How to MultiMUD - v2
How to MultiMUD - v2
How to setup multiple MUDs - by Syntax
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NOTE: this method converts your currently installed mud to new call letters (IE: WCC to WBB) and then allows you to install a second mud using the standard setup.exe. If you don't have a currently installed mud, install it normally and test it out. Then come back here.
preparation: copy your whole WG directory somewhere just incase something goes wrong.
1. disable the majormud and majormud plus modules through the offline utils menu ("wgsdmod.EXE")
2. go to your worldgroup directory in DOS (ahh it's lovely aint it?)
3. type “ copy wcc*.* wbb*.* ”
4. type “ del wcc*.* ”
5. go to the WGSDFCVT subfolder and repeat steps 3 & 4
6. go to the GCVIRDAT subfolder and repeat steps 3 & 4
7. exit DOS
8. hex edit the files listed below, i recommend "Hex Workshop" ... it's da bomb.
a) open the file in the hex editor
b) initiate a "replace" operation (usually Edit --> Replace)
c) make sure on the option screen somewhere you have "match case" enabled/selected. also make sure you're searching for "text" or "strings"
d) search for "WCC" and replace with "WBB" (replace All when it asks)
e) search for "wcc" and replace with "wbb" (replace All when it asks)
f) save and close
-->repeat for each file below:
WBBMMHLP.h
wbbmmpls.dll
wbbmmpls.dmd (or wbbmmpls.mdf if you still have mud plus as an enabled module)*
WBBMMPLS.h
WBBMMPLS.mcv
WBBMMPLS.msg
wbbmmud.dll
wbbmmud.dmd (or wbbmmud.mdf if you still have mud as an enabled module)*
WBBMMUD.h
WBBMMUD.mcv
WBBMMUD.msg
WBBMMUD.UIC
wbbmmutl.exe
WBBTEXT.h
WGSDFCVT\WBBTEXT.CV_
WGSDFCVT\WBBGEN4.CV_
WGSDFCVT\WBBGEN3.CV_
WGSDFCVT\WBBGEN2.CV_
WGSDFCVT\WBBGEN1.CV_
* the .mdf file's are renamed to .dmd when they become disabled ... the opposite is true then they're enabled
9. change the module name. edit the file "WBBMMUD.DMD" with notepad. change the "Module Name: MajorMUD" to what you want. So like: "Module Name: CrazyMUD" Do the same for the other line below, "Add-On Utility: WBBMMUTL -- MajorMUD Utilities" ==> "Add-On Utility: WBBMMUTL -- CrazyMUD Utilities". do the same for "WBBMMPLS.DMD".
NOTE: if you still have majormud as an enabled module you would need to edit the ".MDF" files as opposed to ".DMD".
10. re-enable the modules from the offline util, they should now show up with your new module name
11. fix/add the page in the menu editor (wgsrunmt.exe), since it will have the wrong module name now.
12. you may want to go into the security and accouting for majormud and majormud plus and check the key names. step 8 most likely changed the keys for things like gameop and sysop from "WCCGAMEOP" to "WBBGAMEOP." Though, you probably want it this way, and then just add the new keys to whichever classes.
13. use NMR to change all the references in the rooms database for WCC files to WBB files. this is under tools --> rooms --> change dat call letters (NMR v1.4 required)
14. run an offline recovery
15. test out the board (best to test with your lines closed for the first time). gain some exp with a character and exit and re-enter the realm.
NOTE: after writing this tutorial, it did crash on me the first time i gained exp with a char. after i started it back up tho it was fine from then on .
16. now you can install another mud by using the setup like it was a fresh install on a bbs without mud.
Other Options
--------------------
a) you may also want to change the name that appears next to things in the audit trail and such buy opening up wbbmmud.dll and wbbmmpls.dll in a hex editor and replacing all instances of "MajorMUD" with "CustmMUD" or w/e you want. the only tricky part here is you can't change the length of the text "MajorMUD". so you must replace the letters letter for letter (aka your custom name MUST be no longer and no shorter then 8 characters).
