<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>Dead Souls News Page</title> <meta name="Author" content=""> <meta name="GENERATOR" content="Mozilla/3.0Gold (Win95; I) [Netscape]"> <link rel="icon" href="./favicon.ico" type="image/x-icon"> <link rel="shortcut icon" href="./favicon.ico" type="image/x-icon"> </head> <body> <center style="font-family: courier new,courier,monospace;"> <hr width="100%"></center> <center style="font-family: courier new,courier,monospace;"> <div style="text-align: left;"> <div style="text-align: center;"> <div style="text-align: center;"><big style="font-weight: bold;"><big><big>The Dead Souls News Page</big></big></big><br> </div> <hr style="width: 100%; height: 2px;"> <div style="text-align: left;"><br> <a name="11sep06"></a><span style="font-weight: bold;">11 September 06</span><br> <br> <span style="text-decoration: underline;">News</span><br> <br> I'd like to start announcing things on the <a href="http://lpmuds.net">http://lpmuds.net</a><br> site. It's less painful for me, and plus people can respond<br> with questions.<br> <br> So, from now on, please visit <a href="http://lpmuds.net/forum/index.php?webtag=LPC&msg=9.1">here</a> to see Dead Souls News.<br> <br> <span style="text-decoration: underline;">Hosting</span><br> <br> The hosting situation <span style="font-style: italic; font-weight: bold;">is</span> a bit confusing. Maybe this will<br> explain things a little:<br> <br> <span style="color: rgb(51, 51, 255);">Saquivor@Eternal Souls <lpuni> whats up with lpuni.net dudes</span><br> Cratylus <lpuni> ok here's the deal<br> Cratylus <lpuni> tacitus was going to host on kyndig, because he was sick of trenden<br> Cratylus <lpuni> i said no let's try something else, and hooked him up with wolfpaw<br> Cratylus <lpuni> i happened to own the lpuni.net domain from before, so i put it on lpuni's new wolfpaw account<br> Cratylus <lpuni> so the New Lpuni was using lpuni.net, and the old one still used lpuni.org<br> Cratylus <lpuni> then tacitus changed his mind about wolfpaw and decided to use trenden after all<br> Cratylus <lpuni> so he removed the stuff from the wolfpaw account <br> Cratylus <lpuni> i figured "well, it's a shame to let a perfectly good hosted<br> account go to waste"<br> Cratylus <lpuni> so i decided to move lpmuds.net to wolfpaw<br> Cratylus <lpuni> however, wolfpaw hasn't updated the host/ip thing yet, so lpmuds.net isn't on there yet<br> Cratylus <lpuni> the only way to reach what-will-be-lpmuds.net right now is lpuni.net<br> Cratylus <lpuni> the end<br> Cratylus <lpuni> oh, and lpuni.org is down because they broke trenden's<br> machine somehow, so they have to find hosting elsewhere<br> <br> <br> <a name="09sep06"></a><span style="font-weight: bold;">09 September 06</span><br> <br> Tacitus has decided not to accept Wolfpaw's generous<br> hosting offer, even though I'm the one paying for the<br> service. He's sticking with Trenden, and I wish him<br> the best. <br> <br> That leaves me, of course, with a professionally<br> hosted account on Wolfpaw to play with, so I've been<br> messing around a little with forum software. To my amazement,<br> I got a forum up and running with very little effort.<br> <br> Unfortunately, right this minute, the only URL<br> bound to it is lpuni.net, but as soon as<br> Wolfpaw changes the hostname stuff it'll be available<br> at lpmuds.net. <br> <br> <br style="font-weight: bold;"> <span style="font-weight: bold;"><a name="05sep06"></a>05 September 06</span><br> <br> <span style="text-decoration: underline;">hotfix update</span><br> <br> Zaphod@Hodge Podge found a security flaw in admintool. Please<br> visit the <a href="http://dead-souls.net/hotfix.html">hotfix page</a> and update your admintool file ASAP. Note<br> that I always thought it was a bit silly to encre/decre with the<br> admintool, so I've simply removed it. From now on, just <a href="http://dead-souls.net/ds-admin-faq.html#3">use the<br> commands</a> when promoting/demoting someone.<br> <br> <br> <a name="30aug06"></a><span style="font-weight: bold;">30 August 06</span><br> <br> <span style="text-decoration: underline;">alpha code</span><br> <br> I've decided to make alpha code available for download.<br> Having others poke at my code before official releases might<br> be nice, and I want to see if that's a workable model for<br> doing things. Alpha code will not come with patches...that<br> is, if you want to try out alpha code, you have to download<br> the whole deal, not upgrade from previous versions.<br> <br> This is because I don't want people to apply alpha<br> patches to their production muds and then flip out because<br> the alpha code doesn't work right.<br> <br> If that suits you, you can download from: <a href="http://dead-souls.net/code/alpha/">http://dead-souls.net/code/alpha/</a><br> <br> <span style="text-decoration: underline;">distribution packages</span><br> <br> The default 2.0r26 and 2.1 package files have changed<br> somewhat. They now have a "b" added to the filename to <br> reflect this change. Basically, each distro is as it was, <br> except that intergossip and intercre are no longer <br> enabled by default for creators.<br> <br> It's a minor change, and I didn't want to go through the<br> hassle of a whole new version change for this one thing, so<br> I expect the filename change will suffice to let people<br> know...if they even care.<br> <br> The change is due to the situation on the router. I've been<br> absolutely loath to start banning people or muds, except<br> where I just have no other alternative. In removing these<br> two channels as default, I feel I have performed my due<br> diligence in avoiding newbies getting trashed or offended<br> on the yatmim router.<br> <br> It's a unique situation, in that many of the "offenders"<br> that have been causing problems on the router seem to<br> be genuinely unaware of the rules, and sometimes even<br> unaware of the router not being the same as the old one.<br> I just don't have time to educate every ignoramus who<br> gets offended when I call them on their behavior, and I<br> just don't have the heart to punish entire muds just because<br> a few nincompoops can't remember where they are.<br> <br> This doesn't mean it's open season now on newbies<br> found on intergossip and intercre. It just means I<br> don't have to shepherd every new mud through the<br> gauntlet...something I, again, just don't have time for.