lars@myab.se (Lars Pensj|) (07/07/90)
Archive-name: lpmud/v2.0
Original-posting-by: lars@myab.se (Lars Pensj|)
Original-subject: LPmud 2.0
Archive-site: alcazar.cd.chalmers.se [129.16.48.100]
Reposted-by: emv@math.lsa.umich.edu (Edward Vielmetti)
LPmud 2.0 is now available by anonymous ftp from 'alcazar.cd.chalmers.se'
(129.16.48.100).
Warning 1: It is a Beta release with bugs. When the game is played, it
will crash after some hours. If you have a public game that works,
don't replace it immediately with this version, or your players
might become unhappy.
Warning 2: The HMC version of LPmud has been developed in parallell, and
is now incompatible in some places.
List of some of the new things in 2.0:
Some of them might be older because I had forgotten when they were implemented.
1. Functions can now have more than one argument. call_other() does also
support this.
2. An object can inherit from another object. All variables will be
copied, and all functions will be available. This is "memory cheap".
3. String managements have been sped up aprox 3 times (since 1.3.3).
4. The ip-number of the player is saved with the player object. If the player
calls the game from a different number than last time, the previous
will be printed out. This is to enhance security.
5. It is now possible to lock out players from a special ip-address, or
a whole area.
6. There is a new function 'time()', that gives the number of seconds since
1970.
7. The 'status' command does better calculation of total memory used. Still not
enough, though.
8. A lot of security holes has been removed.
9. A memory saving string space has been introduced. This space contains
some often used strings, and reuse them at compile time.
10. The bug/typo/idea command now sends a message to the log file of the
wizard that owns the current room.
11. A quest system has been developed. To become wizard, you must solve all
quests. The quests is listed at adventurers guild. Any wizard can create
a quest (only one), and it must be approved by an arch wizard. These quests
forces the players to solve puzzles, not just go around killing monsters.
The quests should no be hard to solve. Rather, they should force the player
to explore a bigger part of the game.
--
Lars Pensj|
lars@myab.se