> > Find all the bugs in *any* code?!!?! Ha. Agreed. Isn't the accepted average 1 bug per 100 lines of code? Regardless of how signifigant it is. > But its more likely to find the bugs in your own code than in any other code. > I mean, after all, you made your own code, you know what you thought when you > wrote it.. (hopefully). Ack. Why have code reviews, or peer reviews? Why have QA? Why have test and integration phases of software development? Simply because authors of code inevitably miss their own bugs. It's similar to writing an english paper, it's always better to have someone proofread it, imho. How many times have you stared at a bug for hours and not even realize it was there until you crashed yer mud with it? :) I *do* agree that mud coding is hardly professional, it's hacking for the most part, to one degree or another... and it's usually a hobby. Since a lot of the formalities of code dv. are ignored in hobby-ish coding, I think it's safe to assume there are higher than average bug rates in mud code :). I think a mud-coder should spend ample time trying to figure out a problem on their own, after all, you learn from mistakes. What's ample time? I, for example, am stubborn, and rarely ask for even pointers, and I never post code and ask for help on it. The whole point of mud coding to me is to make me a better coder (along with the afore mentioned hobby-ish reason). Some people are not in it to learn, they just wanna run a mud. Why am I wasting time on this thread? I don't know. ObCircle: Related to some of the features someone said they'd like to see in OLC in the future. Someone mentioned (Sam I believe) it would be nice to set up a zone how you want it, without wandering mobs runnin around and such. Then you could just give mobs items and force them to wear, wield, etc. And you could put objects in containers and such, however you want things to be set up on a zone reset. I have been workin on an OLC of my own for a couple years now, (RoAOLC I call it.) A couple on this list have seen and used it and agree it rocks the house. Anyways, I use a 'locking' mechanism to do this. Before a builder starts work on a zone, they 'lock' it. This sets a Z_LOCKED flag on the zone and everything is basically frozen. Upon zlock, the zone is purged and everything is reloaded at 100% probs, so ya know everything is there. Then you can go around, give mobs stuff, load mobs in certain rooms, give em swords, make em wield em, whatever, full sets of armor etc. You can also do anything with objects as well, put them inside something, then give that to the mob or leave it on the floor. Lock doors, open doors, close doors, basically do anything to the zone to make it how you want it to look on reset. When the builder is done, they 'unlock' the zone, which rewrites the zone comlist (just passes thru each room and parses out a zone command list). After it does this, then the zone is purged again, and things are reloaded normally, based on percentage loads, so it's like a soft reset. The Z_LOCKED flag is removed, and mobs which wander can do so. (along with the other activity of the zone). If the zone is connected to the rest of the world, players are given a nice little message when they try to enter a locked zone, saying it's down for construction or whatever. This is so players don't disrupt a zone when a builder is tryin to set things up. Well, that's how I did that, hope it flicked a light switch for somebody. jtrhone aka vall RoA +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | | Or send 'info circle' to majordomo@cspo.queensu.ca | +-----------------------------------------------------------+
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