<br> <br> Also there's a new channel enabled by default for creators on<br> new muds called "dchat". To join, type: <span style="font-weight: bold;">call me->AddChannel("dchat")</span><br style="font-weight: bold;"> <br> <br> <a name="25aug06"></a><span style="font-weight: bold;">25 August 06</span><br> <br> <span style="text-decoration: underline;">other-lib compat</span><br> <br> This isn't something I've announced with great fanfare,<br> so I thought I'd give it a mention here. I'm working on lib<br> compatibility systems. The idea is that I'd like it to be<br> possible for people who have old areas they wrote for other<br> muds to be able to use those areas in DS with minimum pain.<br> There are two main ways to accomplish this:<br> <br> 1) A translation system to turn old code to DS code<br> 2) An interpretation system to read old code and use it as if it were DS code<br> <br> The first one is rather easier to do. I've put together<br> some lsed scripts that can be run to transmogrify Nightmare 3<br> code into Dead Souls 2 code. You can see this script in<br> /secure/scripts on the demo mud.<br> I've already translated Praxis from NM3 into DS2 code.<br> You can <a href="http://dead-souls.net/javaclient/demo.html">log onto the demo mud</a> and check out /domains/Praxis<br> for yourself. I'm done with the basics there, and will be<br> seeing about getting the fancier stuff in there working.<br> <br> The second one is harder. Getting funky old TMI-2/NM3/Skylib/LPUni<span style="font-weight: bold; color: rgb(204, 0, 0);">*</span> <br> code to work natively on DS is a tall order. I've put together<br> a header file called compat.h which is enabled with the new<br> COMPAT_MODE define in config.h. This enables the lib to<br> read things like set_property as SetProperty, etc. You<br> can read this file on the demo mud, as /secure/include/compat.h<br> <br> Even with that file, some of the scary old habits of<br> TMI-2 code break things. For example, there's no good way to<br> make set("foo","bar"); into SetFoo("bar"); using a preprocessor<br> define that I know of (please tell me if I'm wrong!). To get<br> around this kind of behavior, I've added a new sefun file:<br> /secure/sefun/legacy.c<br> <br> That file takes the hypergeneral contructors like set(),<br> add(), and query(), and parses them into code DS2 can more<br> properly understand. It's not a foolproof fix, but it's working<br> pretty well for a lot of objects.<br> <br> You can take a look at working TMI-2 code on the demo<br> mud in /domains/Fooland. The majority of stuff there still doesn't<br> work....it's still a work in progress. But type: <span style="font-weight: bold;">goto /domains/Fooland/hall</span><br> and: <span style="font-weight: bold;">lightme 30</span> and <span style="font-weight: bold;">about here</span> and you'll see for yourself that TMI-2 code<br> *can* work on DS2. Sometimes it'll just work, sometimes it needs<br> minor adjustments, but at least you won't have to do a drastic<br> rewrite of every file in your old domain.<br> <br> Don't get me wrong, you obviously have a lot of work to<br> do if you're going to migrate to DS2 from another lib. Your<br> paths will be different, you may need to add some lines or remove some.<br> The idea isn't to have 100% drop-in compatibility with other libs.<br> <br> I mean, heck, you can't even do that with many muds<br> running the <span style="font-weight: bold; font-style: italic;">same</span> lib.<br> <br> No, the idea is to facilitate your migration. I want DS2 to be<br> a kind of Rosetta Stone for MudOS, a lib that people can use and <br> refer to in a way that is as close to MudOS lib agnostic as possible.<br> <br> Of course, DGD or Cold or other driver based libs are beyond<br> the scope of my expertise. Maybe I can tackle those once we<br> have a unified MudOS paradigm.<br> <br> I don't expect to be able to do this for all MudOS libs,<br> either. Lima, for example, is so weird that I don't even know if<br> it's possible. The example objects and areas aren't enough for<br> me to base a translation engine on...so if you have a Lima<br> area you're not using, please donate it so I can us it as a<br> base for translation.<br> <br> Remember, this is <span style="font-weight: bold;">*NOT*</span> in the regular distribution. Don't<br> try to get your old code to work on ds2.1. These capabilities<br> are currently (mostly) only available on the demo and devel muds.<br> Compat features will be more generally available in the next release.<br> <br> <span style="font-weight: bold; color: rgb(204, 0, 0);">*</span>I'm told that LPUni code is not TMI-2, it has "<span style="font-style: italic;">TMI-II compatability</span> (sic)"<br> <br> <br> <a name="23aug06"></a><span style="font-weight: bold;">23 August 06</span><br> <br> <span style="text-decoration: underline;">Releases:</span><br> I am really getting comfortable with not having to release<br> stuff every five minutes. Yet...I'm starting to feel like I'm<br> hoarding <a href="http://dead-souls.net/RELEASE_NOTES">goodies</a>, and that's not nice. So I'm going to work<br> out some sort of release schedule soon, so I can at least<br> have a target date to miss. :)<br> <br> <span style="text-decoration: underline;">Connection page:</span><br> I added a <a href="http://dead-souls.net/javaclient/demo.html">connection page</a> to make it easier for the<br> casual visitor to the Dead Souls site to log into the demo<br> mud and check it out for themselves. I know the java client is<br> ugly, but it has the virtue of working well. If you know<br> of another java client <span style="font-weight: bold; font-style: italic;">that works</span> (believe me I've played<br> with the mudmagic one and others and have not gotten them<br> to behave) please let me know.<br> <br> <span style="text-decoration: underline;">LPUni:</span><br> There has been recent turmoil in the LPUni community <br> about the prospect of moving the site onto a server run<br> by Kyndig. Dale at Wolfpaw has come to the rescue and offered<br> a hosting package that I think is acceptable to everyone.