a possibility, although it would take a long while to program. Let me know how badly this feature would be wanted and what you would want it to involve.



- "Fresh game world" editor option. It'll be easy for sysops to create a fresh/blank game world from scratch.



- Bugfixes - Players in arenas will be able to fight each other normally even if they're in the same party; Synchronet version will prompt for gender upon character creation if can't auto-detect; other bug fixes.



- Fixes for the Door32 version. It'll run consistently on EleBBS and TelSrv now. Hopefully will fix that "weird first few characters" bug on MysticBBS while I'm at it.



- Better time-slicing for Sync and Door32 versions. The game should perform a bit better in terms of speed and less CPU usage.



- Inactivity timeout will be sysop configurable. Max setting will be 10 minutes though, in case of ghosting.

Re: DoorMUD v0.99 Proposed Changes [Archive] - ForumsHQ

Posted: Mon May 19, 2003 11:10 pm
by AdmiralAcid
How about when i reset the realm - it don't reset edits -

cuz i like to fresh reset after i trash the realm on testing new edits.



everything else is cool!

Re: DoorMUD v0.99 Proposed Changes [Archive] - ForumsHQ

Posted: Tue May 20, 2003 1:39 am
by EvanElias
Unfortunately, there's no way to have resets work like that :(



DoorMUD doesn't have template files like MajorMud does... for players, monsters, and items, dmud only runs off of one set of active data files, and when you make edits, that's where the changes go. When you reset the game, it just reverts to backup creature/item files which were created when the game was installed; so your edits unfortunately get lost.



That's one reason I plan to recode DoorMUD from scratch eventually -- the data file formats are poor because I designed them so long ago, and I've kind of been stuck with them for a long time.

Re: DoorMUD v0.99 Proposed Changes [Archive] - ForumsHQ

Posted: Tue May 20, 2003 12:32 pm
by drcorey
looks good to me.

Re: DoorMUD v0.99 Proposed Changes [Archive] - ForumsHQ

Posted: Tue May 20, 2003 8:16 pm
by Demonic
i dont tihnk i have ever played doormud, but evan, you are the shizzy. we need more people like you to make new shit instead of just rebuilding majormud. if i had a clue on how to do it, i would.