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66 lines
5.8 KiB
Markdown
66 lines
5.8 KiB
Markdown
title: Project plans and Splitting a Setting in two
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copyrights: Image from [freeimageslive.co.uk](http://www.freeimageslive.co.uk/free_stock_image/pausebreakkeyjpg), released under CC Attribution 3.0. Image by freeimageslive - stockmedia.cc.
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---
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As those following Evennia development should be aware of for now, we are approaching the 1.0 release of Evennia, the MU*-building framework.
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Thing is, that release has been coming 'soon' for quite a while now. Since some time you can already test Evennia 1.0-dev by checking out the Evennia `develop` branch ([here](https://github.com/evennia/evennia/discussions/2640) for help on how). Evennia 1.0-dev is still changing, but it's already stable enough that It's gotten to the point that people in chat now recommend new users to start fresh with 1.0-dev rather than the 'stable' version 0.9.5, which is now 1.5 years old and is not seeing more updates.
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## Changes to 1.0 release plans
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### In short:
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I plan to pause the work on the new beginner tutorial and release 1.0 with that piece of the documentation unfinished. It still has a large swathes of useful info, but the new from-scratch game will not be ready.
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### Longer:
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One of the reasons for 1.0 not being released is that I have been working on a new beginner-tutorial to go with the new system. This involves making a full little MUD game from scratch, and I'm making a full system you can both follow lesson-per-lesson as well as implementing it for those that prefer to pull apart code.
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Writing good code as well as full tutorial lessons is however a big, full-time job (next to my actual real-life full-time job) and thus I expect it will take a good while longer before the new tutorial is done. Worse, in the meantime I can't spend much time resolving the 1.0-dev bugs that has been reported by community testers and also block release.
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So I will map out the remaining pieces of the tutorial with informational "Work in progress" markers, merge what I have, and stop work on it for now.
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I'll continue finishing the tutorial in smaller sub-releases after the main 1.0 release.
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### What's left for 1.0-dev
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So, with the main bulk of work (the beginner tutorial) on hold, what's left to do?
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- Cleanup the rest of the docs! There's still much to do there, including removing old tutorials that are now covered in the parts of the beginner-tutorial already finished. Also need to connect all pages and structure the docs better.
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- Get into the bug backlog of Evennia 1.0-dev that people have reported. Also work to merge some outstanding PRs. I'll need to triage issues more, but hopefully I can get some help fixing simpler bugs during October's [Hacktoberfest](https://github.com/evennia/evennia/discussions/2858).
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## MULTISESSION_MODE changes (this will affect your current game!)
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That said, now to some recent changes in 1.0-dev. This one is important since it affects your existing game.
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### In short:
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The functionality of `MULTISESSION_MODE` has been broken into smaller sub-settings. This makes it a lot more flexible, but if you used the 'side-effects' of a higher `MULTISESSION_MODE` in your game, you now need to set a few other settings to get that back.
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### Longer:
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The `MULTISESSION_MODE` is a long-standing Evennia setting. It controls how many sessions you can connect to the game at a time. In other words, how many game clients you can open against the same accoung login at the same time.
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- Mode 0: A single session. Connecting a new one will disconnect the previous one.
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- Mode 1: Multiple sessions can be connected. When you puppet a Character, each session will see the same output.
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- Mode 2: Multiple sessions can be connected. Each session can puppet one Character each.
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- Mode 3: Multiple sessions can be connected. Multiple sessions can puppet a Character, each session will see the same output.
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Thing is that for the longest time, this setting has _also_ controlled other things:
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- Mode 0,1: A Character of the same name as the Account is auto-created when first connecting.
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- Mode 0,1: You auto-connect to your last character whenever you log in.
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- Mode 2,3: You don't get an auto-created character and end up in and OOC 'character' select screen when logging in.
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These things don't really belong together. For example, if you want players to be able to choose between multiple characters (a character selection screen) but only play one at a time (`MULTISESSION_MODE` 0 or 1), you'd need to work around Evennia's default.
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As of today, I've merged a change to Evennia 1.0-dev (`develop` branch) which changes this.
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- `MULTISESSION_MODE` now _only_ controls how sessions connect and how they can puppet characters.
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- `MAX_NR_SIMULTANEOUS_PUPPETS` is a new setting that controls how many puppets you can control for `MULTISESSION_MODE` 2 and 3. This will not change anything for modes 0 and 1 (always acts as 1 due to how those modes work).
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- `AUTO_CREATE_CHARACTERS_WITH_ACCOUNT` allows you to turn off the auto-creation of a character with the same name as the Account when you register. This used to be enforced as a part of `MULTISESSION_MODE` 0 or 1.
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- `AUTO_PUPPET_ON_LOGIN` controls if you will auto-connect to the last thing you puppet when you login, of if you'll end up OOC (by default at a character selection screen). Again, this used to be enforced by `MULTISESSION_MODE` 0 or 1.
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- `MAX_NR_CHARACTERS` existed before. It controls how many characters the default `charcreate` command will allow you to create.
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By default these settings are all setup to mimic the old `MULTISESSION_MODE` 0, so you should not notice any difference in a fresh game.
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The drawback is that if you use a higher `MULTISESSION_MODE` in your existing game, you will need to tweak these settings to get back what you had before. Also, if you overrode `Account` or the default login commands, you may need to tweak things to match the new upstream default.
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