<br> <br> I don't think Wolfpaw will be able to rival Kyndig's<br> customer service for a couple of reasons. First, Dale doesn't<br> do it as his primary job, so there will necessarily be some<br> lag between service requests and action. Second, Dale doesn't<br> have anything to prove. I suspect that Kyndig was Mr. Johnny-<br> on-the-spot for Tacitus because he wanted to demonstrate stellar<br> support, in order to facilitate the decision to have LPUni<br> move there. For Tacitus the choice was a no-brainer. With<br> support requests handled within minutes of filing them, and<br> FREE service besides, well, it's a done deal right there...<br> unless you actually care about the moral aspects of entering into<br> a pact with Kyndig, which I did.<br> <br> My thrust is that folks shouldn't expect the kind of<br> lightning-fast service Kyndig was providing in order to prove<br> a point. Wolfpaw is a solid hosting solution, solid enough to<br> handle mudconnector.com, which is the premier mud resource<br> site. Having to wait a day or two for service requests on<br> our discounted hosting package is part of the price we will<br> pay for keeping our hands clean.<br> <br> If none of that stuff made sense to you, you probably<br> don't know about the Kyndig situation, and really, you're<br> not missing anything. It's a big dumb political brouhaha <br> that you're just as well not knowing about.<br> <br> I've received some threats about being nominated for an<br> LPUni council position. Please note that I feel I am already<br> participating to the best of my ability in the LPUni<br> community, and me being in such a council would not have the<br> effect folks think it would. Please don't bother<br> nominating me. Thanks.<br> <br> <br> <a name="10aug06"></a><span style="font-weight: bold;">10 August 06</span><br> <br> Ok. That wraps it up for the load testing. My<br> fears were largely unfounded. I fired hundreds of playerbots<br> into a mud running on Linux on a 1.2GHz laptop with .5 gig ram.<br> The bots are created by an AI routine that telnets to the<br> target mud, automatically creates a character, and then<br> walks around the mud, picking things up, picking fights<br> with orcs, and doing typical player things. They were coded<br> to avoid idleness of more than 4 seconds, though a few<br> malfunctioned due to unexpected stimuli.<br> <br> <br> The results:<br> <ul> <li>Around 300 players, a slight lag could be found, if you were looking for it.</li> <li>Around 400 there was a minor lag.</li> <li>Around 500 there was definite lag, as in "you could not miss this" type lag. However, I remember playing on a mud back in the day which had heavier lag with just 30 players on. <br> </li> <li>Around 600 players there was undeniably heavy lag. Most commands ran in under 1 second, but some took a few seconds to complete, and some errored out because the mud was too busy.</li> <li>Around 700 players the mud was in definite "I'd rather not play here" mode. Most commands ran in under 2 seconds, but some took several seconds to complete.</li> </ul> <br> These tests have proven very valuable in shaking out<br> bugs I would not have spotted otherwise. <br> <br> I got as far as 710 players before running the tests <br> started to get inconvenient for me (the bot generation process <br> is a bit awkward). At this point I'm satisfied that if<br> people run into a performance bottleneck when using Dead Souls<br> it is *not* due to the base lib or MudOS efficiency.<br> <br> The news, therefore, is good for people running Linux<br> on modern PC hardware. Even if your mud becomes the busiest in <br> non-commercial mudding history, the software will keep up with you.<br> As for bandwidth and clean area coding, that's on you.<br> <br> The news for Windows users...not so good. <br> <br> I don't know why, but it seems that you can't<br> get more than 64 (or so) players logged on simultaneously<br> to a Windows DS mud.<br> <br> It's possible that recompiling MudOS for Windows<br> using Cygwin fixes this, but I don't know for sure and<br> I will not be testing that in the near future. If<br> you're running DS on windows and you <span style="font-weight: bold;">really really</span> need<br> to be able to have more than 64 players on at once<br> right away, let me know and we'll discuss your options.<br> Otherwise, I'm shelving that for now.<br> <br> Someday I'll have a newer PC to play with and<br> I'll shoot for the 1024 player barrier. But that day<br> is not today. <br> <br> <br> <a name="09aug06"></a><span style="font-weight: bold;">09 August 06</span><br> <br> I'm just about done playing with load testing.<br> The results have been fascinating, because I've<br> just never had occasion to review data from "too<br> many players" problems.<br> <br> The bad news is that MudOS is coded using many<br> f*()'s, which limits the use of file descriptors<br> in most cases to 255. Determining whether this is<br> the obstacle it *looks* like will be a task for<br> the future, as I need more time and beefier computers<br> to extract the results I need and perform the <br> tests I want.<br> <br> At some point last night I did an <br> eval return sizeof(users()) and I got the staggering<br> value of 407. However, there were errors all<br> over, and the mud was, for all practical purposes,<br> unusuable. It's not clear to me how far it'll<br> go and still be usable in any way. I'm actually<br> wondering if I hallucinated that because I<br> haven't been able to reproduce it since.<br> <br> Anyway, that's the bad news. Right now you<br> can't have a <span style="font-weight: bold;">ludicrous</span> <span style="font-weight: bold;">number</span> of players on <br> simultaneously.<br> <br> The good news is that you can have a <span style="font-weight: bold;">large number</span><br> of players on simultaneously. I've set it<br> up so that my development mud (not the demo mud)<br> has 160+ players at all times. This is to see<br> what it's like to conduct business on a very,<br> very busy DS mud. So far the lag is so minor as<br> to be easily ignored. <br> <br> The system is a bargain basement beige box<br> running an 800MHz Duron with a gig and a half<br> of ram. Even with all those players bumping around,<br> the process hovers around 40% cpu, and the amount<br> of ram used is 81 megs. My guess is that with a<br> 3G proc and above, running on modern (eg not<br> 2002) hardware, you'd have scant chance of noticing<br> 200+ players, except for all the dying and <br> shouting of course.