--------------------------------------------------------------
NOTE: this method converts your currently installed mud to new call letters (IE: WCC to WBB) and then allows you to install a second mud using the standard setup.exe. If you don't have a currently installed mud, install it normally and test it out. Then come back here.
preparation: copy your whole WG directory somewhere just incase something goes wrong.
1. disable the majormud and majormud plus modules through the offline utils menu ("wgsdmod.EXE")
2. go to your worldgroup directory in DOS (ahh it's lovely aint it?)
3. type “ copy wcc*.* wbb*.* ”
4. type “ del wcc*.* ”
5. go to the WGSDFCVT subfolder and repeat steps 3 & 4
6. go to the GCVIRDAT subfolder and repeat steps 3 & 4
7. exit DOS
8. hex edit the files listed below, i recommend "Hex Workshop" ... it's da bomb.
a) open the file in the hex editor
b) initiate a "replace" operation (usually Edit --> Replace)
c) make sure on the option screen somewhere you have "match case" enabled/selected. also make sure you're searching for "text" or "strings"
d) search for "WCC" and replace with "WBB" (replace All when it asks)
e) search for "wcc" and replace with "wbb" (replace All when it asks)
f) save and close
-->repeat for each file below:
WBBMMHLP.h
wbbmmpls.dll
wbbmmpls.dmd (or wbbmmpls.mdf if you still have mud plus as an enabled module)*
WBBMMPLS.h
WBBMMPLS.mcv
WBBMMPLS.msg
wbbmmud.dll
wbbmmud.dmd (or wbbmmud.mdf if you still have mud as an enabled module)*
WBBMMUD.h
WBBMMUD.mcv
WBBMMUD.msg
WBBMMUD.UIC
wbbmmutl.exe
WBBTEXT.h
WGSDFCVT\WBBTEXT.CV_
WGSDFCVT\WBBGEN4.CV_
WGSDFCVT\WBBGEN3.CV_
WGSDFCVT\WBBGEN2.CV_
WGSDFCVT\WBBGEN1.CV_
* the .mdf file's are renamed to .dmd when they become disabled ... the opposite is true then they're enabled
9. change the module name. edit the file "WBBMMUD.DMD" with notepad. change the "Module Name: MajorMUD" to what you want. So like: "Module Name: CrazyMUD" Do the same for the other line below, "Add-On Utility: WBBMMUTL -- MajorMUD Utilities" ==> "Add-On Utility: WBBMMUTL -- CrazyMUD Utilities". do the same for "WBBMMPLS.DMD".
NOTE: if you still have majormud as an enabled module you would need to edit the ".MDF" files as opposed to ".DMD".
10. re-enable the modules from the offline util, they should now show up with your new module name
11. fix/add the page in the menu editor (wgsrunmt.exe), since it will have the wrong module name now.
12. you may want to go into the security and accouting for majormud and majormud plus and check the key names. step 8 most likely changed the keys for things like gameop and sysop from "WCCGAMEOP" to "WBBGAMEOP." Though, you probably want it this way, and then just add the new keys to whichever classes.
13. use NMR to change all the references in the rooms database for WCC files to WBB files. this is under tools --> rooms --> change dat call letters (NMR v1.4 required)
14. run an offline recovery
15. test out the board (best to test with your lines closed for the first time). gain some exp with a character and exit and re-enter the realm.
NOTE: after writing this tutorial, it did crash on me the first time i gained exp with a char. after i started it back up tho it was fine from then on .
16. now you can install another mud by using the setup like it was a fresh install on a bbs without mud.
Other Options
--------------------
a) you may also want to change the name that appears next to things in the audit trail and such buy opening up wbbmmud.dll and wbbmmpls.dll in a hex editor and replacing all instances of "MajorMUD" with "CustmMUD" or w/e you want. the only tricky part here is you can't change the length of the text "MajorMUD". so you must replace the letters letter for letter (aka your custom name MUST be no longer and no shorter then 8 characters).
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Necrosaro420
- Posts: 484
- Joined: Mon Jan 22, 2001 6:00 am
Re: How to MultiMUD - v2
I would like to add one thing to this tutorial. Since you had said that you already had a current game running, I would suggest copying the WCC Files to a different directory, renaming to WBB there, and copying the WBB files to the WG directory, and then delete the wcc files that you had copyed to the new directory.
