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adding rooms [Archive] - ForumsHQ

Posted: Wed Aug 28, 2002 1:44 pm
by Demonic
ok i am having a hell of a time adding rooms. i have added and added and double checked room and map numbers. i am using map 1, rooms 2800-2807. they add correctly in the editor, i run the compiler, and copy the update into my WG dir. and it loads good with no errors, but i cannot go thru the exit. (it does show up)



Your sysop must purchase the appropriate addon (and upgrade to the latest MajorMUD Version - most likely not available yet) before you may move through this exit.





...error. i am getting very flustered and any help would be appreciated.:rant:

Re: adding rooms [Archive] - ForumsHQ

Posted: Wed Aug 28, 2002 2:53 pm
by syntax53
are you sure you're using map 1? i have only ever seen that error when using a map number above 17. if you are using map 1, have you checked to make sure all of the mods work? if you got the widely distrubuted mud v1.11i then you should have a room above the sysop support chamber (sys goto support) for testing. each room off of that room is a test room for each mod. if those rooms aren't there, then try to test them some other way (by going to the areas, etc).



-syntax

Re: adding rooms [Archive] - ForumsHQ

Posted: Wed Aug 28, 2002 3:11 pm
by Demonic
ok i upgraded to the latest beta of redux and they added fine. however i am not getting the monster i created to regen. i reset the room and ran a recovery and cleanup....might be something i did in created the monster tho. i do have 1.11i+ the patch. in the support area i can go in all directions. so that is all installed correctly right?

Re: adding rooms [Archive] - ForumsHQ

Posted: Wed Aug 28, 2002 3:28 pm
by Panterra X
you got everything right, but right now monsters arent working because of a problem with the dll... right now the only way to add monsters is to delete old ones and replace with new.

Re: adding rooms [Archive] - ForumsHQ

Posted: Thu Aug 29, 2002 1:09 am
by dxpac666
Give us some stats for your edited monsters, like Group/Index and data number. If you made the monster be number 10000 or some shit, that's prolly what's causing it. I was able to add about 20 monsters starting where metro left off in the dats before they stopped regenning. Deleted some old monsters that have no use in the game, and put more edited ones in their place, and they regenned. Now I'm having trouble getting the newer ones to regen that way even. Something is definately messed up, and its a pain in the ass when trying to create new areas. But if we have some basic numbers for your monster, we might be able to help ya. PanterraX and I have been fighting this problem for a month now. Grrrr... extensive testing, we know what works and what doesn't.

Re: adding rooms [Archive] - ForumsHQ

Posted: Thu Aug 29, 2002 7:47 am
by syntax53
I've been doing a lot of testing with this as well. We've been thinking it was possible that whomever cracked the dll may have did something wrong and we wanted to rule it out. We got a recently downloaded original v1.11i dll and compared it to the one we're using and it's totaly different. We compared the one we're using to a 1.11h dll and it's totaly different. We compared it to a 1.11g dll and it as well is totaly different. We also noticed that with this recently downloaded dll the sys edit/sys conjure commands aren't even in it.



I started up a board in demo mode with dxpac's dats and the recently downloaded original 1.11i dll, and I got a "Corrupted database detected, attempting to fix" message in the audit trail. After the auto-update completed it wouldn't let me into the realm because it said something was wrong with the databases. I tried deleting all the record numbers that were a greater number then their default ones and it still gave that curruption message.



I then copied in my dats which are just a few extra rooms (no new monsters), 10x monsters exp, and a recompiled update, and mine loads up fine. I do get a few strange entries in the audit trail. Something like "dthug zc c700 a1 d0" and "dzombie za c750 a3 d1." There are about 7 of those lines that go in. Everything seems to work fine though, so I'm not sure.



We've been seeing a lot of descrepencies between these dll's. Like they are changing them before they release new versions. PanteraX's original v1.11h dll is different than my original one. And we can't figure out why the cracked v1.11i dll we are all using doesn't compare close to any other dll we've looked at. It used to be that if you compared the cracked dll to the uncracked one in hex, you would notice a few distinct sections of hex that were changed. But now there is definately a shit load of differences.



off to work, peace.



-syntax

Re: adding rooms [Archive] - ForumsHQ

Posted: Thu Aug 29, 2002 8:27 am
by Demonic
i am not sure what version of the dll i have. i got it from the morbid ftp site. i used the next number in sequence to metros codes to begin with. i did what panteraX said and deleted the lashworm i think and it worked fine.

Re: adding rooms [Archive] - ForumsHQ

Posted: Thu Aug 29, 2002 8:45 am
by Panterra X
nod it works but its just a temporary solution...



:afire1:

Re: adding rooms [Archive] - ForumsHQ

Posted: Thu Aug 29, 2002 1:38 pm
by dxpac666
Syntax - My files are all 1.11h, I don't know if that would have some effect on why the 1.11i dll wasn't working right for it. I never did install 1.11i. :cheesy:

Re: adding rooms [Archive] - ForumsHQ

Posted: Thu Aug 29, 2002 1:59 pm
by LordSoth
Well I installed 1.11i but I know the DLL I'm using is freaky because it reports in the audit trail etc as 1.11h.