<br> <br> Take a look if you'd like, by telnetting to<br> rugose.com port 5050. Note that it's just a<br> cable modem, and I use it for all my net traffic,<br> so whatever lag you get is 90% network-based.<br> <br> <br> <span style="font-weight: bold;"><a name="07aug06"></a>07 August 06</span><br> <br> In order to load-test DS, I've coded a playerbot<br> object that telnets to the test mud and does<br> typical player things: pick things up, wear them,<br> wander about, open doors, etc. It does something<br> at least once per 5 heartbeats, so it's quite a <br> noisy thing.<br> <br> I also coded it to permit the rapid loading of<br> many of them at once. The idea is to know what<br> kind of bugs await me at the 200+ player threshold.<br> <br> The results are interesting, and rather better<br> than I expected. On a half-broken, 512Mb ram, <br> p3 1.2GHz laptop, I can run 180 of these busy little<br> guys with no noticeable lag.<br> <br> Around that point, though, I start hitting<br> some weirdness. It doesn't involve "performance",<br> quite. It's more a matter of the existing systems not<br> really being set up to handle 100 objects<br> each with a separate short description in one room.<br> That sort of thing. It's encouraging, though, that<br> the problems I'm running into don't involve<br> capacity, so much as tweaking functionality.<br> <br> <br> <span style="font-weight: bold;"><a name="02aug06"></a>02 August 06</span><br> <br> <span style="text-decoration: underline;">Intermud:</span><br> I've received some negative feedback from the<br> DS community about the participation of muds from<br> the old gjs router on our new yatmim. Intergossip,<br> which used to be mostly PG-13 if not PG is now<br> edging toward an R rating.<br> I don't like it much, myself, because it tends<br> to deter some people from participating, and the<br> point of the router is participation.<br> However, I feel bound by the rules I set down,<br> and by the spirit in which I developed them. The<br> idea is to foster community and support. My idea<br> of community is not the only one, nor is it necessarily<br> the correct one. I am reluctant to take it upon<br> myself to dictate that only happy talk is permitted.<br> I am committed to preventing abuse of newbies<br> from happening on the 5 default DS channels, and<br> I will be strict in enforcing the rules outlined<br> on the router rules page. But I am loath to try to<br> enforce politeness, because frankly I don't think<br> I have the time or energy for it.<br> I made yatmim a public router because I felt<br> that it was a good idea to avoid a stagnant, <br> insular atmosphere on intermud. I'm still confident<br> I made the right choice, and unless things get out<br> of hand, I will continue to enforce the rules as I<br> have been.<br> However, if what I start to see is a hostile,<br> counterproductive atmosphere, I will interpret this<br> as against the intent of the channels, and will<br> feel unpleasant obligations.<br> <br> <span style="text-decoration: underline;">RELEASE_NOTES:</span><br> After some thought, I've decided to share the<br> <a href="http://dead-souls.net/RELEASE_NOTES">RELEASE_NOTES</a> of the unreleased 2.1r* versions. This<br> doesn't mean any releases are coming anytime soon.<br> The idea is that I'd like folks to see that<br> their bug fixes and requests are being addressed,<br> and not just falling into a black hole.<br> I also want people to know DS development <br> continues, even though the release schedule is<br> dramatically slowed.<br> <br> For those asking "why not just make releases<br> like before?", the reason is that the packaging<br> process is a very time-consuming one. It also tends to <br> make it difficult to work on long-term projects, because<br> every little thing has to be wrapped up and clean.<br> This way I can have a big, messy, sprawling <br> lib that lets me work on a piece here and a piece<br> there as I see fit without worrying about having<br> all the moving parts working right away.<br> <br> The changes in the release notes will sometimes<br> be reflected in the demo mud, and sometimes not.<br> Don't expect always to see the latest nifty<br> thing show up on the demo mud when you see it on<br> the release notes, but you should see it there eventually,<br> when I do my periodic (sometimes piecemeal) porting.<br> <br> <span style="text-decoration: underline;">LPU:</span><br> It looks like Tacitus is more or less retiring<br> from his role as admin of LPUni. I don't know anything<br> more about it that you guys, so I have no special <br> insight as to where things are going with LPUni.<br> However, it would be sad if it went away, because<br> the forums and Wiki do seem to be a great benefit<br> to the DS community, and potentially to the LP<br> community at large.<br> I hope that even if Tacitus is not able to play<br> as active a role in the management of the site as<br> he used to, that he leaves it up for the community <br> to use as a resource for communication.<br> <br> <br> <br> <a name="28jul06"></a><span style="font-weight: bold;">28 July 06</span><br> <br> Added a reaper fix to the <a href="http://dead-souls.net/fixes.html">fixes page</a>.<br> <br> I've completed the new doctool system, and have<br> begun plowing into the lfun documentation gap. To see<br> what the lfun docs will look like, log into the<br> demo mud and poke through the files in /doc/lfun .<br> Please note that the demo mud is not where I write<br> the docs, so if it looks like the list isn't getting<br> bigger, it has nothing to do with the amount of<br> documentation I'm producing. I copy over to the demo<br> mud as I remember to do so.<br> <br> I've also added the Praxis domain to the demo<br> mud, so you can review the code. Remember it is still<br> not completely ported, and even when it is done, it<br> will not be "production quality" stuff. It's just<br> a sample of what Dead Souls/Nightmare used to look like.<br> <br> Please remember that Dead Souls is made stronger<br> by word of mouth. The more people try it, then the more<br> people will adopt it, and the more work happens on it, and<br> the better it becomes.