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» SmaugMuds » Codebases » LoP Codebase » LOP?
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LOP?
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Post is unread #1 Aug 27, 2009 12:21 pm   
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dbna2

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Remcon any idea when a new version will be released? I want to start a mud with the newest version possible.

Post is unread #2 Aug 27, 2009 1:03 pm   
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tphegley

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I'm supposing that once he's done with his feature list and tweaking things, then 1.36 will be loaded, so I would guess near future.

Post is unread #3 Aug 27, 2009 1:14 pm   
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Remcon

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Good guess tphegley :) I was going to do a release this past weekend but then I decided I should do a feature list and maybe modify a few things. So best guess I would say within the next 7 days :) Probably half that or so but always allow time to test stuff etc... plus got a few things I might add/change before the release.

Post is unread #4 Aug 27, 2009 1:50 pm   
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tphegley

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like overland and different types of currency? :cool:

Post is unread #5 Aug 27, 2009 2:40 pm   
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dbna2

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I have one question, if I was to pull the reset system from lop and put it into smaug fuss how muchw ork would i have to do? and would it even work.

Post is unread #6 Aug 27, 2009 3:59 pm   
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Remcon

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Lol I couldn't tell you honestly I don't recall changing a lot of stuff in the reset system but then again I tend to change a lot of stuff and looking back it seems like I only changed a little.

Lol, don't know about all that tphegley it would take awhile to add either of those correctly :)

Post is unread #7 Aug 27, 2009 8:35 pm   
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dbna2

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Well I am trying to add in your reset fix, but to be honest I have no clue what you did >.>

Post is unread #8 Aug 27, 2009 8:38 pm   
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Remcon

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Which part of the reset fix are you trying to add. (Ended up fixing it quite a few times).

Post is unread #9 Aug 27, 2009 8:40 pm   
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dbna2

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The one bug where it just stop resetting after awhile.

Post is unread #10 Aug 27, 2009 8:41 pm   
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Remcon

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Have a link to the post so I can look at it real fast. (been a busy day so hard to remember one change long ago without looking at what i posted).

Post is unread #11 Aug 28, 2009 4:43 am   
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Sanus Compleo

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I've an idea. Maybe you could include code snippets for the things you change each update, so that I can keep everything I did during the last update >.>

Post is unread #12 Aug 28, 2009 5:12 am   Last edited Aug 28, 2009 5:13 am by Remcon
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Remcon

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lol sometimes that would be a lot of snippets. But after the next release I will try to start doing that.
The best way to find out yourself though is to take and get a diff file from the last release to the current release and then put in the changes yourself. I use to do that with smaug back in the day and it works nicely.

Post is unread #13 Aug 28, 2009 3:08 pm   
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dbna2

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Post is unread #14 Aug 28, 2009 3:34 pm   
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Remcon

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Are you talking about the first post which was fairly strait forward or the other part where I suggested adding a pointer to the reset for mobiles and objects?

Post is unread #15 Aug 28, 2009 4:08 pm   
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dbna2

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the second part, the part you said you had to do for 6dragons

Post is unread #16 Aug 28, 2009 4:20 pm   
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Remcon

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Well I'll try to explain it, best thing to do is compare my reset.c with smaugfuss reset.c though really. (Although I'm quite sure it's a good bit different) It will at least give you a good way to see some of the changes.

Basically in the struct obj_data and struct mob_data in mud.h I added in a pointer to resets like RESET_DATA *reset;. I also in struct reset_data I tossed in a CHAR_DATA *mob; OBJ_DATA *obj; pointers. (Not sure if I listed all the names I choose right since been awhile and not looking at the code currently.)

Then when an area resets it sets the mobile/object's reset pointer back to itself and sets its mob/obj pointer to the object or mobile it created when it reset. It isn't really to bad and keeps it all in tact. You will also at the point a mobile or object is extracted free up the reset pointer they pointed to so it no longer points to them and set the reset to reset again. and just set the reset it pointed to, to NULL.

Now if you do these you will need to figure something out about handling copyover/hotboot. I just always stopped the hoboot/copyover from saving the world so everything can reset on it's own to much hassle to try and keep it all how it was in my opinion.

Of course I've noticed that with the reset system how it is every hotboot you can end up with everything resetting so we still need to address that in the FUSS bases anyways sometime.

Post is unread #17 Aug 28, 2009 4:51 pm   
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dbna2

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So the only files you edited was mud.h and reset.c? and my copyover doesn't save the world.

Post is unread #18 Aug 28, 2009 5:13 pm   
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Remcon

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Well just now I didn't notice any problem in swrfote so maybe I was thinking of something else lol.

I can't promise that those are the only two. You will have to look at the very least at extract_obj and extract_char since that is where it handles freeing up the resets as well. I actually think I also modified either char_to_room/char_from_room and obj_to_char/obj_from_char/obj_to_obj/obj_from_obj/obj_to_room/obj_from_room also.

It ended up being nice though if I steal something from someone and don't kill them or anything it will reset the item back to where it was next reset. I figured that would be good for like items reseting in other items etc...

Post is unread #19 Sep 2, 2009 12:47 pm   
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dbna2

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how to you make people immortals on LOP?

Post is unread #20 Sep 2, 2009 1:15 pm   
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Sanus Compleo

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immortalize, and elevate to set their permission.

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