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169 lines
7.5 KiB
Text
Executable file
169 lines
7.5 KiB
Text
Executable file
If you have any additions, corrections, ideas, or bug reports please stop by the
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Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
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Circle and tbaMUD Release History
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Abstract
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This document lists the release history of CircleMUD and at the end is the post
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to rec.games.mud.diku which originally announced CircleMUD as a publicly
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available MUD source code.
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tbaMUD Release history:
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Version 2025 release: January, 2025
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Version 2023 release: January, 2023
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Version 2021 release: March, 2021
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Version 2020 release: January, 2020
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Version 2019 release: January, 2019
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Version 2018 release: January, 2018
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Version 3.68 release: February, 2017
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Version 3.67 release: January, 2016
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Version 3.66 release: January, 2015
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Version 3.65 release: January, 2014
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Version 3.64 release: March, 2013
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Version 3.63 release: April, 2012
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Version 3.62 release: September, 2010
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Version 3.61 release: January, 2010
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Version 3.60 release: September, 2009
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Version 3.59 release: April, 2009
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Version 3.58 release: January, 2009
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Version 3.57 release: August, 2008
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Version 3.56 release: April, 2008
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Version 3.55 release: January, 2008
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Version 3.54 release: December, 2007
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Version 3.53 release: July, 2007
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Version 3.52 release: April, 2007
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Version 3.51 release: February, 2007
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Version 3.5 release: December, 2006
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CircleMUD Release history:
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Version 3.1 (yes, no beta pl): November 18, 2002
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Version 3.00 beta pl22 release: October 4, 2002
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Version 3.00 beta pl21 release: April 15, 2002
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Version 3.00 beta pl20 release: January 15, 2002
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Version 3.00 beta pl19 release: August 14, 2001
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Version 3.00 beta pl18 release: March 18, 2001
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Version 3.00 beta pl17 release: January 23, 2000
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Version 3.00 beta pl16 release: August 30, 1999
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Version 3.00 beta pl15 release: March 16, 1999
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Version 3.00 beta pl14 release: July 3, 1998
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Version 3.00 beta pl13a release: June 4, 1998
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Version 3.00 beta pl13 release: June 1, 1998
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Version 3.00 beta pl12 release: October 29, 1997
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Version 3.00 beta pl11 release: April 14, 1996
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Version 3.00 beta pl10 release: March 11, 1996
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Version 3.00 beta pl9 release: February 6, 1996
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Version 3.00 beta pl8 release: May 23, 1995
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Version 3.00 beta pl7 release: March 9, 1995
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Version 3.00 beta pl6 release: March 6, 1995
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Version 3.00 beta pl5 release: February 23, 1995
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Version 3.00 beta pl4 release: September 28, 1994
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Version 3.00 beta pl1-3, internal releases for beta-testers.
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Version 3.00 alpha: Ran on net for testing. Code not released.
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Version 2.20 release: November 17, 1993
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Version 2.11 release: September 19, 1993
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Version 2.10 release: September 1, 1993
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Version 2.02 release: Late August 1993
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Version 2.01 release: Early August 1993
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Version 2.00 release: July 16, 1993 (Initial public release)
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The CircleMUD press release is included below, in case you have not seen it
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and want to.
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Wake the kids and find the dog, because it's the FTP release of
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CIRCLEMUD 2.0
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That's right --CircleMUD 2.0 is done and is now available for anonymous FTP
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at ftp.cs.jhu.edu!
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CircleMUD is highly developed from the programming side, but highly UNdeveloped
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on the game-playing side. So, if you are looking for a huge MUD with billions
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of spells, skills, classes, races, and areas, Circle will probably disappoint
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you severely. Circle still has only the 4 original Diku classes, the original
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spells, the original skills, and about a dozen areas.
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On the other hand, if you are looking for a highly stable, well-developed,
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well-organized "blank slate" MUD on which you can put your OWN ideas for
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spells, skills, classes, and areas, then Circle might be just what you are
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looking for.
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Just take a gander at some of Circle's nifty features:
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--In-memory mobile and object prototypes and string sharing for
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decreased memory usage and blazingly fast zone resets
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--All large realloc()s have been removed and replaced by boot-time
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record counting and a single malloc() for superior memory efficiency
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--Split world/obj/mob/zon/shp files for easy addition of areas; plus,
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all the world files are still in the original Diku format for
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compatibility with existing areas
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--Boot-time and run-time error checking of most data files with
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diagnostic messages a lot more helpful than "segmentation fault"!
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--Player mail system and bank
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--Rewritten board system: boards are now stable, robust, more
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intelligent, and easily expandable --adding a new board is
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as easy as adding another line to an array
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--ANSI color codes with a fully documented programmers' interface
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--On-line system logs
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--Optional automatically regenerating wizlist --a final end
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to new immortals constantly asking you when they will be added
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to the immlist!
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--"config.c" file allows you to change aspects of the game such
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as playerkilling/playerthieving legality, max number of objects
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rentable, and nameserver usage --WITHOUT recompiling the
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entire MUD!
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--All text (help, mortal/immort MOTDs, etc.) is rebootable at
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run-time with the "reboot" command
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--All players are given a unique serial number --no more messy,
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time consuming str_cmp()s when you are trying to identify people!
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--Fully integrated and robust rent/crash system --allows normal
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renting, cryo-renting, crash protection, and forced rent
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(at an increased price) after an hour of idling
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--All the standard wizard stuff you are used to: level-sensitive
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invisibility, settable poofin/poofouts, wizline
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--Advanced "set" command which allows you to set dozens of aspects
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of players --even if they are not logged in! "Stat" also allows
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you to stat people who are not logged in!
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--Intelligent "autorun" script handles different types of reboots,
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organizing your system logs, and more!
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--Circle comes with more than a dozen utilities, all fully
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documented, to make maintenance a snap!
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--And much, much more!
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Unfortunately, the original Circle had more than its fair share of Bad People
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when it was alive, but it DID lead to an impressive list of security and
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"asshole control" features:
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--3 types of sitebanning available: "all" to refuse all connections,
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"new" to refuse new players, or "select" to refuse new players and
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all registered players who do not have a SITEOK flag.
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--"wizlock" allows you to close the game to all new players or all
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players below a certain level.
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--Handy "mute" command squelches a player off of all public
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communication channels
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--Handy "freeze" command freezes a player in his tracks: the MUD
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totally ignores all commands from that player until they are thawed.
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--Even handier DELETE flag allows you to delete players on the fly.
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--"set" command (mentioned above) allows you to freeze/unfreeze/
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delete/siteok/un-siteok players --even if they aren’t logged in!
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--Bad password attempts are written to the system log and saved;
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if someone tries to hack your account, you see "4 LOGIN FAILURES
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SINCE LAST SUCCESSFUL LOGIN" next time you log on.
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--Passwords do not echo to the screen; allows 3 bad PW attempts
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before disconnecting you.
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--Players are not allowed to choose their character's name as their
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password --you'd be surprised how many do!
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--"xnames" text file specifies a list of invalid name substrings
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to prevent creation of characters with overly profane names.
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Listen to all the rave reviews of CircleMUD 2.0!
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"How long ago was that deadline you set for yourself?" --My Friend
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"NO ONE should be denied the power of computation." --My Professor
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"Multi-user WHAT?" --My Mom
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Give it a try --what do you have to lose other than your GPA/job, friends,
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and life?
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Good luck, and happy Mudding,
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Jeremy Elson aka Ras
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Circle and tbaMUD's complete source code and areas are available at
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http://www.tbamud.com.
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