Another 128bit patch?
Yeah.
After making a patch that would convert a circlemud to use 128bits, I
often heard the following question: 'Great, my mud is running 128bits,
now what? Er.. Could anybody send me some 128bit worldfiles?'
So.. What I did is, create a patch that will convert your mud to use
both 128bit worldfiles, and conventional worldfiles.
Internally, the mud uses 128bit architecture, but as it detects and
loads 'normal' worldfiles, it fills in the other bits, does some bit
checking (No sleep, poison, etc set, no aggresive and aggressive to
alignment), and, optionally, saves the worldfiles back to disk, in
the 128bit format. The implementor may also choose to just view the
normal worldfiles, and keep from saving them to disk.
So after you patched this in, what to do? First you will want to BACKUP
ALL YOUR WORLDFILES! This patch may screw your worldfiles, mud, server,
and, once your worldfiles are converted, there's no easy to put them
back. In other words, make a backup. Once you understand this, and
actually made a backup, you may turn the bitwarning flag in config.c to
FALSE. This will make your mud able to convert and load normal world-
files. If you won't do this, your mud will be able to load 128bit files,
but will exit with a warning when normal worldfiles are detected. If the
second integer, bitsavetodisk, is turned to TRUE, worldfiles are saved
to disk.
Did I forget something? Oh, this supports dg_scripts and OasisOLC, and is
less messy as my last patch. (sorry)
Ok, final remark, there will be a new version of this pretty soon since
Mythran will release a new version of olc pretty soon (Wink wink, nudge
nudge to Mythran), so there will be a new version of 128bit code pretty
soon too. If you want to bug Mythran by asking when the new OasisOLC
will be ready, you can contact him at kip_potter@hotmail.com (I'm not
responsible for any broken noses he might punch when you ask that)
As always, send any bugs to me (Templarviper@hotmail.com)
Original Readme document:
+----------------------------------------------------------------------+
| 128 Bitvectors for CircleMUD 3.0 bpl 12 |
+----------------------------------------------------------------------+
Original Code by Niese-Petersen
Patch by Tony Robbins
+----------------------------------------------------------------------+
128 Bitvectors are a way of making it so that you can exceed the normal
limitation of 32 AFF, PRF, PLR, etc, flags in CircleMUD. It is sugges-
ted that you take a look at:
http://cspo.queensu.ca/~fletcher/Circle/Snippet/128bits.txt
[Editor's Note: That is 'democracy.queensu.ca' now.]
This document is the original 128 Bitvector code.
:STANDARD DISCLAIMER:
The code might very well destroy your MUD, turn you into a frog, and
blow up your server. The frog part is doubtful. Anything that happens
to your computer and code while you're using this code is your own
problem, and I will not take responsibility for it.
+----------------------------------------------------------------------+
PROBLEMS:
+----------------------------------------------------------------------+
128 Bitvectors are saved into the MOB, OBJ, and WLD files. This means
that your rooms, mobiles, and objects won't work with the new code. The
fix? http://cspo.queensu.ca/~fletcher/Circle/Snippet/128conv2.txt
This gives you perl scripts to convert your files... The only problem
is that the mob converter didn't work properly.
+----------------------------------------------------------------------+
QUICK INFO:
+----------------------------------------------------------------------+
if a standard line in your mfiles is:
then your new set up should be
^first 32 ^2nd 32 ^3rd....
The document by Niese Petersen should contain more information.
+----------------------------------------------------------------------+
(BTW, a li'l line in your credits for Niese Petersen and me for the
stuff would sure be nice... :))