Not to turn this into a war of the OLC versions or anything, but I
thought I'd answer a few things and offer another 0.02 on the OLC topic.
>>>>Limitations? I quite find 1.8x to be much more "coder" friendly
than
the later 2.x versions....
Yeah, limitations -- I don't see having to pour through const.c to
manually add everything in (races, skills, groups, blah) as being coder
friendly, more like as work for the coder. True, you can say just find
more coders, but too many people having access to code can really screw
up a mud. So, go with the best thing that can be done. With olc2, you
can simply write the skill and toss it in magic.h, then modify which
classes get what skill, the target, all that from within the mud.. MUCH
easier to work with than pouring through const to do it.
>>Theres something to be said where an immortal can NOT add a
command out of thin smoke.
There, I agree completely. Then again, I'm the only one actually adding
the commands inside of the code.. The rest can be changed online, while
the mud's running.
>>>If i where you, i would be useing olc 1.81, as 2.01 simply is fare
more buggy than 1.81
Actually, if you do a little research, you can fix 100% of the bugs
within OLC2, in a mere matter of an hour or so. The biggest one I've
found is dig not actually working correctly (but if you'll go through
the list archives, there's a fix for that). Other than that, only one
thing that I know of can crash the mud, and that is the object->material
(or anything->material): When initially created, the values aren't set,
so you've just got to go into the code, find where the values are
initially created (any halfway experienced tech can find this), then
simply add --- pObj->material = str_dup("none"); .
I was wrong, there IS one more bug (??) with olc2, but again, that's
easily fixed.. Helpfile areas don't seem to want to save.. My solution??
What I've trained my imms to do is go to an area, create helpfiles,
toggle the area as changed, then asave changed.. Poof, the helpfiles are
saved, and they can be all contained in one area.
Those are the ONLY bugs that I know of with OLC2.. And the benefits far
outweigh the bugs themselves.. With OLC2, you can simply:
A> add skills/spells to the source itself, editing them online
B> add commands to the source itself, again, editing them online,
C> add races to the game without running a copyover,
D> modify most ANYTHING without running a copyover (or reboot)
E> create classes 10x easier (sure, you still need to do some of the
work in const.c, but, most of it is done in the mud).
I find (as a coder) that olc2 is the best damn thing I've seen yet.
Without it, I would be limited quite so in the selection of races that I
have brought into DR. Without it, I would have been limited (quite so,
again) in the selection of skills and groups brought into DR. Sure,
there's work to be done to it, but, as with any project, it's
progressing, not regressing. Well, it was untill Ivan kinda had no more
time to work on his own code.
I fail to see how having to go through and add so much to const.c for a
simple class, race, skill, or anything of the like can be coder
"friendly", or how having to reboot the mud (or copyover), any time you
want to change a commands level, log function, or anything of the like
can be coder "friendly". In fact, with OLC2, I've managed to keep
reboots/copyovers down to maybe once a week. With other versions, other
muds I've worked for, they were almost daily, if not more than once a
day, because x forgot y in their spell, or they decided it cost too
much, or too little.
Just my 0.02
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TJW: Head tech, Dreamless Realms Mud
Personal: http://twhiting.kyndig.com
Mud: http://drealms.kyndig.com
Snippets http://drealms.kyndig.com/snippets
Telnet telnet://drealms.kyndig.com:9275
The OLC2 Pages http://olc.kyndig.com
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