MajorMUD: 1.11p with Worldgroup 2.0?

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BearFather
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by BearFather »

Always post the info, every major mud is dieing, so preserving most this knowledge is a must.

If you enter the game, you can check if the mods are enabled by going to "sys go supp" and going up. If you can enter the rooms up there you have the modules installed.

Module 1 Test Room
If you can enter this room you have Module 1 installed correctly.

Also check http://major.butt.care/index.php/Main_Page for key issues. This page has everything for mbbs/dos wg. Okay maybe not everything but almost between the four ftp sites.


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rytz
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by rytz »

Hey BF - thanks for the response.

I was able to enter all the module rooms, so the module codes all appear to be working. That means the popular keygen base game code only works with 1.11p NT, but the rest of the codes work for all system versions of 1.11p (and possibly other coded versions). I hacked the DLL to work with DEMO mode, so I don't need a base code, anyway.

I'll go through my notes and make sure everything is coherent. I'll post them tomorrow.

Regarding the Major Butt site, I actually went through all of their MajorMUD files and couldn't find anything I didn't already have (at least regarding MBBS/WG and MajorMUD). Amazing site, though. I downloaded their full archive.

Question #1: I have some MajorMUD release packages (ZIPs) that don't exist on the major butt site, so can I post them here as attachments or... ? I won't need to post any hacks, since I can put the hex editing instructions up.

Question #2: What is the stuff on that wiki about the "Vircom DMA server"? Does that apply to MajorMUD? Didn't appear to. Something about Swords of Chaos.

Question #3: Regarding MajorMUD, testing on a local connection, everything appears to be working at correct speeds except combat. Attack rounds have a 1-2 second extra on them. This happens on local and telnet-ed connection. MegaMUD attempts re-attacks because it thinks attacks have stopped. Any thoughts? Didn't see anything in the game configuration. BBS runs super quickly. Forced connections at 38400. Room movement and other commands all seem to be at normal speeds. I am currently running everything under VirtualBox.

Thanks!


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BearFather
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by BearFather »

1. You need to get a hold of the person that run's major.butt.care if you want to add to the ftp's not sure who's they are really. But I'm sure info is always welcome on this site.

2. Yes, it allows you to run multiple BBS's from one main BBS. So you connect to the main BBS and then the sub bbs are menu items off the main bbs, so you choose mud on bbs1 and you telnet into logged in and placed in mud, and when you leave mud you end back up at the main bbs.

3. Not really sure but adjust your mega lag timer and see if that helps. Unless your talking there is a 1-2 second lag between rounds, which is normal. You can move and deal with items super fast, but combat and spells are set on a 3-4 second timer. So if you on a low lag connection you sit there and wait for combat to happen sometimes, and the lag timer will fix mega from re-attacking.


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rytz
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by rytz »

BearFather wrote:3. Not really sure but adjust your mega lag timer and see if that helps. Unless your talking there is a 1-2 second lag between rounds, which is normal. You can move and deal with items super fast, but combat and spells are set on a 3-4 second timer. So if you on a low lag connection you sit there and wait for combat to happen sometimes, and the lag timer will fix mega from re-attacking.
The problem isn't specific to MegaMUD. I'm familiar with the combat rounds of MajorMUD being 3-4 seconds.

My room movement delay seem normal. All other MajorMUD actions seem normal (fast, actually). But combat rounds can take anywhere from 4 seconds to 8 seconds. It's almost as if combat round delays have doubled and randomized. It's not just my character - there is no combat response from any room entities during the entire delay (monsters, etc). This is even on a local connection. I've also given the BBS some time to load up (30-60 minutes) and still the same timing issue. Any thoughts?


Bloodrock
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by Bloodrock »

it is possible the delay is from majormud initailizing let bbs run for an hour to hour and ahalf so it can complete initailizing???
also bout the dma server stuff that is for the vircom dma software but in order to use that you have to for mbbs and wg1 and 2 disable telnet server of em and use vircoms telnet server
on main bbs. bbs that is linked to via dma server can use mbbs and wg telnet servers


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rytz
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by rytz »

Thanks Bloodrock. If the combat delays don't stop after running for a few hours, I'm going to try some previous versions of both MajorMUD and WG and see if the problem is still occurring.


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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by rytz »

Turns out my "combat lag" problem was related to VirtualBox settings that were enabled by default - specifically acceleration via VT-x/AMD-V (Hardware Virtualization). Odd that it only affected that part of the BBS functionality thus far. Probably would have affected more things at some point.