<br> <br> You can contribute to this cycle by replying to<br> any of the following forum threads as you see fit:<br> <br> <br> <a href="http://mudconnector.com/discuss/discuss.cgi?mode=REPLY&area=promotions&message=15115">http://mudconnector.com/discuss/discuss.cgi?mode=REPLY&area=promotions&message=15115</a><br> <br> <a href="http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=44ca0daf3613ffff;act=ST;f=14;t=535">http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=44ca0daf3613ffff;act=ST;f=14;t=535</a><br> <br> <br> Your contribution to keeping Dead Souls on the front<br> burner of mud discussion is vital in widening the public<br> awareness of it. Even just a one-line opinion, "It rocks" or "It sucks"<br> is helpful. Just post <span style="font-weight: bold; font-style: italic;">something</span>!<br> <br> <br> <a name="25jul06"></a><span style="font-weight: bold;">25 July 06</span><br> <br> I've added a <a href="http://dead-souls.net/fixes.html">General/Minor Fixes page</a> to handle<br> bugfixes that aren't critical to security or functionality.<br> <br> I want to keep such minor bugfixes separate from<br> hotfixes, which are meant to be important, and shouldn't<br> get buried under the clutter of numerous small corrections.<br> <br> I also don't intend to get sucked into frequent patch<br> level releases, so that fixes page is where folks should<br> expect to find their "upgrades" for a while. Please run<br> diffs against the files in <a href="http://dead-souls.net/code/fixes/">http://dead-souls.net/code/fixes/</a><br> if you want to know what's changed.<br> <br> <br> <a name="24jul06"></a><span style="font-weight: bold;">24 July 06</span><br> <br> Well, I appear to have lost my mind. I'm<br> <a href="http://mudconnector.com/discuss2/discuss.cgi?mode=MSG&area=positions&message=29939">advertising for builders</a>. And, in what I suspect<br> is an unprecedented display of utter shamelessness,<br> I'm making an <a href="http://dead-souls.net/articles/renaissance.html#next2">open plea for someone to give me their mud</a>.<br> <br> Well, <a href="http://dead-souls.net/articles/renaissance.html">read the article in its entirety</a> to<br> understand the motivation. <br> <br> Whether this fails or succeeds, I think it'll<br> work great for me. If people do sign up and/or<br> I get a dead mud to revive, it'll advance my sinister<br> agenda of world domination.<br> <br> If both pleas go unanswered, I'll be able to<br> devote my time only to the current DS projects.<br> <br> I'm honestly not sure which I'd prefer. Let<br> the Fates decide.<br> <br> <br> <a name="19jul06"></a><span style="font-weight: bold;">19 July 06</span><br> <br> Porting other LP mudlibs to Dead Souls is<br> rather more of a pain in the neck than I'd realized,<br> but I'm making good progress, I think.<br> <br> I have about 85% of the Nightmare 3 Praxis<br> area ported over. The monsters don't work yet, but<br> the rooms seem quite stable. To take a look<br> around, telnet to the <span style="font-weight: bold; font-style: italic;">dev</span><span style="font-style: italic;"> </span>(not the demo) mud<br> at <a href="telnet://rugose.com:5050">rugose.com 5050</a>, open the reception room door, <br> <span style="font-weight: bold;">go north</span>, then <span style="font-weight: bold;">go west</span> 5 times, then <span style="font-weight: bold;">go north</span> into<br> the campus stargate lab. Type: <span style="font-weight: bold;">dial praxis</span>, <br> then type: <span style="font-weight: bold;">enter gate</span>. Don't forget your way back <br> to the gate after wandering in Praxis.<br> <br> The <span style="font-weight: bold; font-style: italic;">dev</span> mud does not auto-wiz you. Don't be<br> surprised that you are not a Creator.<br> <br> On a separate note, Tyche's rudeness has<br> given me an excellent opportunity to explain my<br> side of the licensing disagreement, which<br> I have attempted to do here:<br> <br> <a href="http://www.mudconnect.com/discuss2/discuss.cgi?mode=MSG&area=promotions&message=15678#15678">http://www.mudconnect.com/discuss2/discuss.cgi?mode=MSG&area=promotions&message=15678#15678</a><br> <br> I encourage everyone to chip in with their opinion,<br> as I'm very interested in knowing what the DS <br> community thinks of the situation.<br> <br> <br> <a name="15jul06"></a><span style="font-weight: bold;">15 July 06</span><br> <br> So evidently some GPL militant informed on<br> me to Sourceforge, and they've asked me to comply<br> with OSS or remove my project.<br> I gave it some thought, and decided to follow<br> their "formerly OSS" policy, leaving an older,<br> GPL version of Dead Souls available for download,<br> and removing the newer stuff. Probably this will<br> satisfy nobody but me. But given how some people <br> have been approaching the subject, I'm disinclined <br> to try to please anyone else with DS licensing.<br> Sourceforge web maintenance stuff is down,<br> but as soon as it comes back up I'll fix the<br> project page to reflect the New Way.<br> <br> On a brighter-still note, very few complaints<br> or bug reports have surfaced since the release of<br> Dead Souls 2.1. W00t! <br> <br> As mentioned before, please don't expect<br> patches or upgrades anytime soon. Please operate<br> as if DS development is over. It isn't, and I<br> will be developing new stuff, but it would be<br> unwise for you to operate in expectation of it.<br> <br> <br> <a name="12jul06"></a><span style="font-weight: bold;">12 July 06</span><br> <br> As I suspected, someone has flown into a<br> tizzy over my <a href="http://dead-souls.net/articles/copyright.html#23jun06">revocation of GPL</a>. Their rant is<br> a perfect example of the sort of vitriol that<br> made me choose to do that in the first place.<br> Have a look at the discussion <a href="http://lpuni.org/index.php?option=com_simpleboard&func=view&catid=20&id=606">here</a>.<br> <br> The 2.1 release is going a little slower than<br> I expected. I've gotten a case of the "perfects",<br> and I keep going over and over things to make<br> sure it's all ok. <br> <br> We're still on track for "sometime this week."<br> <br> <span style="font-weight: bold;">UPDATE</span>: W00t! I can't tell you how relieved<br> I am to be done. Dead Souls 2.1 is now available<br> for download from the front page.<br> <br> If you find bugs, please tell me about it, but<br> also expect a slower schedule for the release of <br> patches. I need a break. <br> <br> Patches to upgrade to 2.1 will be available<br> later today or tomorrow, as will be diffs.