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 Entire forum ➜ Area Editor ➜ General ➜ After Design: What Now?

After Design: What Now?

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Posted by AdamSomeone   (3 posts)  Bio
Date Wed 17 Sep 2003 01:36 AM (UTC)
Message


This area creator looks like a very interesting program. I just downloaded it a couple of days ago and have been toying around with it. I've thrown together a very small area of 11 rooms and it looks alright on "walkthrough" mode.

Is there any way for me to test this area? If I download the SMAUG code, can I plug my area in? More to the point, can I plug it in even though I have no understanding of programming? How do I make my area, which is in the form of an "AreaEditor Document" available to people who have SMAUG but not the Area Editor?

Thanks!
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Posted by Dace K   Canada  (169 posts)  Bio
Date Reply #1 on Wed 17 Sep 2003 08:15 AM (UTC)
Message
First off, it's not saved as an areaeditor document but as an .are file, unless the program has changed drastically since I've used it.

To install an area into a smaug code you're running, copy the area into the /areas folder, and add <filename>.are to area.lst.

As long as there are no vnum conflicts, your area will be ingame next time it starts up.

ASJ Games - .Dimension 2, Resident Evil, and snippets - oh my!
http://asj.mudmagic.com

Drop by the area archives and find something for your mud. http://areaarchives.servegame.com
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Posted by AdamSomeone   (3 posts)  Bio
Date Reply #2 on Wed 17 Sep 2003 12:55 PM (UTC)
Message


> First off, it's not saved as an areaeditor document but > as an .are file, unless the program has changed
> drastically since I've used it.

I'm looking in my AreaCreator132 folder and I can see things that claim to be "AreaEditor Document"s but nothing that claims to be an ".are file". The AreaEditor documents have the names of my experimental areas and the sample area that came with the program.

Adam
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Posted by AdamSomeone   (3 posts)  Bio
Date Reply #3 on Wed 17 Sep 2003 07:44 PM (UTC)
Message


Actually, it must be an .are file, since when I try to save my area as an .are file, I am told that there is already an .are file with that name. Very odd.

Thanks. I'm still not sure what to do with it, but at least now I know that it is the right type of file.
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #4 on Wed 17 Sep 2003 07:45 PM (UTC)
Message
Whats your area name? Look for that area name in the folder, and whats file name of it?

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Dace K   Canada  (169 posts)  Bio
Date Reply #5 on Thu 18 Sep 2003 01:18 AM (UTC)
Message
They're marked as area editor documents because you must have designated them to be opened by AE by default.
If you right-click or set folder settings to display
area extentions, you should see the .are ext.

ASJ Games - .Dimension 2, Resident Evil, and snippets - oh my!
http://asj.mudmagic.com

Drop by the area archives and find something for your mud. http://areaarchives.servegame.com
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Posted by Nick Gammon   Australia  (23,120 posts)  Bio   Forum Administrator
Date Reply #6 on Thu 18 Sep 2003 06:51 AM (UTC)
Message
You are not seeing the .are extension because you have suppressed viewing file extensions for known file types in the Explorer View menu. Try turning that off.

The Area Editor saves area files in standard area file format. They should be directly usable under the Windows, Cygwin or Linux versions of SMAUG.

To test it in SMAUG edit the area.lst file in the area directory and add your area file name. Also make sure the area file is in that directory and not somewhere else.

Naturally you must restart the SMAUG server to have it notice the new area.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Crawly   (6 posts)  Bio
Date Reply #7 on Tue 11 Nov 2003 03:48 PM (UTC)
Message
Thought I´d mention that you need to make some kind of door to your area from the area you start in by default (room 10300 in newacd.are) or change the startinglocation within the code.
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #8 on Tue 11 Nov 2003 04:51 PM (UTC)
Message
Or, if you're an immortal, simply use the goto command which is perhaps a little less hassle. :)

More problematic of a problem perhaps (isn't that a nice expression :P) is to make sure that you're not using vnums in your new area that already exist.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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