Register forum user name Search FAQ

Gammon Forum

Notice: Any messages purporting to come from this site telling you that your password has expired, or that you need to verify your details, confirm your email, resolve issues, making threats, or asking for money, are spam. We do not email users with any such messages. If you have lost your password you can obtain a new one by using the password reset link.

Due to spam on this forum, all posts now need moderator approval.

 Entire forum ➜ Dawn of Time ➜ Configuration ➜ Moving an Existing Mud to the DOT codebase

Moving an Existing Mud to the DOT codebase

It is now over 60 days since the last post. This thread is closed.     Refresh page


Posted by Balo   (8 posts)  Bio
Date Thu 24 Jan 2002 08:13 AM (UTC)

Amended on Thu 24 Jan 2002 08:19 AM (UTC) by Kalahn

Message
The Dawn of Time Codebase is an excellent choice for those wishing to move from another codebase, moving to a different codebase for many implementors of running muds is
often an unthinkable option.

DoT Makes it relatively easy certainly when coming from another Merc Deriv :-

The Area importer is second to none , and includes an easily customisable section to handle any special flags you may have added .

Mapping of wear locations/slots

Vnum Mapping.

The default setup of DOT allows for 2billion vnums as against most Merc Derivs 32k.

Ah now I hear you all yell gamebalance , the stats are all different !!

well thats covered as well, DOT has an autobalance feature that alows you to create a default curve for all the mob values.

There is an option (currently experimental but works well for us) that alows you to modify the damage scale for player characters,

..

To give you some idea, our mud Stormbringer has now been open running three different codebases, two of them heavily modified (including an unlimited bit system) we have sucessfully moved over to the DOT codebase and incorporated areas from the 2 previous codebases, and achieved what I think is a relativley good gamebalance. When you consider the there are nearly 10k rooms and over 5k mobs aprx 2k unique, it says something about the versatility of DOT.

One of the other points to note is the colour templates and schemes built in. It was extremely easy to recreate the look and feel that our players were used to.

As far as coding is concerned, anyone relatively familiar with a Merc Deriv should be able to find their way around,
The quality of the code its self is the best I have come across, the style is consistant and well commented, that alone makes this a great choice.

Balo.
Implementor Stormbringer RB
telnet:// stormbringer.sytes.net:4000
http://www.stormbringer.sytes.net
Top

Posted by Kalahn   United Kingdom  (138 posts)  Bio
Date Reply #1 on Thu 24 Jan 2002 08:25 AM (UTC)
Message
One other feature which is very useful when importing area files from other formats is the vnum_offset setting in the area header.

If you have an area that uses vnums 3000 to 3199, which conflicts with another area, load the area into a near empty copy of dawn and resave the area. Then edit the 'vnum_offset 0' line in the dawn area header to whatever amount you want to translate the vnum ranges used within the area.

For example 'vnum_offset -1000' would move the area to 2000 thru 2199. 'vnum_offset 5432' in the dawn area header would move the area to 8432 -> 8631.

This translation moves mobs, objects, rooms, resets, mobprog numbers etc. The only thing is doesn't handle is references to vnums within mobprog code...
i.e. 'mob call 3100' within a mobprogram would remain.

- Kal


Kalahn
Developer of the Dawn of Time codebase
http://www.dawnoftime.org/
Top

The dates and times for posts above are shown in Universal Co-ordinated Time (UTC).

To show them in your local time you can join the forum, and then set the 'time correction' field in your profile to the number of hours difference between your location and UTC time.


13,427 views.

It is now over 60 days since the last post. This thread is closed.     Refresh page

Go to topic:           Search the forum


[Go to top] top

Information and images on this site are licensed under the Creative Commons Attribution 3.0 Australia License unless stated otherwise.