Re: How to MultiMUD - v2
Originally posted by Necrosaro420
I would like to add one thing to this tutorial. Since you had said that you already had a current game running, I would suggest copying the WCC Files to a different directory, renaming to WBB there, and copying the WBB files to the WG directory, and then delete the wcc files that you had copyed to the new directory.
why, what would that accomplish?
I would like to add one thing to this tutorial. Since you had said that you already had a current game running, I would suggest copying the WCC Files to a different directory, renaming to WBB there, and copying the WBB files to the WG directory, and then delete the wcc files that you had copyed to the new directory.
why, what would that accomplish?
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Panterra X
- Posts: 845
- Joined: Thu May 30, 2002 5:00 am
Re: How to MultiMUD - v2
hehe i was wondering when someone would redo my tutorial... im not the best at explaining things.. .
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Necrosaro420
- Posts: 484
- Joined: Mon Jan 22, 2001 6:00 am
Re: How to MultiMUD - v2
Well, since this is a reply basically to a post someone else made about they "currently" have a game running and wnats to put a second one on, he states "Delete wcc" that would delete the guys current game.
Re: How to MultiMUD - v2
Originally posted by Necrosaro420
Well, since this is a reply basically to a post someone else made about they "currently" have a game running and wnats to put a second one on, he states "Delete wcc" that would delete the guys current game.
nod, delete wcc*.* after you copy it to wbb*.*. with my method you convert your current game to WBB and then install your second one as WCC. it's much easier to convert one mud to different call letters and test it out and make sure it works normally. then just install a second mud using the setup.exe and it will leave the original mud alone.
-syn
Well, since this is a reply basically to a post someone else made about they "currently" have a game running and wnats to put a second one on, he states "Delete wcc" that would delete the guys current game.
nod, delete wcc*.* after you copy it to wbb*.*. with my method you convert your current game to WBB and then install your second one as WCC. it's much easier to convert one mud to different call letters and test it out and make sure it works normally. then just install a second mud using the setup.exe and it will leave the original mud alone.
-syn
-
Necrosaro420
- Posts: 484
- Joined: Mon Jan 22, 2001 6:00 am
Re: How to MultiMUD - v2
blah true, it is easier, nevermind =P lol
Re: How to MultiMUD - v2
How to setup multiple MUDs - by Syntax
16. now you can install another mud by using the setup like it was the any other.
i did this word for word, i can run either mud by themselves, never both together, i keep getting an access violation after everything is finished loading, both muds load, and people start to log on.
Access Violation. Attempt to read from: 2463c38
i can send GALEXCEP.OUT to someone willing to help ;)
16. now you can install another mud by using the setup like it was the any other.
i did this word for word, i can run either mud by themselves, never both together, i keep getting an access violation after everything is finished loading, both muds load, and people start to log on.
Access Violation. Attempt to read from: 2463c38
i can send GALEXCEP.OUT to someone willing to help ;)
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Kai Shadowbane
Re: How to MultiMUD - v2
i did this word for word, i can run either mud by themselves, never both together, i keep getting an access violation after everything is finished loading, both muds load, and people start to log on.
Access Violation. Attempt to read from: 2463c38
i can send GALEXCEP.OUT to someone willing to help ;)
you're missing some of the wcc->wbb renames either file names or in the files as you are supposed to hexedit.
Access Violation. Attempt to read from: 2463c38
i can send GALEXCEP.OUT to someone willing to help ;)
you're missing some of the wcc->wbb renames either file names or in the files as you are supposed to hexedit.
Re: How to MultiMUD - v2
you're missing some of the wcc->wbb renames either file names or in the files as you are supposed to hexedit.
i figured it out, i went a little too far. replaced all MajorMUD occurances with the new mud name...
btw it does NOT have to be the same number of chars as MajorMUD, since i use MajorMUD-X and everything works great
i figured it out, i went a little too far. replaced all MajorMUD occurances with the new mud name...
btw it does NOT have to be the same number of chars as MajorMUD, since i use MajorMUD-X and everything works great