Making Mods For Majormud
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Necrosaro420
- Posts: 484
- Joined: Mon Jan 22, 2001 6:00 am
Re: Making Mods For Majormud
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
Re: Making Mods For Majormud
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
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
Re: Making Mods For Majormud
well out of 100 views I get about 3 peple really willing to work on this.... what happened to every one esle?
Re: Making Mods For Majormud
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?
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?
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YaMamaBitch
- Posts: 1068
- Joined: Tue Oct 25, 2005 10:01 pm
Re: Making Mods For Majormud
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..
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..
Re: Making Mods For Majormud
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
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
Re: Making Mods For Majormud
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.
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.
Re: Making Mods For Majormud
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.
Re: Making Mods For Majormud
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.
Re: Making Mods For Majormud
He always has a long ass sig.........