<br> <br> <br> <a name="11jul06"></a><span style="font-weight: bold;">11 July 06</span><br> <br> I've disposed of all the items in the todo<br> list of July 7. There is nothing wrong with<br> the stargate. The example file has been renamed<br> to avoid confusion, and to avoid it accidentally<br> going live on the stargate network.<br> <br> I've killed the bugs found by the playtesters<br> in the past few days, and unless something major<br> happens, Dead Souls 2.1 will be released this week.<br> <br> <br> <a name="10jul06"></a><span style="font-weight: bold;">10 July 06</span><br> <br> Things are going just great. At this point,<br> the number and type of bug report coming in is<br> such that I'm running out of things to do. I<br> need playtesters, so please, if you get a chance,<br> log into <a href="telnet://rugose.com:6666">rugose.com 6666</a> and beat on that mud.<br> Let me know what bugs you find. Thanks!<br> <br> Oh, by the way, <a href="http://dead-souls.net/code/ds2.0r29.zip">2.0r29</a> is out. We're getting<br> closer and closer to <a href="http://dead-souls.net/ds2.1.html">2.1</a>! W00t!<br> <br> <br> <a name="07jul06"></a><span style="font-weight: bold;">07 July 06</span><br> <br> A really surprising thing happened today. I<br> decided to reorganize my .plan file and remove <br> anything that wasn't either an important feature<br> enhancement or a bugfix. I wanted to know *exactly*<br> how close I am to releasing Dead Souls 2.1.<br> <br> After slogging through and tearing out pages<br> of wishlists and maybes, this is what was left:<br> <br> - fix /obj/stargate<br> - update colors with %%^^ data<br> - verbify force<br> - can't delete glass case?<br> - are people defaulting to the start room?<br> - sell machine to cat<br> - make an npc's living body go away BEFORE the corpse is moved into the room<br> - make channels understand ) after : can have non emote messages after<br> - SetMaxHealth shouldn't need to be in init()<br> - help area<br> - help newbie<br> - apostrophes<br> - add damage types to dummy<br> - intergossip logging to two files?<br> - review setinventory, is addstuff necessary?<br> - Beggar says in English, "Hi, A mangy little rat."<br> - shop in the town is confusing the maglite with the cheap one.<br> - If a piece of gear is set for a "left foot" attribute, why can I also wear it on my right foot? <br> - the handbook says that its easier to kill things as a mage,<br> - bug: cp sefun.c / <br> - delete mfinger<br> - SetEmptyName(), SetEmptyLong() and SetEmptyShort(). <br> - install faq: if compile problems, try as root, try non 64bit amd<br> - wipe the unused tc's<br> <br> That's it. Now compare the size of this list with<br> the size of stuff in the <a href="http://dead-souls.net/RELEASE_NOTES">release notes</a>. That's how close<br> I am. I was shocked.<br> <br> So folks, I need your help. Any bugs that have been<br> bothering you but you haven't gotten around to telling me,<br> this is the time. If you feel like knocking about the code<br> trying to break stuff, please log into the demo mud<br> at <a href="telnet://rugose.com:6666">rugose.com 6666</a> and have at it. <br> <br> It's ok that you'll make the list longer. That's<br> what I *want*. I want to get these bufixes as over with<br> as possible. <br> <br> <br> <a name="06jul06"></a><span style="font-weight: bold;">06 July 06</span><br> <br> <span style="text-decoration: underline;">more update news:</span><br> <br> I overlooked a couple of important things when<br> I released 2.0r27. They have been addressed in <br> <a href="http://dead-souls.net/code/ds2.0r28.zip">2.0r28</a>.<br> <br> There may be a compat buster here. One of the<br> things that needed fixing was a peculiar bug that<br> would generate extra corpses under unusual circumstances,<br> during combat. This bug had some relationship to<br> another combat bug that prevented the accurate<br> recording of a player's deaths.<br> <br> In the end, the fixes for these two involved the<br> manipulation of persistent player variables. The <br> good news is that things now seem to work just fine,<br> and the bugs are seemingly gone.<br> <br> The bad news is that since new player variables<br> are involved, you may find that test chars created<br> before an upgrade to r28 do weird things in combat...<br> like not fight.<br> <br> The fix is to create new test chars.<br> <br> If Dead Souls was widespread enough that that<br> there were muds out there that were open, with players,<br> I'd look into some sort of system for updating <br> older player files. Since this is not the case,<br> I expect that people will be able to tolerate this<br> minor inconvenience with minimal discomfort.<br> <br> <br> <br> <a name="05jul06"></a><span style="font-weight: bold;">05 July 2006</span><br> <br> <span style="text-decoration: underline;">router news:</span><br> The gjs router has been down for a week now, and<br> we may see some refugee muds start to make their<br> home on our router, yatmim (which by the way, stands<br> for Yet Another TMI Mud, which is how the router<br> started out. It's a DS mud now.) Yatmim is public and<br> so all are welcome, but there are some rules folks<br> need to abide by. The point of yatmim was to have<br> a reliable router for DS muds, but also one where<br> new people wouldn't be afraid to ask for help. <br> <br> Please see the new <a href="http://dead-souls.net/router_rules.html">router rules page</a> for more info.<br> <br> <span style="text-decoration: underline;">update news:</span><br> Version 2.0r27 is out. I'm ever grateful to the<br> folks who find problems and report them...without<br> their help Dead Souls would take much longer to<br> get where it's going. Thanks, guys. <br> <br> It probably still has a bug or two, specifically in<br> message boards. As usual, hotfixes will be posted<br> on the <a href="http://dead-souls.net/hotfix.html">hotfix page</a>. As usual, please let me know what<br> bugs you find.<br> <br> One of the new features in r27 is that the install<br> process will now work on Wolfpaw servers, so you folks<br> staying away because you couldn't get it to work, come<br> on in. The water's fine. Just be sure to run <span style="font-weight: bold;">make -j 1</span><br> instead of just <span style="font-weight: bold;">make</span>.