weird monster spawn in silvermere

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exodus

weird monster spawn in silvermere

Post by exodus »

im editing in rooms just south of the intersection of oak st and sovereign st. in that room(the intersection), an ogre spawned for no good reason. any idea why? i looked at the monster index and i dont see why he should be there. here is a capture of what happened, not that it's of any use.



Attempting to sneak...

[HP=7]:w

Sneaking...

Intersection of Sovereign St. & Oak St.

Also here: fat guardsman, ogre.

Obvious exits: north, south, east, west

[HP=7]:bs o

*Combat Engaged*

You swipe at ogre!

The ogre goes berserk on you for 30 damage!

Exodus drops to the ground!

You have been killed!

But, due to a miracle, you have been saved.

You have 7 lives left.

[HP=84]:

Temple, Halls of the Dead

Obvious exits: up

[HP=84]: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]: [Session ended (09:39 pm)]
exodus

Re: weird monster spawn in silvermere

Post by exodus »

THIS IS EVEN WORSE!!



Adventurer's Guild, Offices

Obvious exits: closed door east, down

[HP=24]:pi e

You successfully unlocked the door.

[HP=24]:op e

The door is now open.

[HP=24]:e

e

Guildmaster's Office

Obvious exits: open door west

[HP=24]:l

Guildmaster's Office

This office is lavishly decorated, with everything made out of precious

polished woods and glimmering gold. A huge oaken desk dominates the east wall,

behind which sits a large, confidant-looking man. At your entrance, he nods

towards you and grins. You can leave the room through the door to the west.

Also here: acid slime.

Obvious exits: open door west

[HP=24]:sea

The acid slime flails at you!

[HP=24]:Your search revealed nothing.

The acid slime lashes at you, but you dodge out of the way!

[HP=24]:
exodus

Re: weird monster spawn in silvermere

Post by exodus »

ok so i think i figured it out. i think my min and max indexes are screwed.

anyone know if this is why?
PeterParker
Posts: 95
Joined: Sat Aug 30, 2003 5:00 am

Re: weird monster spawn in silvermere

Post by PeterParker »

What version MMUD are you running? It is a known issue in MMUD version p beta.
exodus

Re: weird monster spawn in silvermere

Post by exodus »

im using 1.11o
PeterParker
Posts: 95
Joined: Sat Aug 30, 2003 5:00 am

Re: weird monster spawn in silvermere

Post by PeterParker »

I don't remember if they had the same issue with o or not....
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: weird monster spawn in silvermere

Post by syntax53 »

they are not known issues in v1.11o or v1.11p beta. they are installation issues by sysops. try running an offline recovery, if that doesn't fix you'll need to reinstall v1.11o. i'm guessing you probably double-converted your room database. check this thread: http://www.forumshq.com/showthread.php?t=6436
syntax53
Posts: 2549
Joined: Wed Apr 03, 2002 6:00 am

Re: weird monster spawn in silvermere

Post by syntax53 »

they are not known issues in v1.11o or v1.11p beta. they are installation issues by sysops. try running an offline recovery, if that doesn't fix you'll need to reinstall v1.11o. i'm guessing you probably double-converted your room database. check this thread: http://www.forumshq.com/showthread.php?t=6436



well apparently i am wrong, as indicated by the quote below. but we have not seen any of this on morbid, and i haven't heard any problems like this from people with good installs.



Just an FYI that this was released to all sysops today (dos and mbbs versions to be out shortly). This version does not fix all of the regen related problems, but it fixes several of them, including monsters regenning out of place. Please let your sysops know they can download this in the usual place, and that they have to be running 1.11o or higher before they can install it, because of the map file conversion.

Shannon
exodus

Re: weird monster spawn in silvermere

Post by exodus »

that really sucks
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