Hi Guys,
Firstly this site rocks. No where else will anyone give you advice or resources to the stuff you need. I spent weeks searching for a cpoy of MajorMUD and Worldgroup that I could crack to get around the 2 hour server shutdown and going above level 5 in Mud.
I managed to find an older demo version of Worldgroup Server 3.20 for NT and used the KeyGen that's floating around to create a valid key. I entered in the activation code during setup then used a hex editor to edit the reg nuber as per Aragon instructions on Morbid's Uploadz folder on his FTP site. The reg number was all ready correct so I assume his hexing instruction is to crack the newer version of WG320demo. Please correct me if I am wrong.
Next I installed the demo version of MajorMUD from ther site, version 1.11g then ran the patch from Morbid's ftp site. It successfully patched the game. I then used Nightmare to create a new race and tripple monster exp. After that I fired up Worldgroup, telnetted in and began to play MajorMUD. A lot of the places I tried to go (Orc leader, Commander Markus and alot of the bosses) cause Worldgroup to crash, saying there was an access violation 0. It restarts and MajorMUD then runs a recovery.
Next I re-installed everything as above but then insalled module 9 from Morbid's FTP and went to run the game. I did not Hex the game this time either. Now when I go to certain places like the orc mansion, it says that the Sysop must purchase the Dragon Teeth Hills expasion pack. Now I thought the demo version of MM had mods 1-8 included but I could have been misinformed and I had installed mod9. I will say though that I found no information on how to crack mod9 so that might be the reason. I really don't know and need these things confirmed.
Anyway can anyone see if I did something wrong, give me some tips or instructions on how to get MajorMUD up and running with Mod9 nice and stable. I do not care if I can not hex it, just makes the game a bit quicker.
Much appreciated and I may be able to return the favour in other tech area's.
Wantamull (aka wantamud, Jman, Jimmi, Blink)
WG & MajorMUD setup - please help [Archive] - ForumsHQ
Re: WG & MajorMUD setup - please help [Archive] - ForumsHQ
You must enter activation codes for Majormud.
Go to your sysop menu right before actually entering the game and type "A" and the mod # and then the code.
Go to your sysop menu right before actually entering the game and type "A" and the mod # and then the code.
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wantamull
Re: WG & MajorMUD setup - please help [Archive] - ForumsHQ
Er, thats the problem, I only have a patch for it, not the special code.
Re: WG & MajorMUD setup - please help [Archive] - ForumsHQ
you can use any code u want if u used the patch
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wantamull
Re: WG & MajorMUD setup - please help [Archive] - ForumsHQ
Cool, will try it tonight when I get home.
Re: WG & MajorMUD setup - please help [Archive] - ForumsHQ
nod, you can use any code you want.
you can type "A" for add a module, then it'll ask you which one, type "1" then type any code, mine just for an example is "123". then it'll say somethin like module added. then add another, type "2" then type any code, could be the same one. it's 1337 *cough*
gl man
you can type "A" for add a module, then it'll ask you which one, type "1" then type any code, mine just for an example is "123". then it'll say somethin like module added. then add another, type "2" then type any code, could be the same one. it's 1337 *cough*
gl man