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➜ SMAUG
➜ Running the server
➜ deleting stuff
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Posted by
| Darzeth
(36 posts) Bio
|
Date
| Fri 16 Jun 2006 02:54 AM (UTC) |
Message
| i don;t know wher eto put this so i put it here. I want to start from scratch on my mud. Like have only 1 race and no items,no rooms,no mobs, just the helpfiles we need and no spells how would i go about doing this? i dont ant to crash my mud. | Top |
|
Posted by
| Zeno
USA (2,871 posts) Bio
|
Date
| Reply #1 on Fri 16 Jun 2006 02:56 AM (UTC) |
Message
| Well it's not going to be easy. A lot of skills/mobs/etc are required by the MUD. Take a look at this to start:
http://webhome.idirect.com/~helspawn/smaug/olc-start.html#eraseall |
Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org | Top |
|
Posted by
| Darzeth
(36 posts) Bio
|
Date
| Reply #2 on Sun 18 Jun 2006 04:35 AM (UTC) |
Message
| that lets me jsut delete areas. But i want to get rid of all the areas how do i change the new player after auth point,the non authed player point. The recall point and so forth. ALso i awnt to delete the races all the helpfiles and delete the spells. Last time we tried my mud wouldnt start. | Top |
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Posted by
| David Haley
USA (3,881 posts) Bio
|
Date
| Reply #3 on Sun 18 Jun 2006 04:39 AM (UTC) |
Message
| The auth point and other predefined important rooms are defined in the code, in mud.h if I remember correctly. They're all room vnums.
To delete the races, you'll have to edit the code. It's a fairly advanced topic, though, because it's very easy to get wrong and then, as you discovered, the MUD won't even start. What you could do first is simply add your own races and play-test with those, and as you learn more you can either remove the older races or make them non-selectable (by editing the nanny function in comm.c).
Help files are fairly easy, just use the in-game administrative commands like hedit or hset. See the in-game help files for them. (You probably don't want to delete [b]all[/b] of the help files, by the way...)
Skills work similarly; there are in-game commands to add/remove them. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
|
Posted by
| Conner
USA (381 posts) Bio
|
Date
| Reply #4 on Sun 18 Jun 2006 08:24 AM (UTC) |
Message
| You know, I think I already answered this, or something really similiar to it, just today on ichat.. basically, you'd need to go through all your source code and remove every hard reference to any vnums, skills/spells, races, classes, help entries, etc., then you could safely delete your area files and skills.dat and race files and class files. Of course, that will leave you in violation of your license terms...
Alternatively, you could par the hard coded rooms/mobs/objects down to the barest essentials and move them all to limbo so taht you're only keeping one area file and then even replace them with your own decriptions, etc. and you could get rid of most of your help files making sure that you keep the ones that pertain to license required credits and the logon screen and such.. maybe just keep the ones (after modifying them to suit your taste) that are actually hard coded, then rather than remove all races/classes, simply, one by one, replace them with your own selection of each. Then, carefully search the code for every skill/spell you no longer want and remove them and all references to them and start over with a clean slate on your skills/spells.
Now, alternatively, if all you really want to do is change things like the auth room and recall room and so forth, you can open mud.h, edit those room numbers to new ones (make certain they already exist) and then make clean and restart the mud. |
-=Conner=-
--
Come test your mettle in the Land of Legends at telnet://tcdbbs.zapto.org:4000
or, for a little family oriented medieval fun, come join us at The Castle's Dungeon BBS at telnet://tcdbbs.zapto.org
or, if you just want information about either, check our web page at http://tcdbbs.zapto.org | Top |
|
Posted by
| Robert Powell
Australia (367 posts) Bio
|
Date
| Reply #5 on Sun 18 Jun 2006 03:11 PM (UTC) |
Message
| I went to the trouble of removing all the spells and a lot of the skills from my game and i would have to say it is well worth the effort. The main places to fix are the spec_funs and if i remember right 2 cases in the damage function that check to see if the mob can use an attack or a spell that a builder may have flaged them with. Look in mud.h for ATCK_ and DFND for attack and defence types.
I think the metheod i used was to rip everything out of skills.dat and to fix each error untill the server started again.
Good luck with it. |
Just a guy having a bit of fun. Nothing more, nothing less, I do not need I WIN to feel validated. | Top |
|
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