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Area conversion
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Post is unread #1 Jun 24, 2002, 5:13 pm
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barbus_007

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I am trying to convert to area files (my builders love AFKmud but dont want their area files
made to start from scratch again), and there are two helpfiles, convert and convertarea, just curious, what is the difference, something called shard.txt is mentioned as well.
FYI, the files I'm trying to convert are version 1 (made of smaug 1.4a, though I can convert them to 1.2 if neccessary) and use no extra races, flags or item types -- all 'stock' stuff used, no mprogs either. (The areas are not stock, just no additions made to the codebase)
When I tried converting one, the mud crashed, are there things I should immediatly be suspicious of? It left no core, and the log shows nothing.
       
Post is unread #2 Jun 24, 2002, 5:51 pm
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kilroy
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i was having similar probs,
I found that if I had any spec_funcs in there, or OBJECTS that were set with a mob, or in a room - the objects alone will convert fine - but give them or put them somewhere
CRASH!!

so effectively what I did - was:
1. Removed all objects and spec_funcs
2. Manually edited the .are file to remove the resets listed at the bottom.
3. save it at smaug 1.4 in Orb -

Convert
Manually add the object resets back in

wierd - but it worked for me, and I was crashing everytime - till I removed all object resets

Dunno Why
Hope that helps
Kilroy
       
Post is unread #3 Jun 25, 2002, 3:41 am
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Samson
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barbus_007,June 24 2002,17:13 said:


and there are two helpfiles, convert and convertarea, just curious, what is the difference, something called shard.txt is mentioned as well.


Ah yes. So the helpfiles have an extra entry. If we were silly enough to include the actual "convert" command, then that's even worse. Ignore that, the only command you need be concerned with is the "areaconvert" command. The Shard stuff is for our own internal use and isn't supposed to be in the public release.

When I tried converting one, the mud crashed, are there things I should immediatly be suspicious of? It left no core, and the log shows nothing.


Hrm. The logs should be leaving SOMETHING behind, if not, then there's a bigger problem of some sort. Not dropping a core isn't a huge surprise, although techinically it should have done that as well. If areaconvert is crashing, the most likely cause is an item with a bad skill slot. We've run into this occasionally even with our internal Shard convertor. Narrowing it down will be impossible without the logs though. If Kilroy's suggestion doesn't work or is unsuitable for you to try, send a zipped copy of the area file to us and we'll try converting it here.
       
Post is unread #4 Jun 26, 2002, 11:31 pm
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elbryan

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I have used the areaconver several times now. The main problem with the conversion of smaug areas to afkmud format, is objectflags and spec_functions.

I did the same as Kilroy and cut out all objects and typed them in manually after converting until I found out what the problem was.

AFKmud doens't have code for vampires and thiefs anymore.
The objectflags for antivampire and antithief bug out the coverter. Also, spec_poison is now spec_snake. All you hafta do is change the areafile spec functions for those and remove the ones for spec_thief, remove objest flags for antivampire and antithief and all should convert just fine.
       
Post is unread #5 Jun 27, 2002, 2:48 pm
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Samson
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Ah, ok. Thanks for the headsup on this. We removed the vamp code eons ago and didn't realize that Smaug now uses an antivampire flag in its areas. Since all of the stock zones converted without a problem they must not have been used there.

As for the spec_poison part, ooops. That will also get fixed shortly. Spec_thief should still be working though, don't know why it's breaking. I'll have to look into that further.

In any case, thanks again for spotting this. It'll all get fixed soon. This is of course leading up to another eventual patch
       
Post is unread #6 Jun 27, 2002, 5:42 pm
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kilroy
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BUGGGGGGGGGGGGGGGGS BADDDD!!!!!!!

PATCHESSSSSSSSSSS GOOOOOOOOOOOOOOOOOOOOOOD!!!!!!

Kilroy

(anybody who has seen the Napster Bad series will find the humor)
       
Post is unread #7 Jun 28, 2002, 11:21 pm
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elbryan

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I don't think spec_thif gave any problems, mainly the spec_poison needs to be spec_snake. As for the antithief obj flags, I switched them to antirogue and it works.
       
Post is unread #8 Jun 29, 2002, 11:21 am
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barbus_007

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Thanks for all your help, Kilroy, your method worked
perfectly.
Thanks everyone.
       
Post is unread #9 Jul 25, 2002, 12:40 am
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Samson
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FYI - issues fixed:

spec_poison - compatibility function added to return spec_snake
antithief - changed to antirogue, should solve this.

Not fixed:

Antivampire. AFK doesn't have vampires, so this flag will not be converted. Ignore any bugs resulting from this. Flag name now has (UNUSED) appended to it for clarity.

Any further issues with area conversion should be posted here ASAP. The next patch is being reconciled now.
       
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