/ circle3.1 / doc / sources / release.tex
release.tex
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 15  
 16  \title{CircleMUD Release History}
 17  \author{Jeremy Elson}
 18  \begin{document}
 19  
 20  \maketitle
 21  
 22  \begin{abstract}
 23  This document is basically just a a compliation of all the \texttt{README} files which accompanied each release of CircleMUD.  At the end is the post to \texttt{rec.games.mud.diku} which originally anounced CircleMUD as a publically available MUD source code.
 24  \end{abstract}
 25  
 26  \begin{itemize}
 27  \item Version 2.20:  November 17, 1993
 28  \item Version 2.11:  September 19, 1993
 29  \item Version 2.10:  September 1, 1993
 30  \item Version 2.02:  Early August
 31  \item Version 2.01:  July 20, 1993
 32  \item Version 2.00:  July 16, 1993
 33  \end{itemize}
 34  
 35  The latest production version of Circle is 2.20, released on November 17, 1993.  Version 2.20 supercedes version 2.11, which was released on September 19, 1993.
 36  
 37  \section{Version 2.20 - November 17, 1993}
 38  New features:
 39  \begin{itemize}
 40  \item A completely new output buffering system which is far more network-efficient, and somewhat more memory- and speed-efficient, than the original Diku system. Definitely a major win for people with slow Net links.  (Details available by request, but this was discussed on rgmd recently.)  Several other functions (such as do\_where() and do\_who()) have been rewritten to take advantage of the new system.
 41  \item Redesigned stat screens with better readability
 42  \item Command-line substitution via the ``\^{}'' character (works identically to the csh command)
 43  \item Code sent by Jeff Fink (thanks Jeff!): Help now handles ambiguous cases correctly (i.e., ``help color'' will give you help for color and not colorspray)
 44  \item vstat command to stat mobiles and object by virtual number
 45  \item updated documentation
 46  \end{itemize}
 47  And, bug fixes of varying degrees of severity:
 48  \begin{itemize}
 49  \item SunOS Bus errors on stealing
 50  \item +hit item bug
 51  \item Switched immort re-login bug
 52  \item Mob memory bug
 53  \item Poison/Stat bug (I think this one is native to Diku Gamma 0.0 -- the function hit\_gain was responsible for subtracting hits when a char is poisoned, so you'd lose hits when someone statted you.)
 54  \item Stat room bug under Solaris and IRIX
 55  \item Ungroup bug
 56  \item ``goto 3.guard'' now works (takes you to the third guard instead of room 3)
 57  \item various other minor fixes
 58  \end{itemize}
 59  
 60  \section{Version 2.11 - September 19, 1993}
 61  Changes in 2.11 (from 2.10):\newline
 62  Mostly bug fixes, including:
 63  \begin{itemize}
 64  \item SET FILE bug
 65  \item SIGBUS/unaligned data errors under SunOS and other OS's
 66  \item Move limit modifier bug
 67  \item wrist-wearing bug
 68  \item Compilation problems with utility.c under some operating systems
 69  \end{itemize}
 70  The only notable change is that the hit\_limit, move\_limit, and mana\_limit functions have been removed (for many reasons).  From the players' point of view, this means that a character no longer gains movement points with age. Hit, move, and mana gain speeds are still a function of age, however.
 71  
 72  \section{Version 2.10 - September 1, 1993}
 73  Changes in 2.10 (from 2.01):
 74  \begin{itemize}
 75  \item Rewritten get/put/drop/junk/donate/give/wear/remove, so that ``all'' and ``all.x'' work in a much wider variety of cases.  Loosely based on code sent in by Jeff Fink.
 76  \item ``Track'' function based on breadth-first search
 77  \item Configurable auto-save feature to automatically crash-save players periodically
 78  \item More intense error-checking in object saving system to detect problems with file permissions
 79  \item Many configuration options added to config.c
 80  \item  Option to make death traps automatically have dump spec-proc assigned
 81  \item ASPELL and ACAST macros added to match the ACMD macros; spells1.c, spells2.c, spell\_parser.c, and magic.c changed to use the macros.
 82  \item SKILL macro split into GET\_SKILL and SET\_SKILL macros so that error checking can be done
 83  \item Enhanced documentation -- a help entry now exists for every command
 84  \item Linux compatibility, and further steps to SVR4 compatibility which will make it into Circle eventually.  (Note: you must make a change in one line of the Makefile for Linux compatibility.)
 85  \item All functions now prototyped before use
 86  \end{itemize}
 87  
 88  Jeremy Elson\newline
 89  August 31, 1993
 90  
 91  \section{Version 2.01 - July 20, 1993}
 92  Version 2.01 is basically the same as 2.00; most of the changes are for making the MUD more portable, based on mail I've received after the release of version 2.00.
 93  \begin{itemize}
 94  \item Problems with OPEN\_MAX and SEEK\_x resolved
 95  \item Some problems with the Makefile fixed
 96  \item Compiles much more cleanly with the -Wall option
 97  \item A couple of minor bugs fixed
 98  \item A few small fixes to the documentation
 99  \end{itemize}
100  July 20, 1993
101  
102  \section{Version 2.00 - July 16, 1993}
103  CircleMUD was developed and tested under Ultrix 4.0; your mileage may vary. If I have time, I'll try and port it to other machines.  If you port it and want to share your work with others, feel free to drop me a line.
104  \par
105  The CircleMUD `press release' is included below, in case you haven't seen it and want to.
106  \par
107  Good Luck!
108  \par
109  Jeremy Elson aka Rasmussen (Ras)\newline
110  July 16, 1993
111  
112  \begin{verbatim}
113  Wake the kids and find the dog, because it's the FTP release of
114  
115  
116                      C  I  R  C  L  E  M  U  D     2  .  0
117  
118  
119  That's right -- CircleMUD 2.0 is done and is now available for anonymous FTP
120  at ftp.cs.jhu.edu!
