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  #1  
Old 01-20-2002, 08:04 PM
Artadius
Fire Beetle
 
Join Date: Jan 2002
Location: South Texas
Posts: 13
Default What features are expected in 0.2.0

Just wondering what features are "expected" to make it into the next version.

I'm aware of the SoL support as well as most of the spells working.

Are there some other features that the coders expect to be included in 0.2.0? Obviously we won't hold you to them, but I'm sure I can speak for quite a few people in saying we're quite eager to see this project continue it's recent outstanding progress.

Kudos to the coders out there.
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  #2  
Old 01-20-2002, 11:53 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Not all of these are my doing, but here's what i can remember.

Got most buffs working.
Reworked GMs being anon on the /who all. (if you're roleplay, GM+ can see you. if you're anon, only people >= your status can see you)
/toggle works now. (other GMs can still send you tells unless you're /anon too, then only higher level GMs can)
Added the ability to limit who can access a zone (by level and/or GM status).
Reworked GM levels: 10=PU, 100=GM, 150=LGM, 200=ServerOP.
Added code to tack "000", "001", "002", etc onto NPC names automatically. This should fix some bugs. ;p
New #spawn syntax.

Also added "zone mirroring". This means you can say, boot up a zone called lavastorm2 that uses the lavastorm files client side, but is a seperate zone from lavastorm.
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  #3  
Old 01-21-2002, 03:18 AM
Zeitgeist
Discordant
 
Join Date: Jan 2002
Posts: 289
Default

Sooo... who's gonna document all of these exciting new features? )
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  #4  
Old 01-21-2002, 09:21 AM
Zeitgeist
Discordant
 
Join Date: Jan 2002
Posts: 289
Default

and of course to verify for yourself what features are in 0.2.0, go download it from sourceforge! ))
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