Another 128bit patch? Yeah. After making a patch that would convert a circlemud to use 128bits, I often heard the following question: 'Great, my mud is running 128bits, now what? Er.. Could anybody send me some 128bit worldfiles?' So.. What I did is, create a patch that will convert your mud to use both 128bit worldfiles, and conventional worldfiles. Internally, the mud uses 128bit architecture, but as it detects and loads 'normal' worldfiles, it fills in the other bits, does some bit checking (No sleep, poison, etc set, no aggresive and aggressive to alignment), and, optionally, saves the worldfiles back to disk, in the 128bit format. The implementor may also choose to just view the normal worldfiles, and keep from saving them to disk. So after you patched this in, what to do? First you will want to BACKUP ALL YOUR WORLDFILES! This patch may screw your worldfiles, mud, server, and, once your worldfiles are converted, there's no easy to put them back. In other words, make a backup. Once you understand this, and actually made a backup, you may turn the bitwarning flag in config.c to FALSE. This will make your mud able to convert and load normal world- files. If you won't do this, your mud will be able to load 128bit files, but will exit with a warning when normal worldfiles are detected. If the second integer, bitsavetodisk, is turned to TRUE, worldfiles are saved to disk. Did I forget something? Oh, this supports dg_scripts and OasisOLC, and is less messy as my last patch. (sorry) Ok, final remark, there will be a new version of this pretty soon since Mythran will release a new version of olc pretty soon (Wink wink, nudge nudge to Mythran), so there will be a new version of 128bit code pretty soon too. If you want to bug Mythran by asking when the new OasisOLC will be ready, you can contact him at kip_potter@hotmail.com (I'm not responsible for any broken noses he might punch when you ask that) As always, send any bugs to me (Templarviper@hotmail.com) Original Readme document: +----------------------------------------------------------------------+ | 128 Bitvectors for CircleMUD 3.0 bpl 12 | +----------------------------------------------------------------------+ Original Code by Niese-Petersen Patch by Tony Robbins +----------------------------------------------------------------------+ 128 Bitvectors are a way of making it so that you can exceed the normal limitation of 32 AFF, PRF, PLR, etc, flags in CircleMUD. It is sugges- ted that you take a look at: http://cspo.queensu.ca/~fletcher/Circle/Snippet/128bits.txt [Editor's Note: That is 'democracy.queensu.ca' now.] This document is the original 128 Bitvector code. :STANDARD DISCLAIMER: The code might very well destroy your MUD, turn you into a frog, and blow up your server. The frog part is doubtful. Anything that happens to your computer and code while you're using this code is your own problem, and I will not take responsibility for it. +----------------------------------------------------------------------+ PROBLEMS: +----------------------------------------------------------------------+ 128 Bitvectors are saved into the MOB, OBJ, and WLD files. This means that your rooms, mobiles, and objects won't work with the new code. The fix? http://cspo.queensu.ca/~fletcher/Circle/Snippet/128conv2.txt This gives you perl scripts to convert your files... The only problem is that the mob converter didn't work properly. +----------------------------------------------------------------------+ QUICK INFO: +----------------------------------------------------------------------+ if a standard line in your mfiles is: then your new set up should be ^first 32 ^2nd 32 ^3rd.... The document by Niese Petersen should contain more information. +----------------------------------------------------------------------+ (BTW, a li'l line in your credits for Niese Petersen and me for the stuff would sure be nice... :))