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» SmaugMuds.org » Codebases » AFKMud Support & Development » Areaeditor
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Areaeditor
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Post is unread #1 May 12, 2003, 6:49 am
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Krisaore

GroupMembers
Posts4
JoinedMay 4, 2003

I'd like to ask if somewhere I can find an areaeditor for AFKMud version 1.4. We use now this source for our mud (compliments! It's really fantastic), but we have problem with the areabuilder. I have to convert manually all the areas. It could be easier if we already have a properly areaeditor like orb for Smaug.
I tried to save the area in Smaug 1.2 and use the command areaconvert. The mud crashed because it doesn't recognize the flag dark. It was just a try and with a simply area.

Can someone help me?

Thanks a lot!

Krisaore
       
Post is unread #2 May 12, 2003, 8:50 am
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Xorith
The Null Value
GroupAFKMud Team
Posts254
JoinedFeb 23, 2003

I'd like to ask if somewhere I can find an areaeditor for AFKMud version 1.4. We use now this source for our mud (compliments! It's really fantastic), but we have problem with the areabuilder. I have to convert manually all the areas. It could be easier if we already have a properly areaeditor like orb for Smaug.
I tried to save the area in Smaug 1.2 and use the command areaconvert. The mud crashed because it doesn't recognize the flag dark. It was just a try and with a simply area.
Can someone help me?
Thanks a lot!
Krisaore

I've not had to use the built-in area converter for AFKMud, so Samson would have to answer about that crashing. I was under the impression that it'd convert from most SMAUG versions. As for Room flag Dark - It's in AFKMud. ;)
Now as for an Offline AreaBuilder...
Orb is/was a nice tool for those who used stock SMAUG, until you changed something. If you added much of anything, you had to go in and edit Orb's config files. (Or such were the ways when I used it), which lead to me NOT using it.
AFKMud has had extensive upgrades to the areas from what I can see, so much so that modifying Orb is probably out of the question. With that option down, the only other way would be to write one from scratch. This is a project unto itself, though.
I don't know of any AFKMud Offline Builders, but it might be a worthy project to undertake if anyone knows how to do it.
I could poke around and see if I can write one up in Java, but I've already committed myself to writing up documentation for AFKMud's OLC. This combined with my own MUD Project means *something* would be neglected. I'd like to finish a project before I start a new one.
Back on the topic of the Area Converter...
I know Samson mentioned that 1.5 had upgrades to it. Not sure which version you're running but you may wish to check on that. Also, why not just save in the newest SMAUG Format and convert from there? I'd assume the Area Converter could handle it... but then again assuming is usually bad. ;)

-- EDIT --

I just was able to login.
-- snip help file --
Usage : areaconvert filename.are

After dropping the stock Smaug area file in the 'area' directory, use this command to convert it to AFKMud format. It has been tested ONLY on the stock distribution set of areas that came with Smaug 1.4a. It will read version 0 and version 1 areafiles, so it should do fine with anything the standard Orb editor can make. This is a one-way conversion, there is no way to convert it back to it's original state
once it's done. If it crashes the mud you'll need to check the logs and/or core dumps to find out why. If you are confused or not sure of how to use this command, don't.
-- end snip --

I'd take a note about the coredump and log section. Look under /dist/crash and /dist/log and see if you can see anything of note. If you'd like, you can email both the ####.log and ####.crash of the crash when you tried and I'll take a look. My e-mail is public here, but here ya go: jwalker7281@comcast.net
       
Post is unread #3 May 13, 2003, 3:20 am
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Krisaore

GroupMembers
Posts4
JoinedMay 4, 2003

Mon May 12 13:30:53 2003 :: Updating area entry for Krisaore
Mon May 12 13:30:53 2003 :: Krisaore [pcebm08.Fh-Worms.DE] has connected.
Mon May 12 13:30:54 2003 :: Krisaore returns from beyond the void.
Mon May 12 13:32:57 2003 :: [*****] FILE: cittademoni.are LINE: 40
Mon May 12 13:32:57 2003 :: [*****] BUG: Bad extra flag: dark
Mon May 12 13:32:57 2003 :: [*****] FILE: cittademoni.are LINE: 51
Mon May 12 13:32:57 2003 :: [*****] BUG: Bad extra flag: dark
Mon May 12 13:32:57 2003 :: [*****] FILE: cittademoni.are LINE: 62
Mon May 12 13:32:57 2003 :: [*****] BUG: Bad extra flag: dark
Mon May 12 13:32:57 2003 :: [*****] FILE: cittademoni.are LINE: 73
Mon May 12 13:32:57 2003 :: [*****] BUG: Bad extra flag: dark
Mon May 12 13:32:57 2003 :: [*****] FILE: cittademoni.are LINE: 95
Mon May 12 13:32:57 2003 :: [*****] BUG: Bad extra flag: dark
Mon May 12 13:32:57 2003 :: [*****] FILE: cittademoni.are LINE: 106
Mon May 12 13:32:57 2003 :: [*****] BUG: Bad extra flag: dark
Mon May 12 13:32:57 2003 :: [*****] FILE: cittademoni.are LINE: 117
Mon May 12 13:32:57 2003 :: [*****] BUG: Bad extra flag: dark
Mon May 12 13:32:57 2003 :: cittademoni.are : Converted Stock Zone
Mon May 12 13:32:57 2003 :: Vnums: 17001 - 17069

That's what the log said...
I had to restart the mud from src manually.
I'm gonna do other tries.
I'm sure that with our changes the version 1.4 doesn't work
I already tried!
Thanks a lot anyway!
Krisaore
       
Post is unread #4 May 13, 2003, 6:28 am
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Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

The bad "dark" flag in this case is for items, not rooms. AFKMud doesn't use the "dark" item flag as we discovered it did nothing at all, much like those alignment based ones Xorith found that did nothing. The log snip you posted indicates a successful conversion so I don't see why it crashed. However, you may still benefit from installing the areaconvert.c file from the latest version of the code . Might even want to wait until you see 1.51 posted as it has a bugfix or 2 we missed before.
       
Post is unread #5 May 13, 2003, 6:57 am
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Krisaore

GroupMembers
Posts4
JoinedMay 4, 2003

I'm gonna try.
I tried again without the flag dark on items. From the logs I can see too it should have worked. But it didn't. I downloaded the area again and nothing has been changed.

I download now the new code e do what I wrote.
Tnx
Krisaore
       
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