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Re: No quest weapons
Posted: Sat Dec 14, 2002 12:54 pm
by iNViSiGOD
Well from what experience i've had with lunar when you first start up worldgroup with majormud installed for the first time you have to immediatly log a character into the realm and sit there while majormud begins the initialization process or things tend not to load correctly for the first time around.
Re: No quest weapons
Posted: Sat Dec 14, 2002 4:26 pm
by Speed
nod vis, I've always ran the offline recovery, loaded the game, logged a char, and let him sit there til initialize. Never had a problem with anything.
Re: No quest weapons
Posted: Sat Dec 14, 2002 9:14 pm
by Panterra X
make sure you arent running in vacation mode... make you
you have and use the database update file... wccupda2.dat
Re: No quest weapons
Posted: Fri Dec 20, 2002 9:34 am
by elpresidente
whats vacation mode? i have the same problem with my legit realm and people will be wanting to get the qw soon, i have run an offline recovery and all i have are the portals that show up, nothing else does, no one has gotten to kill a boss yet as were all just level 10, but i need the qw in there for when people go to train. any help would be appriciated
Re: No quest weapons
Posted: Fri Dec 20, 2002 10:30 am
by admiralacid
vacation mode is disabled now and days, and needs a special .dat anyways
Its apperent that he let mud fully load because on his legit realm, people reached lvl 10 - just putting the wccupda2.dat in there won't fix it, because we all know that DLL don't fuck with that shit. If it did, it would undo all his edits unless he compiled a new one (and we all know that is NOT the case)
I've had this problem on many bbs's i setup...
How to fix it? - TO LATE NOW - your going to have to take syntax's advice, and conjure them...
How to set up mud with that shitty DLL he's using:
install mud, unzip the 1.11iPatch into a temp directory, go into the sysop menu and "u" apply an update (pointing it to ur wccupda2.dat in the temp directory.... (mud will know their are no users in the game yet, and when it recreates those rooms, its coded to have them as placed items. [they will be in there b4 the spirits will])
I know an offline recovery don't do what u think it does
I know that THAT dll in reguards to the wccupda2.dat don't do what u think it does
-- Putting
update_speed=5
in your wccmmud.ini file will cause mud to fully load b4 it opens the lines
I know that INITRATE setting in general setup is something that refers to syntax's post again - "Initialized" differs from "updated"
ReCap: if u want a smooth running mud, your going to have to sacrafice that cool guy DLL and go with the correctly hacked one that doesnot have those *sys commands + get the Ipatch in the same directory (expecialy if your running a Legit realm), and always compile an update if u edit. (and this is nice, because u can do your edits in another directory, and just copy over the new wccupda2.dat and start up the board. it will figure ur new edits out in no time w/o the need for recovory/apply update
Re: No quest weapons
Posted: Sat Dec 21, 2002 2:10 pm
by Sean
This is what I did to get my quest weapons in the halls:
When I installed worldgroup and majormud fresh, there were no questweapons. So, I downloaded Nightmare Redux, ran a update compile database or whatever, reloaded majormud, and bam they were there.
Re: No quest weapons
Posted: Sat Dec 21, 2002 2:31 pm
by Raybdbomb
(that's what i told him to do)
:)
Re: No quest weapons
Posted: Sat Dec 21, 2002 2:58 pm
by Sean
bow ;)