I should mention that, with a single core setup on the VM, the board runs fine and probably close to how it would have run back in the day (Pentium 2). Using a dual processor configuration seems to boost things into the sweet spot, with a reduction to loading times and faster textual display for the BBS.

Right now everything appears to be running great. Blazing speeds, no game issues. Will continue gathering my notes for a post later tonight.


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rytz
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by rytz »

Didn't forget about posting all of documentation. I'm currently just doing some base gameplay and testing to make sure I didn't break anything. So far, so good.

I have a ridiculous question: is there a way to confirm within MMUD, in-game or out, the current registration status? Since I hacked the WCCMMUD.DLL to work with the DEMO activation code, I want to have some other confirmation other than the audit trail that I have completely prevented DEMO restrictions from kicking in around 7 days from now (without waiting). I didn't see any menu options or SYS options to show any registration information.

Thanks!


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rytz
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by rytz »

This information details how I was able to get the Worldgroup (WG) version of MajorMUD 1.11p (Non-NT), installed on Worldgroup 2.0.

Originally, I wanted to get MajorMUD 1.11p with MajorBBS 6.25 (MBBS) running, but I could never find a MBBS version of MajorMUD past 1.11g (WCCDS7PW.ZIP). I settled for the WG version under DOS as a happy medium.

-----------------------
Install Worldgroup 2.0 (Non-NT)
-----------------------

NOTE: The Reg# for Worldgroup is stored in GALGSBL.DLL near text "ReG#".
[1] Install WG2.0 with Actionvation code: 97EPEWCYF (Reg#: 94675841)
[2] Install WG2.0 256 User Upgrade Crack (WG256UP.ZIP)

-----------------------
Install MajorMUD WG (Non-NT): FAILURES: WHAT/WHY
-----------------------

The following install scenarios FAIL and why:
[1] Fresh 1.11p install:
> Missing WCCUSERS.DAT (not created in install process from .VIR)
> If WCCUSERS.VIR copy to WCCUSERS.DAT is attempted, BTRIEVE insert failures (#22) on WCCUSERS.DAT crash when validating char name and forced reboot.
[2] Fresh 1.11n install, or even followed by 1.11p over-the-top:
> BTRIEVE insert failures (#22) on WCCUSERS.DAT crash when validating char name and forced reboot.
[3] Fresh 1.11h install, followed by 1.11n over-the-top:
> Can create character and save, but MUD internal errors immediately after a couple game re-entries.

-----------------------
Install MajorMUD WG (Non-NT): THIS WORKS
-----------------------

NOTE #1: During install, and at Worldgroup screen, if green box on the bottom says "Initializing..." without seeming to do anything, wait at least ~10-15 minutes just in-case. It always finishes.
NOTE #2: After installing each version, start the BBS so that the MajorMUD recovery has a chance to run and update databases.

Install Steps:
[1] Install MajorMUD 1.11g-WG
[2] Install MajorMUD 1.11h-WG (over 1.11g):
> Does a lengthy database conversion with progress bar ~10-15min. Wait it out.
> Some MMUD security class key name changes will be required for players to enter into the game and have their char saved.

[3] Install MajorMUD 1.11n-WG (over 1.11h):
> Shows corrutpion message in audit trail, does a lengthy database conversion without a progress bar ~10-15 min. Wait it out.
>> From Official MajorMUD.com:
This error is normal the first time you bring 1.11h up, because it's in the process of converting the files still and sees there are two formats which causes the error message. When you database finishes updating, that will go away and everything will be fine. You'll only see that message the first time you load up the new version.

[4] Install MajorMUD 1.11p-WG (over 1.11n):
> 1.11p install will corrupt some existing dat files
> Except for WCCUSERS.DAT (keep from 1.11n), overwrite all .DAT files with copies of the new 1.11p .VIR name equivalents
>> If you don't overwrite the .DAT files like above, game databases will be all messed up, causing in-game problems.

[5] Enter into the BBS once or twice to allow MajorMUD to run all database updates / recovers.
[6] At this point, we'll need to activate (crack) MajorMUD (256 users).

....

Syntax: should I post the cracking stuff here for MajorMUD activation or in the private downloads area? I also need to upload all the related zip packages referred to in this post.


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syntax
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Re: MajorMUD: 1.11p with Worldgroup 2.0?

Post by syntax »

You can post them in downloads


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