50 room number skip issue -- new rooms + shop regen and item sweeps

syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

50 room number skip issue -- new rooms + shop regen and item sweeps

Post by syntax53 »

some info i've found ...



if you've created new rooms using high record numbers (which you should be) shops that are assigned to those rooms won't regen. also, offline item sweeps wont hit those rooms. the only way i've found to fix it is to insert "buffer" rooms (blank rooms) for all the missing record numbers up until your room numbers.



so say our rooms are 9000+ and the last built in room is 2350 ... create rooms 2351 to room 8999 and your shops will work and your rooms can be sweeped. you can tell if your shops are regenning or not by typing "sys stat" in the room. it should show you regen info at the bottom of the output.



the problem i've found is mud stops scanning rooms after 50 room numbers have been skipped. i've created a feature to do this in NMR (fill in buffer rooms on a given map), but until i get a new release you could do it now by creating one and then just holding down enter for a long period of time :)



the loophole is shops will work if they've been assigned to rooms that have been scanned already (remember even you you assign a shop to two rooms, it's still only one stock of items and therefor only one entry in memory for regen). so if you only have 3 shops you could just make 3 unused rooms that have your shops assigned to them after the last built in number (rooms 2531, 2532, and 2533 in my example above). this won't help room sweeping but the shops would regen without inserting an ass-load of rooms.



i don't know what other aspects of the game this may affect, but it's the only things i've found so far.



-syn



edits:

new info on shop regen with v1.11n ... any shop higher then record number 200 wont regen items. the infamous dll file needs another hack to get around this. the issue first described in this thread is also still an issue, so there are now two issues when it comes to shop regen on new shops and rooms.



make that three issues. dating as far back to at least v1.11m(?) there is an issue where only about 250 shops total would regen. usually, but not always, it's the last 250 shops that loaded. currently only "v1.11p-beta8 FIX2" (and later) addresses this issue.
Platinum
Posts: 3387
Joined: Wed Oct 24, 2001 5:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by Platinum »

***



Theres a set of dats around that doesn't have this problem..I'm not sure if it's a different version or what.



I don't have this problem in my dats, and I'm still using the first release of 1.11m we received. My dats also don't show an "I2R:" in shop rooms, which is Items To Regen, or how many different items regen in that shop.



As far as the room sweep - you gotta do all that shit for it still..but as far as shops go theres a set around thats exempt.
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by syntax53 »

are you sure the shops are really regenning? ... you're the only one i know that doesn't have the I2R information for shops. i'll do testing on different versions and stuff, but i find it hard to believe the dats themselves could have anything to do with this.



-syn
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by syntax53 »

new info on shop regen with v1.11n ... any shop higher then record number 200 wont regen items. the infamous dll file needs another hack to get around this. the issue first described in this thread is also still an issue, so there are now two issues when it comes to shop regen on new shops and rooms.



-syn
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by syntax53 »

new info on shop regen with v1.11n ... any shop higher then record number 200 wont regen items. the infamous dll file needs another hack to get around this. the issue first described in this thread is also still an issue, so there are now two issues when it comes to shop regen on new shops and rooms.



-syn



make that three issues. dating as far back to at least v1.11m(?) there is an issue where only about 250 shops total would regen. usually, but not always, it's the last 250 shops that loaded. currently only "v1.11p-beta8 FIX2" (and later) addresses this issue.
dxpac666
Posts: 1241
Joined: Sun Dec 09, 2001 6:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by dxpac666 »

Wow, I never noticed this thread and its a year old. Good info. Curious though, would adding the "buffer" rooms also help to keep items from poofing? I know its been a problem not only with my board but on others where deathpiles in edited areas would randomly poof. I suppose I could try it out since my board isn't open to anyone except myself, unless you already know the answer.
Sven
Posts: 313
Joined: Fri Nov 15, 2002 6:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by Sven »

I had the exact opposite problem. Items dropped on the ground in edited areas wouldn't go away. Maybe that buffer feature will fix it heh.
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by syntax53 »

I had the exact opposite problem. Items dropped on the ground in edited areas wouldn't go away. Maybe that buffer feature will fix it heh.

that's not an exact opposite problem, it's pretty closely related actually.
Sven
Posts: 313
Joined: Fri Nov 15, 2002 6:00 am

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by Sven »

bleh :P
muff

Re: 50 room number skip issue -- new rooms + shop regen and item sweeps

Post by muff »

So would this work, without buffer rooms? :

Just go to the last record in map 1....and start building your new area...dont skip record numbers...?



My new area starts where the last record number left off.
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