nakedmudv3.6.tgz

Uploaded: 01 Jul, 2008
Previous uploads by this submitter: 0

Author: Geoff Hollis

Downloads: 137

Newest version of NakedMUD as of May 31, 2008.

Changelogs over the last few versions:

VERSION 3.6 (May 31/08)
* Deleted the old help module and wrote a new one, help2.
* When the mud reads in Python commands, attempts to set their documentation
string as the helpfile for the command, if no helpfile for that command
already exists.
* Outbound text and prompt are now flushed separately and have their own unique
process and finalize hooks incase they need to be handled separately.
* Added a 'flush' hook to the beginning of flush_output
* Goto and transfer are now builder commands, not admin commands
* removed the instantiate command; use rcopy
* Fixed bug with cmdcopyto
* Fixed message bug with emote and gemote when no emote text is entered
* Fixed a problem with OLC menus sometimes printing twice
* start_update was broken last patch and would not requeue events; fixed

VERSION 3.5 (Oct 15/07)
* Revamped add_cmd. It no longer takes position or pc/npc constraints
* New function, add_cmd_check, that adds a function that runs pre-command. If
it fails, the command doesn't run. Useful for modules to modify command
conditions after the fact. Like, for instance, combat modules preventing
movement while combat is taking place.
* Output and prompts are now sent after the current event cycle resolves,
instead of before.
* Events added with a delay of 0 now queue to the back of the event list,
instead of being pushed on to the front of it. This is for events that
trigger other events that need to be resolved in the same event cycle.
Normal events (with a delay > 0) will be resolved on the next event cycle,
as usual.
* Characters now save after the init_player hooks are run
* Fixed a problem with special exits not displaying the proper exit messages
* Enter hooks are now properly run when someone enters a portal
* pyobj.load_obj now properly sends worn items to the inventory if no body
location arguments are supplied

VERSION 3.4 (Sep 22/07)
* Made sure NM compiles with Python 2.5
* Python module for finding the shortest path between two rooms now exists
* Python module for doing repeatable/nonrepeatable routines (i.e. path
following) now exists
* There is now a 'script' room reset type. Runs a script on the initiator
(room, loaded mob, object, etc) as 'me'. Intended to set up behaviors for a
unique instantion of a mob/obj like pathing.
* renamed the char_vars module to dyn_vars. It now applies to objects and rooms
* added a initialize hook before we enter the gameloop
* the commands command now displays room-specific commands
* Made generic_find() search equipment before inventory
* Python rooms are now hashable
* Characters can no longer call act() in Python unless they have a room (i.e.,
no actions if a character's prototype is still initializing the character)
* Fixed bug with lists not properly handling element removals
* Fixed a bug where a char/obj/room would potentially not properly dereference
after its prototype script had being run over it
* Fixed problem with nested calls to hookRun overwriting eachothers' argument
list
* Fixed a buffer overflows in storage.c parse_line, parse_string, and
write_string_data
* Removed night descs. Their functionality can be reproduced with embedded
Python scripts.
* Fixed memory leak with Python events not properly decrementing ref counts on
owners for interrupted events
* Fixed a bug where the python char generation wasn't calling char_to_game,
allowing new characters to interact with stuff, but not having stuff be able
to interact with them
* If the mud is locked down to players, no new players can be created
The mud no longer hangs if a person hits enter and nothing else on the first
connection prompt