Making Mods For Majormud

Necrosaro420
Posts: 484
Joined: Mon Jan 22, 2001 6:00 am

Re: Making Mods For Majormud

Post by Necrosaro420 »

I would help, but I know nothing about cracking, plus I barley have time to do my edits...plus I wouldnt know how to make them into a "mod" format
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: Making Mods For Majormud

Post by syntax53 »

Originally posted by Necrosaro420

plus I wouldnt know how to make them into a "mod" format



That's where I come in. NMR will be able to import from the access database that it creates on exporting. Someone would export their data, go into MS Access and strip the databases down to just what needs to be imported, and then send it to whomever for them to import. In the future, to prevent the need of MS Access, I'll create options to only export certain records within each dat.



BTW, AdmiralAcid did try to outline which record numbers people should use in order to avoid record # conflicts in this post (http://mmb.forumshq.com/rebirth/showthread.php?s=&threadid=1383&pagenumber=4):



Well, to allow everything to go smoothly would it be safe to say



personal BBS recored/index Numbers...

map ANY to ANY (max map is 17 for right now)

- rooms 10001 to 20000

items 10001 to 20000

shops 10001 to 20000

spells 10001 to 20000

spells 10001 to 20000

messages 20001 to 30000

textblocks 20001 to 30000

monsters 10001 to 20000

- Group 1-26 10001 to 20000

- all others 10001 to 20000



all base line muds will be then those





-syntax
cane_22
Posts: 403
Joined: Wed Oct 03, 2001 5:00 am

Re: Making Mods For Majormud

Post by cane_22 »

well out of 100 views I get about 3 peple really willing to work on this.... what happened to every one esle?
Platinum
Posts: 3387
Joined: Wed Oct 24, 2001 5:00 am

Re: Making Mods For Majormud

Post by Platinum »

Uhm...iNViSiGOD was trying to do this a long time ago...everyones heard it before=P



I can't crack stuff myself..I know a person who can but he doesn't like too, so I doubt he'll do it..hehe...but I'll run it by him.



What exactly needs to be cracked?
YaMamaBitch
Posts: 1068
Joined: Tue Oct 25, 2005 10:01 pm

Re: Making Mods For Majormud

Post by YaMamaBitch »

Originally posted by cane_22

well out of 100 views I get about 3 peple really willing to work on this.... what happened to every one esle?



Sorry, I don't play mud, so I don't understand anything you're talking about:) I just like to read about it..
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: Making Mods For Majormud

Post by syntax53 »

Originally posted by Platinum

What exactly needs to be cracked?



NEED:

256 user + mod registration crack

race/class hack

monster regen crack



Need, but can do without:

Above map 17 crack

Update file crack
cane_22
Posts: 403
Joined: Wed Oct 03, 2001 5:00 am

Re: Making Mods For Majormud

Post by cane_22 »

Originally posted by Platinum

Uhm...iNViSiGOD was trying to do this a long time ago...everyones heard it before=P

I know he is the one who started it Now I am trying to get it really going instead of just thinking.
iNViSiGOD
Posts: 3414
Joined: Wed Jul 10, 2002 5:00 am

Re: Making Mods For Majormud

Post by iNViSiGOD »

Were not needing crackers, if you know how to use NMR or LJN thats all thats needed and each person will work on a specific area of the game so none of the dats conflict.
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: Making Mods For Majormud

Post by syntax53 »

Hey invis, think your sig is long enough? ;) ... We do need the DLL fixed/redone though. Right now we can't create any decent new areas with monsters, which would be the best part about creating mods.
Xetox
Posts: 3588
Joined: Thu Jan 01, 1970 12:00 am

Re: Making Mods For Majormud

Post by Xetox »

He always has a long ass sig.........
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