LJN Editor [Archive] - ForumsHQ

MrBlack
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Joined: Mon Jan 22, 2001 6:00 am

LJN Editor [Archive] - ForumsHQ

Post by MrBlack »

I spent 14 hours making bin files for this extremely powerful editor. The great thing about it is that Lance himself made it specifically for mud and it will even generate the update file so that you never need to crack the dll again!! Gotta love that

Anyway, I'm gonna tag the bin files and zip em up. Anyone want a copy? hehe

Should still work on the new versions of mmud, I haven't gotten around to testing it, but I'm sure it will still work. And if not, just use an older version but keep the latest dll updates
iNViSiGOD
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Joined: Wed Jul 10, 2002 5:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by iNViSiGOD »

If you hand it out give me a heads up, ill try it out.
sennis

Re: LJN Editor [Archive] - ForumsHQ

Post by sennis »

Intriguing. I've been thinking of doing some editing again, and hexing is just too slow for me, and Nightmare, while good, still has some serious problems. I'd be interested in seeing what this could do.
MrBlack
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Joined: Mon Jan 22, 2001 6:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by MrBlack »

I knew there would be some interest for this program

I give lance props, it is an excellent editor...unfortunately, it edits everything in the files, and alot of what is in each file, I have no clue about. The user section of the program got neglected the most since I personall think it lame to edit a user.

There are alot of unknown variables listed in each section on this editor that not even Nightmare edited (Nightmare and my own notes were my only cross-references I have)

I'll see about sending out a copy to morbid and see how it will work on the bbs.
Xetox
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Joined: Thu Jan 01, 1970 12:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by Xetox »

Yea upload a copy for me if u havent already!!!!!
MrBlack
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Joined: Mon Jan 22, 2001 6:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by MrBlack »

I was running late this morning, forgot to grab the disk...will bring it later this week. I did do some more work on it. I have created a basic help file to go along with it and I managed to figure out most of the variables in most of the sections.

There are some limits to this editor...for you lamers out there, you cannot edit items, keys and spells on a user. Most of the rooms section is not labeled properly, due to lack of cross referencing material. Everything else has from 1 to 4 unknown variables listed.

Otherwise it works perfect (used it to add a teleportation node to silvermere so I could get around the realm on my LAN )

Anyway, I'll try to get it uploaded this week for testing on both morbid and lunar.
iNViSiGOD
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Joined: Wed Jul 10, 2002 5:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by iNViSiGOD »

You rock MrBlack, we at lunar will be more than happy to beta test it as im sure the morbid crew will be
Xetox
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Joined: Thu Jan 01, 1970 12:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by Xetox »

Yea we are going to make another realm and turn it into something like the first MORBID *

If we cant find all the bugs then we won't be makin a true HELL Realm
MrBlack
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Joined: Mon Jan 22, 2001 6:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by MrBlack »

I was thinkin of findin someone that would be willing to completely redesign the realm. As in, erase all rooms currently in existance (well, maybe not all, just to save some time ) and start over, and see what could be done. I'm sure theres a few ppl out there with map ideas that would work out great
Xetox
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Joined: Thu Jan 01, 1970 12:00 am

Re: LJN Editor [Archive] - ForumsHQ

Post by Xetox »

Yea, I think we can do that with some help!!!! We will make our own damn realm!
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