City of Shadowmere

Prince Galahad
Posts: 0
Joined: Sat Nov 02, 2002 6:00 am

Re: City of Shadowmere

Post by Prince Galahad »

oh, i apologize for being a little misunderstanding...



what i meant was that those areas are most likely for later mods and whatnot, i was just wondering if there were any other areas such as these
DeathCow
Posts: 0
Joined: Sat Sep 06, 2003 5:00 am

Re: City of Shadowmere

Post by DeathCow »

Im willing to bet that the crash with map 18 is fixed in version P, as I'm fairly certain that its still map 18 in the mod 10 beta.
Demosthenes

Re: City of Shadowmere

Post by Demosthenes »

hm, i wasn't even aware that mod10 was actually far enough along to be tested... i wonder. what would seem logical to me is that when you enter the game it reads from your saved char data, sees map 18, and goes to check for the module act code. finding nothing, it crashes wg (went back and tried again, it crashes with an 'Attempt to read from: ffffff' error - maybe it wants to look for the act code, but has no data on where it should be stored, so it hits the big red button? shrug). seems fairly sloppy that it would only check for the act code when a char enters the game, but i'm just throwing out ideas. has anyone tried using a simple map change to get to 18, and if so, does it give the module not installed message and/or crash the game? i know it teleports you there with no errors if you write a textblock to do so, haven't tried a map change or spell teleport yet.
iNViSiGOD
Posts: 0
Joined: Wed Jul 10, 2002 5:00 am

Re: City of Shadowmere

Post by iNViSiGOD »

hm, i wasn't even aware that mod10 was actually far enough along to be tested... i wonder. what would seem logical to me is that when you enter the game it reads from your saved char data, sees map 18, and goes to check for the module act code. finding nothing, it crashes wg (went back and tried again, it crashes with an 'Attempt to read from: ffffff' error - maybe it wants to look for the act code, but has no data on where it should be stored, so it hits the big red button? shrug). seems fairly sloppy that it would only check for the act code when a char enters the game, but i'm just throwing out ideas. has anyone tried using a simple map change to get to 18, and if so, does it give the module not installed message and/or crash the game? i know it teleports you there with no errors if you write a textblock to do so, haven't tried a map change or spell teleport yet.





That makes sense. Back in my early days when mod5 came out i tried teleporting to the room w/o having activated MOD5 and it crashed it out.
syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: City of Shadowmere

Post by syntax53 »

... works fine in v1.11p-beta8 with mod codes 1-10 entered:





Town Gates

Obvious exits: north, south, closed gate east, west, southeast



[HP=38/MA=10]:sys stat



Room 1 Map: 1

This room as Area: Max: 0 Current: 0

Min: 0 Max: 0 Group: Lair by Number: 0

Room Max: 5 Current: 0 Last Killed: 00:00:00 Delay: 5

No controlling room.

Patrollable

Monsters: None

Items: None

Hidden items: 1148(0)



[HP=38/MA=10]:se



Town Gates, Inner Bailey

Obvious exits: closed gate east, west, northwest, southeast, down



[HP=38/MA=10]:sys stat



Room 1 Map: 18

This room as Area: Max: 200 Current: 0

Min: 130 Max: 130 Group: Group 26 by Number: 0

Room Max: 3 Current: 0 Last Killed: 00:00:00 Delay: 5

Controlling Room: 1

Current Area: Max: 200 Current: 0

Monsters: None

Items: None

Hidden items: None

Stocking Info for shop 8:



[HP=38/MA=10]:x



You will exit after a period of silent meditation.

................

Your character has been saved. If you have any comments or suggestions, please

leave them in E-mail to Sysop. Thanks.



[MAJORMUD]: e

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Attention!



Town Gates, Inner Bailey

Obvious exits: closed gate east, west, northwest, southeast, down



[HP=38/MA=10]:nw



Town Gates

Obvious exits: north, south, closed gate east, west, southeast



[HP=38/MA=10]:x



You will exit after a period of silent meditation.

................

Your character has been saved. If you have any comments or suggestions, please

leave them in E-mail to Sysop. Thanks.
Prince Galahad
Posts: 0
Joined: Sat Nov 02, 2002 6:00 am

Re: City of Shadowmere

Post by Prince Galahad »

hmm

it looks as if its not bugged with syntaxs char



what mmud version you running? 1.11p?
syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: City of Shadowmere

Post by syntax53 »

hmm

it looks as if its not bugged with syntaxs char



what mmud version you running? 1.11p?



...



... works fine in v1.11p-beta8 with mod codes 1-10 entered:
Prince Galahad
Posts: 0
Joined: Sat Nov 02, 2002 6:00 am

Re: City of Shadowmere

Post by Prince Galahad »

heh, ok so i wasnt looking at the post because i was still trying to wake up :wordup:
The Ghost
Posts: 0
Joined: Thu Oct 25, 2001 5:00 am

Re: City of Shadowmere

Post by The Ghost »

The only problem I noticed with Shadowmere are the street names, cuz they are excatly the same as Silvermere's (which will cause megacrud to screw up.)
DeathCow
Posts: 0
Joined: Sat Sep 06, 2003 5:00 am

Re: City of Shadowmere

Post by DeathCow »

You have 1.11p....where did you get it....I nvm.. :(
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