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    Production of RoT 3.0a is now underway.  This page is solely dedicated to the output of information regarding RoT 3.0a and will continuously be updated as the code is developed.  Persons wishing to remain updated on the progress of RoT 3.0a should visit this page often or email me (see the link above) for updates via email.

    I suck at html and I dont have FrontPage loaded yet, so this will be kept simple.

    A little history behind the birth of RoT 3.0a and why I've taken on this project.  Some time ago, just after the public release of RoT 2.0b2 and b3, I received a copy of the RoT 2.0b4 code (non-public) from one of the DAC members.   I began running b4 and fixing various bugs throughout the code.  When DarkBlade (Owen) announced his message board, I began posting bug fixes to the board.  After some time, DB contacted me and we further hunted and fixed bugs for the b4 source.   It was a few months later that I had the thought of creating a RoT 3.0a that was more than just an expanded RoT 1.4 code.  

    RoT, to date, has always been based on older Rom 2.4 code.  As RoT developed, the core code remained the same.  In addition, RoT has always been behind it's parent code (Rom) when it came to supporting code, such as the OLC for example.  When RoT 1.5 was produced, and it was never released publically despite what many of you think (doesn't take much to change 1.4 to 1.5 in your greetings and tell people who otherwise dont know, that you're running 1.5) it was actually a RoT 1.4 with a few added functions.  Likewise, when 2.0bx was released, again, it was a RoT 1.5b3 with a few added functions.  The core of the code has never changed. 

    Allow me to clarify a fact regarding RoT 1.5x as I get asked way too often.  Only three people outside of Russ himself have been given the RoT 1.5x code.  Myself of The Crypt (RoT 1.5b3), DarkBlade of DAC (RoT 1.5b3) and Fenor of Phoenix (RoT 1.5b1).  All other RoT muds claiming to be of a 1.5x version, are actually 1.4 versions that someone changed to 1.5.   There are a number of ways to prove all this and ways to prove that muds claiming to be 1.5 are in fact 1.4, as some of my code was in 1.5 and they dont have it.  Back to 3.0a... 

    Listed here will be a simple change log of sorts so you can see the progress of RoT 3.0a: 

  • Customized color code with support for background colors, inversion, blinking, etc...
  • RoT 3.0a obtains access on IMC WorldNet network - Will operate as Hub for other RoT 3.0x muds
  • Better orgainization of local files (.h dir, .obj dir, data dir, pfile dir's, etc.)
  • Improved Makefile (Archiving, wildcards, clean, configure, etc.)
  • RoT 3.0a obtains "Official" status from the DAC Development Team as the Official RoT Source Code and Home
  • All bit flags are unlimited (AFF_, COMM_, PLR_, OFF_, IMM_, RES_, and so on) - This is NOT the aff2 system!
  • Enhanced clan code/structure/support - To include ranks and skills
  • Instruction file for binary color codes (For color login screens without the need for any code)
  • Cities and Nationalities supported
  • Erwin's Copyover v7 added, with timer
  • Vnum is defined as a long instead of sh_int to allow for 1 billion+ vnums
  • MCCP support (Mud Client Compression Protocol)
  • MSP support (Mud Sound Protocol) - You'll have to make your own sound files
  • Win32 supported (VC++ 6) - No Cygwin support as of yet
  • All areas removed, creation of the realm begins
  • Mud basics are loaded from various data files and allow for ingame modifications of the muds configuration.
  • Object and Room progs
  • Weather system expanded for more realism


    Current todo listing: 

  • Team/War Arena - In combat cheats, shop to buy healing/summon help/spell-ups and so forth
  • Arena ranking system
  • Skill/spell pre-requisites
  • Simulated mob AI
  • MXP, and Pueblo support
  • Graphical ASCII (colored) map for wilderness rooms (non-city)


    Side notes: 

  • Staff Positions - RoT is accepting staff applications for QUALIFIED/EXPERIENCED persons. (Coders/Builders/Public Relations/Graphic Artists/Writers)
  • Staff Applications - Email me or contact me at The Crypt.  No, we do not accept people who say "I can build, can I build?", we will only accept qualified persons.  Examples of work required.
  • Shield Bits - SHD_ bits will not be done for RoT 3.0 as the arrays are now unlimited, there is no need to free up bits by making a SHD_ bit


    Areas of concern: 

  • Area compatibility - Previous versions of RoT are NOT compatable with RoT 3.0, here are an example area, mob, object and room.
  • Pfiles - Muds wishing to retain current pfiles will have to use the version system to adopt older pfiles.  Here's a sample pfile.


    Proposed RoT 3.0a Public Bootup Date:     Booted:  March 13th, 2003 !!!
    Proposed RoT 3.0a Public Release Date:    Never (Alpha code)
    Proposed RoT 3.0b Public Release Date:    March 15th , 2004
    ** All dates subject to change!! **
 

    Anyone wishing to submit code to be included in RoT 3.0x may do so by contacting me via email or at The Crypt.   Only serious submissions will be given serious considerations.  Ideas and suggestions are also welcome provided they are productive and serious, all others are directed to /dev/null.
 

    Latest RoT statistics as of May 28, 2001:

  •     Executable size:  4449578
  •     %CPU:  0.0 (dual PII 400),  %MEM:  0.6 (of 256 MB)  SIZE:  8336  RSS:  2096
  •     Active ports:  4 - Mud, Web Server, IMC, FTP
  •     Lines of Code:  121,930 total
  •     Areas:  7
  •     Rooms:  524
  •     Mobs:  11
  •     Objects:  62



 
 

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