<br> <br> For those uncomfortable with frequent patching,<br> please be aware that it isn't absolutely necessary. <br> See the <a href="http://dead-souls.net/articles/patches.html">patch article</a> for more details.<br> <br> Note that for those unwilling to follow the<br> standard patch procedure, diffs are being made<br> available <a href="http://dead-souls.net/diffs/">here</a>.<br> <br> <span style="text-decoration: underline;">LPUni news:</span><br> Tacitus has made some improvements to the front page.<br> Let's hope he keeps that up and fleshes out the rough<br> draft we see today.<br> <br> He has also set up a "mud farm", with various LP<br> lib flavors running. Take a look in particular at the<br> Dead Souls 1.1 mud he's hosting. It should be interesting<br> to see how different it is from DS2. The address is:<br> <a href="telnet://lpuni.org:6501">lpuni.org 6501</a><br> <br> <br> <span style="text-decoration: underline;">Sourceforge news:</span><br> In case you haven't noticed, I'm relying less<br> and less on Sourceforge. They're great and everything,<br> but lately they've been down a lot, and it made me<br> realize I'm depending on them for stuff I can do<br> myself. The download stats are totally misleading,<br> and all their fancy project management stuff is just<br> a waste on me. <br> So you can pretty much figure on releases and<br> patches showing up here first and more often than<br> on Sourceforge. <br> <br> <br> <a name="23jun06"></a><span style="font-weight: bold;">23 June 2006</span><br> <br> I've been frustrated for some time with the way<br> the LPUniversity site seems almost intentionally<br> designed to be confusing and inscrutable to newbie<br> mudders. For example, if I didn't happen to know<br> the site is supposed to be an LPC mud resource, the<br> front page wouldn't be much help in informing me.<br> <br> So I bought a domain with the single purpose<br> of clarifying things. It's a shame I had to take it<br> upon myself, but you know what they say about things<br> done right. <br> <br> The <a href="http://lpmuds.net">lpmuds.net</a> site is intended to be a simple,<br> easy-to-read description of LP muds. What they are,<br> where you can get some, and where you can go to <br> talk about them. None of this fancy calendaring,<br> plenipotentiary council executive meetings, soup for <br> the needy, whatever.<br> <br> It's just a web site with information that I<br> hope is useful.<br> <br> If you have any suggestions or requests about<br> what the site should have, please let me know.<br> <br> On another note, please be aware that Dead Souls<br> is no longer GPL. For more information, please see<br> <a href="http://dead-souls.net/articles/copyright.html#23jun06">this article</a>.<br> <br> Saquivor has found a neat <a href="http://mudsbuilder.sourceforge.net/">creation GUI</a> that he's<br> adapting for DS use. Keep an eye on the <a href="http://dead-souls.net/downloads.html">downloads page</a><br> for a DS template. It should be available soon.<br> <br> <br> <a name="18jun06"></a><span style="font-weight: bold;">18 June 2006</span><br> <br> The <a href="http://dead-souls.net/code/patches/dspatch_2.0r21_2.0r26.zip">2.0r26 patch</a> is out. Anyone under that rev is<br> subject to having their mud compromised by any creator<br> at any time. Please upgrade <span style="font-weight: bold; text-decoration: underline;">NOW</span> if you haven't already<br> done so.<br> <br> As to the issue of Tacitus, please see <a href="http://dead-souls.net/articles/tacitus.html">this link</a>.<br> <br> <br> <a name="16jun06"></a><span style="font-weight: bold;">16 June 2006</span><br> <br> As usual, good news and bad news. The good news first. Tacitus<br> helped discover a serious security flaw in Dead Souls. Woot!<br> Congratulations to him for being clever, and thanks for<br> helping secure DS.<br> <br> The bad news is that all versions of DS are affected, so<br> you should lock your DS muds (using admintool) and avoid<br> promoting anyone to a Creator position until the patch<br> is in place. Hopefully I'll be able to cook something up<br> this evening.<br> <br> The other bad news is that I found Tacitus trying<br> to delete log files on the dev Dead Souls mud. I think I<br> was fortunate that he missed a couple of details in rooting<br> me, so he failed. However, until I can account for every<br> free inode with recovery software, the dev mud will<br> be locked also. Sadface.<br> <br> For some reason, he also chose to go online and announce<br> the details of the flaw without giving me a chance to<br> address it. This means you are rather exposed, so please<br> make sure to only allow <span style="font-weight: bold;">very</span> trusted people to Creator postions.<br> <br> <br> <br> <span style="font-weight: bold;"><a name="13jun06"></a>13 June 2006</span><br> <br> The <a href="http://dead-souls.net/router.html">I3 router box</a> suffered a storage subsystem failure:<br> around 8pm the fiber array crapped out and took down the raid volume<br> the I3 router mud was on. As of 9:20 I3 is back up.<br> <br> <br> <span style="font-weight: bold; text-decoration: underline;"><a name="09jun06"></a></span><span style="font-weight: bold;">09 June 2006</span><br> <br> ROXOR. I discussed with Marius the MudOS bundling<br> question. <a href="http://dead-souls.net/articles/copyright.html#Marius">Here's the scoop</a>.<br> <br> <br> <br> <a name="06jun06"></a><span style="font-weight: bold;">06 June 2006</span><br> <br> I am so delighted I could pop any moment. Earlier<br> today I checked the LPU forums while at a work site, <br> and was just blown away to see Saquivor had solved<br> the Windows sockets problem. I was all smiles, and<br> could barely wait to get to my desk to poke at it.<br> <br> Then...sadface. It looked like we solved the technical<br> problem of networking, but the next problem involved GPL<br> code. MinGW used libcrypto that I could not be sure<br> was not GPL, and the native Win32 binary we made required<br> that dll.<br> <br> In a burst of uncharacteristic optimism, I went<br> about seeing if I could obviate the GPL library in<br> question, and eventually solved the problem by using<br> the MudOS built-in MD5 hash auth mechanism. JOY. I<br> had to get pretty violent with the crypto code, but<br> it appears to work well, and is far more secure than<br> the old system.