FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

admiralacid
Posts: 1
Joined: Tue Nov 20, 2001 6:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by admiralacid »

well, it took about 7 months to get nightmare when mod9 came out.. but THATS only beacuse nobuddy was working on it. and no body had the code.. i don't think metro will change the database again (and i think they did it for other reason then to keep us from editing it) because i think it caused a mess..

and besides that, sense we have a great programmer now, it would only take weeks to get a mod10 editor out...
Xetox
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Joined: Thu Jan 01, 1970 12:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by Xetox »

From what I have seen of the new nitemare, its far superior to the old one. But we all know why its called NiteMare ;)
LordSoth
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Joined: Sat Mar 30, 2002 6:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by LordSoth »

Hopefully it'll be good to go in a little over three weeks when I get back from my little vacation. I'd like to install mod 9 when I get back.
syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by syntax53 »

http://mmb.forumshq.com/rebirth/showthread.php?s=&threadid=1440
Platinum
Posts: 0
Joined: Wed Oct 24, 2001 5:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by Platinum »

Nod..I must give props to Syntax..the new Nitemare is FAR FAR superior to the old one..I especially like the update compiler..makes things work a lot smoother, and no mix ups about what order I have to do shit in to edit mud:) install it, run it, down it, edit it. Easy as that.:)
LordSoth
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Joined: Sat Mar 30, 2002 6:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by LordSoth »

What about compiling the update dat? Does it do that? I'm rather fond of having that file around to keep monster/item regen problems in check.
Platinum
Posts: 0
Joined: Wed Oct 24, 2001 5:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by Platinum »

with redux you dont have to delete wccupda2.dat. redux alters the file so that what you edited is put into it so it all works right:)
syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by syntax53 »

New in v0.6.1:



-Added functionality to walk around and create rooms via the map button (off of the room editor)

-Added the ability to remove all item level restrictions

-Renamed the 'room range editor' to the 'mass room editor'

-Added the ability to delete a range of rooms in the mass room editor

-few bug fixes



http://sourceforge.net/project/showfiles.php?group_id=53926
Platinum
Posts: 0
Joined: Wed Oct 24, 2001 5:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by Platinum »

Page not found.... ???
syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Post by syntax53 »

Originally posted by Platinum

Page not found.... ???



thx, fixed
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