121  
122  CircleMUD is highly developed from the programming side, but highly UNdeveloped
123  on the game-playing side.  So, if you're looking for a huge MUD with billions
124  of spells, skills, classes, races, and areas, Circle will probably disappoint
125  you severely.  Circle still has only the 4 original Diku classes, the original
126  spells, the original skills, and about a dozen areas.
127  
128  On the other hand, if you're looking for a highly stable, well-developed,
129  well-organized "blank slate" MUD on which you can put your OWN ideas for
130  spells, skills, classes, and areas, then Circle might be just what you're
131  looking for.
132  
133  Just take a gander at some of Circle's nifty features:
134  
135          -- In-memory mobile and object prototypes and string sharing for
136             decreased memory usage and blazingly fast zone resets
137  
138          -- All large realloc()s have been removed and replaced by boot-time
139             record counting and a single malloc() for superior memory efficiency
140  
141          -- Split world/obj/mob/zon/shp files for easy addition of areas; plus,
142             all the world files are still in the original Diku format for
143             compatibility with existing areas
144  
145          -- Boot-time and run-time error checking of most data files with
146             diagnostic messages a lot more helpful than "segmentation fault"!
147  
148          -- Player mail system and bank
149  
150          -- Rewritten board system: boards are now stable, robust, more
151             intelligent, and easily expandable -- adding a new board is
152             as easy as adding another line to an array
153  
154          -- ANSI color codes with a fully documented programmers' interface
155  
156          -- On-line system logs
157  
158          -- Optional automatically regenerating wizlist -- a final end
159             to new immortals constantly asking you when they'll be added
160             to the immlist!
161  
162          -- "config.c" file allows you to change aspects of the game such
163             as playerkilling/playerthieving legality, max number of objects
164             rentable, and nameserver usage -- WITHOUT recompiling the
165             entire MUD!
166  
167          -- All text (help, mortal/immort MOTDs, etc.) is rebootable at
168             run-time with the "reboot" command
169  
170          -- All players are given a unique serial number -- no more messy,
171             time consuming str_cmp()s when you're trying to identify people!
172  
173          -- Fully integrated and robust rent/crash system -- allows normal
174             renting, cryo-renting, crash protection, and forced rent
175             (at an increased price) after an hour of idling
176  
177          -- All the standard wizard stuff you're used to: level-sensitive
178             invisibility, settable poofin/poofouts, wizline
179  
180          -- Advanced 'set' command which allows you to set dozens of aspects
181             of players -- even if they aren't logged in!  "Stat" also allows
182             you to stat people who aren't logged in!
183  
184          -- Intelligent 'autorun' script handles different types of reboots,
185             organizing your system logs, and more!
186  
187          -- Circle comes with more than a dozen utilities, all fully
188             documented, to make maintenance a snap!
189  
190          -- And much, much more!
191  
192  Unfortunately, the original Circle had more than its fair share of Bad People
193  when it was alive, but it DID lead to an impressive list of security and
194  "asshole control" features:
195  
196          -- 3 types of sitebanning available: 'all' to refuse all connections,
197             'new' to refuse new players, or 'select' to refuse new players and
198             all registered players who don't have a SITEOK flag.
199  
200          -- 'wizlock' allows you to close the game to all new players or all
201             players below a certain level.
202  
203          -- Handy 'mute' command squelches a player off of all public
204             communication channels
205  
206          -- Handy 'freeze' command freezes a player in his tracks: the MUD
207             totally ignores all commands from that player until he's thawed.
208  
209          -- Even handier DELETE flag allows you to delete players on the fly.
210  
211          -- 'set' command (mentioned above) allows you to freeze/unfreeze/
212             delete/siteok/un-siteok players -- even if they aren't logged in!
213  
214          -- Bad password attempts are written to the system log and saved;
215             if someone tries to hack your account, you see "4 LOGIN FAILURES
216             SINCE LAST SUCCESSFUL LOGIN" next time you log on.
217  
218          -- Passwords don't echo to the screen; allows 3 bad PW attempts
219             before disconnecting you.  
220  
221          -- Players aren't allowed to choose their character's name as their
222             password -- you'd be surprised how many do!
223  
224          -- "xnames" text file specifies a list of invalid name substrings
225             to prevent creation of characters with overly profane names.
226  
227  Listen to all the rave reviews of CircleMUD 2.0!
228  
229          "How long ago was that deadline you set for yourself?" -- My Friend
230  
231          "NO ONE should be denied the power of computation." -- My Professor
232  
233          "Multi-user WHAT?" -- My Mom
234  
235  Give it a try -- what do you have to lose other than your GPA/job, friends,
236  and life?
237  
238  ---------------------------------------------------------------------------
239  
240  Circle's complete source code and areas are available now for anonymous FTP
241  at ftp.cs.jhu.edu (128.220.13.50) in the directory pub/CircleMUD.
242  
243  I welcome comments and constructive criticism about CircleMUD and would be
244  happy to discuss any design decisions I've made, but I'm not particularly
245  receptive to lunatics frothing at the mouth and thus will probably ignore
246  you if you flame me.
247  
248  Also, remember the odds here: one person (me) against 29,000 lines of
249  code (Circle), so there are bound to be some mistakes in there somewhere.
250  
251  Good luck, and happy Mudding,
252  
253    Jeremy Elson aka Ras
254  
255  \end{verbatim}
256  
257  \end{document}
258  \end