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167 lines
6.3 KiB
Plaintext
167 lines
6.3 KiB
Plaintext
Changelog
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---------
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Sept 2014:
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Updated to Django 1.7+ which means South dependency was dropped and
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minimum Python version upped to 2.7. MULTISESSION_MODE=3 was added
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and the web customization system was overhauled using the latest
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functionality of django. Otherwise, mostly bug-fixes and
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implementation of various smaller feature requests as we got used
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to github. Many new users have appeared.
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Jan 2014:
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Moved Evennia project from Google Code to github.com/evennia/evennia.
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Nov 2013:
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Moved the internal webserver into the Server and added support for
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out-of-band protocols (MSDP initially). This large development push
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also meant fixes and cleanups of the way attributes were handled.
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Tags were added, along with proper handlers for permissions, nicks
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and aliases.
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May 2013:
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Made players able to control more than one Character at the same
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time, through the MULTISESSION_MODE=2 addition. This lead to a lot
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of internal changes for the server.
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Oct 2012:
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Changed Evennia from the Modified Artistic 1.0 license to the more
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standard and permissive BSD license. Lots of updates and bug fixes as
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more people start to use it in new ways. Lots of new caching and
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speed-ups.
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March 2012:
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Evennia's API has changed and simplified slightly in that the
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base-modules where removed from game/gamesrc. Instead admins are
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encouraged to explicitly create new modules under game/gamesrc/ when
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they want to implement their game - gamesrc/ is empty by default
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except for the example folders that contain template files to use for
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this purpose. We also added the ev.py file, implementing a new, flat
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API. Work is ongoing to add support for mud-specific telnet
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extensions, notably the MSDP and GMCP out-of-band extensions. On the
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community side, evennia's dev blog was started and linked on planet
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Mud-dev aggregator.
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Nov 2011:
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After creating several different proof-of-concept game systems (in
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contrib and privately) as well testing lots of things to make sure the
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implementation is basically sound, we are declaring Evennia out of
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Alpha. This can mean as much or as little as you want, admittedly -
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development is still heavy but the issue list is at an all-time low
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and the server is slowly stabilizing as people try different things
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with it. So Beta it is!
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Aug 2011:
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Split Evennia into two processes: Portal and Server. After a lot of
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work trying to get in-memory code-reloading to work, it's clear this
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is not Python's forte - it's impossible to catch all exceptions,
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especially in asynchronous code like this. Trying to do so results in
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hackish, flakey and unstable code. With the Portal-Server split, the
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Server can simply be rebooted while players connected to the Portal
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remain connected. The two communicates over twisted's AMP protocol.
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May 2011:
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The new version of Evennia, originally hitting trunk in Aug2010, is
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maturing. All commands from the pre-Aug version, including IRC/IMC2
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support works again. An ajax web-client was added earlier in the year,
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including moving Evennia to be its own webserver (no more need for
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Apache or django-testserver). Contrib-folder added.
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Aug 2010:
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Evennia-griatch-branch is ready for merging with trunk. This marks a
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rather big change in the inner workings of the server, such as the
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introduction of TypeClasses and Scripts (as compared to the old
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ScriptParents and Events) but should hopefully bring everything
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together into one consistent package as code development continues.
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May 2010:
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Evennia is currently being heavily revised and cleaned from
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the years of gradual piecemeal development. It is thus in a very
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'Alpha' stage at the moment. This means that old code snippets
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will not be backwards compatabile. Changes touch almost all
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parts of Evennia's innards, from the way Objects are handled
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to Events, Commands and Permissions.
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April 2010:
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Griatch takes over Maintainership of the Evennia project from
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the original creator Greg Taylor.
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(Earlier revisions, with previous maintainer, go back to 2005)
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Contact, Support and Development
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-----------------------
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This is still alpha software, but we try to give support best we can
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if you have questions. Make a post to the mailing list or chat us up
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on IRC. We also have a bug tracker if you want to report
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bugs. Finally, if you are willing to help with the code work, we much
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appreciate all help! Visit either of the following resources:
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* Evennia Webpage
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http://evennia.com
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* Evennia manual (wiki)
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https://github.com/evennia/evennia/wiki
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* Evennia Code Page (See INSTALL text for installation)
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https://github.com/evennia/evennia
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* Bug tracker
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https://github.com/evennia/evennia/issues
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* IRC channel
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visit channel #evennia on irc.freenode.com
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or online client: http://tinyurl.com/evchat
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Directory structure
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-------------------
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evennia
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| ev.py
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|_______game (start the server, settings)
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| |___gamesrc
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| |___(game-related dirs)
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|_______src
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| |___(engine-related dirs)
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|_______contrib
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|_______docs
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|_______locales
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ev.py is the API file. It contains easy shortcuts to most
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of Evennia's functionality. Import ev into a python interpreter
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(like ipython) and explore what's available.
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The game/ folder is where you develop your game. The root
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of this directory contains the settings file and the executables
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to start the server. Under game/gamesrc you will create the
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modules that defines your game.
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src/ contains the Evennia library. As a normal user you should
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not edit anything in this folder - you will run into conflicts
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conflicts as we update things from our end. If you see code
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you like (such as that of a default command), copy&paste it
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into a new module in game/gamesrc/. If you find that src/ doesn't
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support a functionality you need, issue a Feature
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request or a bug report appropriately. If you do add functionality
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or fix bugs in src/ yourself, please consider contributing it to
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Evennia's main repo to help us improve!
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contrib/ contains optional code snippets. These are potentially useful
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but are deemed to be too game-specific to be part of the server itself.
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Modules in contrib are not used unless you yourself decide to import
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and use them.
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docs/ contain offline versions of the documentation, you can use
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python-sphinx to convert the raw data to nice-looking output for
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printing etc. The online wiki is however the most updated version
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of the documentation.
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locales/ holds translations of the server strings to other languages
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than English.
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Enjoy!
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