<br> <br> The only drawback is that new passwords are not compatible<br> with old passwords. A driver change will mean some<br> pain. Fortunately this is an unusual situation.<br> <br> In the interest of cross-platform compatibility I <br> plan to make the Unix side of the DS distro MD5 auth<br> also. This will probably happen in the release following<br> the release I plan to make this evening.<br> <br> <br> <br> <a name="05jun06"></a><span style="font-weight: bold;">05 June 2006</span><br> <br> I spent the entire weekend hacking at MudOS to<br> try to compile a native Win32 binary. I made a solid<br> amount of progress, and I'm almost there, but I<br> need help. <a href="http://dead-souls.net/win32/">Please see if you can lend a hand</a>.<br> <br> I called RedHat bright and early today, to get<br> in touch with the Cygwin licensing people. Predictably,<br> I got no straight answers, and I am now officially waiting<br> for a call beck from a Sales Rep named Mike within<br> then next two to three business days.<br> <br> What do you suppose are the chances that a Sales<br> representative will offer me what I want for free?<br> ----<br> <br> He got back to me! And the verdict is:<br> <br> <span style="font-style: italic;">" That license costs 25K per year. I did not mention it as an option because you mentioned you we looking for a free/low cost option. The Buyout license doesn't qualify.</span><br style="font-style: italic;"> <span style="font-style: italic;">Mike "<br> ----<br> <br> </span><span style="font-weight: bold;">CASE CLOSED.</span><span style="font-style: italic;"><br> </span></div> <br> <br> <div style="text-align: left;"><a name="03jun06"></a><span style="font-weight: bold;">03 June 2006</span><br> <br> The good news is that version 2.0r24 of Dead Souls<br> is now available for <a href="http://sourceforge.net/project/showfiles.php?group_id=148388">download from Sourceforge</a>.<br> <br> The bad news is that thanks to <a href="http://mudconnector.com/discuss/discuss.cgi?mode=MSG2&area=promotions&page=2&message=15212">another observation<br> from that member of the mud community</a>, it's come to my<br> attention that despite my best efforts, the Windows <br> version of Dead Souls *still* may violate GPL.<br> <br> I am erring on the side of caution and have unbundled<br> the Windows binary and Cygwin dll's from the Dead Souls<br> distribution.<br> <br> I very much hope to have a Windows solution soon,<br> as a substantial number of the Dead Souls userbase<br> is on Windows, and presumably there are other folks<br> interested in using it.<br> <br> If you can provide me with instructions on how to<br> make a non-license-violating MudOS binary, or if<br> you wish to provide me that binary already compiled,<br> I'd be delighted to accept that contribution for<br> consideration.<br> <br> Until then, hang tight. We'll figure something out.<br> <br> </div> <br> <div style="text-align: left;"><span style="font-weight: bold;"><a name="01Jun06"></a>01Jun06</span><br> <br> <br> Dead Souls has been removed from the mudmagic file<br> repository. For details, please read <a href="http://dead-souls.net/articles/mudmagic.html">this article</a>.<br> <br> I'm delighted to announce that <a href="http://www.mudmagic.com/community/pages/alexander_tau/">Alexander Tau</a> has been<br> promoted to a position of substantial admin authority at<br> LPUniversity, and he has created a <a href="http://lpuni.muddomain.net/index.php?option=com_simpleboard&Itemid=47&func=showcat&catid=20">Dead Souls forum</a> just<br> for us! W00t! Congratulations, Alex. I'm certain you will<br> do an excellent job.<br> <br> I've released a new article dealing with <a href="http://dead-souls.net/articles/copyright.html">Dead Souls<br> and intellectual property</a>, which tends toward the dry side,<br> but it addresses issues that Dead Souls admins may have<br> brought up to them. It's intended as a reference for the<br> "official" position of Dead Souls on such matters.<br> <br> You may have noticed a sexy new CSS style format for<br> some of the pages on the DS site. This is thanks to <br> <a href="http://www.mudmagic.com/community/pages/kelvin/">Kelvin's</a> efforts. He took my challenge of "if you don't <br> like the site's look, do something about it" seriously,<br> and boy, it sure is easier to read, isn't it? Thank you,<br> Kelvin. <br> <br> <br> </div> </div> <span style="font-weight: bold;"><a name="22May06"></a>22May06</span> <br> <br> If there's one thing that bugs me it's news pages for<br> projects that turn into personal blogs. I can't promise it<br> won't happen here, but I'll make the effort.<br> <br> I've updated the front page a bit for clarity. It was<br> getting so *I* couldn't read it. I'm a fan of simple readable<br> text, and I hope it's easier to get what you need from it.<br> Also added a cute little favicon. <br> <br> As of the current version, 2.0r22, Dead Souls is now a<br> single download package...just one file to download whether<br> you run the Windows version or the UNIX/source code version.<br> The same is true for the patch. One file to rule them.<br> <br> I've been asked by people how they can give back to<br> the Dead Souls community. Easy. Evangelize. Tell people what<br> you honestly think of the lib. If someone's in doubt as<br> to which codebase to choose, point them our way.<br> <br> If you can help me promote the lib, you've done a<br> good service. The more people use Dead Souls, the stronger<br> we are as a community. Join the MUD forums and spread the<br> word, or if that's not your style, lurk until the opportunity<br> presents itself to give us a good old shameless plug.<br> <br> Also, spend some time on the LPUniversity forums.<br> (Update, 27sep06: go to <a href="http://lpmuds.net/forum/">http://lpmuds.net/forum/</a> instead)<br> Create a login, and chat a bit. Liven the place up.<br> <br> <br> <big style="font-weight: bold;"><span style="font-weight: bold;"></span></big> <hr style="width: 100%; height: 2px;"></div> </center> <center style="font-family: courier new,courier,monospace;"><a style="font-weight: bold;" href="http://dead-souls.net/"><span style="text-decoration: underline;">Dead Souls Home</span></a><span style="font-weight: bold;"> </span> </center> </body> </html>