This release, 1.8.3p0, marks a complete change in how PennMUSH handles ANSI
and Pueblo internally. This will impact distributions with hardcode changes
that use ANSI in the hardcode, and a few changes in softcode.
The PennMUSH devteam is pleased to announce the release of PennMUSH 1.8.2p2, which fixes several bugs and typos, including two uncommon crash situations in PennMUSH 1.8.0. This patch is highly recommended for all users of the "stable" series that are not intending to upgrade to 1.8.3 immediately.
We're also pleased to announce the first release of the PennMUSH 1.8.3 series. This is the new "development" series, and future releases will contain both bugfixes and new features. 1.8.3 includes all of the fixes in 1.8.2p2 as well as an extensive rewrite of the internal ansi color handling routines.
The c.p.o site has recently been upgraded to the latest version of Drupal. Feel free to report any weirdness by replying here, if you can, and by email to email@example.com if you can't.
So I'm playing around with Penn again. Thinking about starting up the wild west game idea I'd been kicking around forever. So I start to go out and grab Myd's BB, and other mush code I normally start with and I notice most of the mushcode archives have disappeared!
I'd love to see a way to store this stuff maybe we could set up some more formal repository here at Penn other then the FTP site? Anyone have the code from these archives sitting on some drive? I had a bunch but my HD died like 9 months ago
This is a quick patch to correct an issue that crept into the 1.8.2p0 release
at the last minute.
You can retrieve this version, or patch files to this version from 1.8.2p0
* Corrected inadvertent breakage of null comparisons. Patched by
* Added overview since 1.8.0 to help 1.8.2p0. [EEH]
The PennMUSH dev team is happy to announce the release of PennMUSH 1.8.2, the latest "stable" series release. As in the past, even-numbered versions are maintained for bugfixes only, and odd-numbered versions get both bugfixes and new features.
1.8.2 represents the conclusion of the feature development in 1.8.1, and includes a large number of new functions over PennMUSH 1.8.0. as well as the refinement and expansion of existing features. This includes multiple aliases per player, multiple search and sort related utility functions to simplify common processes, the decompose function for recreating the original version of parsed strings, the movement of the Home command to a standard command enabling it to be @hook'd and other such behavior, the movement of the FIXED restriction of Home into restrict.cnf, and many other functions, substitutions, and updates.
I wasn't sure which topic to apply to this story (I think of it as an "Administration" "Tool" in the form of a "Softcode - System"), so I chose to use the same category as the collaborative book to which it refers.
I'm pleased to announce that the WARPEDcore Project is now officially online. (If the previous link url becomes inaccurate, click the "Collaborative books" link in the upper right corner of this page, and you'll find it listed there.)
The book is composed of two main sections:
With Javelin retiring, PennMUSH is now on the shoulders of the remaining devs. Javelin has done amazing things with PennMUSH, and taken it so far that it'd be barely recognizable by the people who originally turned it over to him. With the onus of advancing and maintaining PennMUSH now in our laps, we're just getting over blinking at each other and scratching our heads.
So at the moment, we're maintaining. But maybe we'd like to do more than just maintain it and keep it bug free. Where would you like to see PennMUSH in 1 year? 3? 5?
Our standard library (list(functions)) is already massive. Do you want to see it grow with more shortcuts for your code?
Welcome to the Book of Softcode Challenges!
The goal of this book is to present a set of projects for softcoding in a graduated order of difficulty/challenge. The idea is that a new softcoder could undertake each of these challenges in order and develop new skills by learning the techniques necessary for doing each.
You can contribute to this book in several ways!
Hi folks! I'm going to take a minute to show off some code I recently wrote for my latest project, a MUSH set in Terry Pratchett's Discworld (obligatory plug).
This article is targeted at beginning/intermediate programmers who are beginning to get into coding more complex things like economy systems, chargen systems, and so on. I'd love to hear any feedback.
Often, most or even all of the softcode on a MUSH is done by one person. Whether a "Head Coder", the head wiz him/herself, etc, this person often is tasked with designing, coding, and maintaining all systems on the game. While this definitely has some advantages (the old "if you want it done right" principle, for one), it also has disadvantages: if your coder wizard gets bored, busy, or something happens to him/her, you need someone else to add new features, fix bugs, and that sort of thing. This can be a problem, though; most people will tell you it's a lot harder to read someone else's code than read your own. And, even when you're not fixing bugs, it can be a pain to figure out how to work with a system.