TheCrimsonWar project
TheCrimsonWar project
A tiny bit of background: I have made multiple modern full game overhauls, both released on steamworkshop and released privately, as well as winning many awards for quality of work on those products. So working in undocumented systems and overhauling what is there is not new to me, yet can be very time consuming to do it right.
I am setting up a server in which I will apply the blank world mod and rewrite the mud from scratch, creating a system that is dedicated to the old school lower level PVP play, removing some of the issues we see in the super high levels and 1 rounding pvp fights. The plans for this server are huge, and I will likely release the files publicly for others to host when I get it to a more finalized state.
This server will use the MMUD monsters and items as bases to build off of, will have many aspects that I will share as I continue going.
The reason for posting this is simple, It is hard to find operating information for WG bbs servers, and how to make things 'work' on the backend. I am doubtful I will need much excessive help once I get the actual bbs working correctly.
where i am at in my progress:
BBS loads, Menu has been edited, new user information requests have been edited, neither WG or MMUD load in demo anymore.
what I need to do:
1- figure out how to make monsters spawn, right now the world is there, but nothing spawns. I read in one forum post there was a utility you run in order to spawn the shops / reset the monsters, i can't find that post anywhere to save my life now.
2- How do I access SYSOP functions/menu for both the server and the game? I can't find any exe that gives me userbase editing, I want to erase all my test accounts and know how to edit made characters and such for future.
3- where do i find the MOD1-9 entry spots for registery keys, looking for them and obviously overlooking them. I want to make sure i have them unlocked.
4- Beyond simply doing and trying is there anyway to know if your DLL is one of the cracked ones that will allow you to add new classes and maps? Reading multiple places that state there are different DLLs. I got mine from necro's page I believe.
I will likely find the mod1-9 reg keys on my own at some point, but I'm never afraid to ask if someone remembers off the top of their head.
Thank you for your time and support, I will likely be very active and busy here.
I am setting up a server in which I will apply the blank world mod and rewrite the mud from scratch, creating a system that is dedicated to the old school lower level PVP play, removing some of the issues we see in the super high levels and 1 rounding pvp fights. The plans for this server are huge, and I will likely release the files publicly for others to host when I get it to a more finalized state.
This server will use the MMUD monsters and items as bases to build off of, will have many aspects that I will share as I continue going.
The reason for posting this is simple, It is hard to find operating information for WG bbs servers, and how to make things 'work' on the backend. I am doubtful I will need much excessive help once I get the actual bbs working correctly.
where i am at in my progress:
BBS loads, Menu has been edited, new user information requests have been edited, neither WG or MMUD load in demo anymore.
what I need to do:
1- figure out how to make monsters spawn, right now the world is there, but nothing spawns. I read in one forum post there was a utility you run in order to spawn the shops / reset the monsters, i can't find that post anywhere to save my life now.
2- How do I access SYSOP functions/menu for both the server and the game? I can't find any exe that gives me userbase editing, I want to erase all my test accounts and know how to edit made characters and such for future.
3- where do i find the MOD1-9 entry spots for registery keys, looking for them and obviously overlooking them. I want to make sure i have them unlocked.
4- Beyond simply doing and trying is there anyway to know if your DLL is one of the cracked ones that will allow you to add new classes and maps? Reading multiple places that state there are different DLLs. I got mine from necro's page I believe.
I will likely find the mod1-9 reg keys on my own at some point, but I'm never afraid to ask if someone remembers off the top of their head.
Thank you for your time and support, I will likely be very active and busy here.
Re: TheCrimsonWar project
Other questions related to the actual MUD editing, can I post these in this WG and editing forum?
1a- anyone know if the system works if you expand the casting schools levels? IE Priest-1 Priest-2 Priest-3 to include Priest-4 Priest-5 and redistribute the spells throughout those, will this work?
2a- I read in a random message that adding more then 10 new rooms (or was it monsters) to a map could have issues, is this a DLL crack thing as well
3a- As I am going to use the blank mod I am curious if anyone here has experience with it, it says to reset the rooms and items and monsters, but I want to keep monsters and items and just alter those as a basis..
4a- When I am done making changes in Nightmare, and save the file, I compile update file? Is there anything else I am suppose to do?
1a- anyone know if the system works if you expand the casting schools levels? IE Priest-1 Priest-2 Priest-3 to include Priest-4 Priest-5 and redistribute the spells throughout those, will this work?
2a- I read in a random message that adding more then 10 new rooms (or was it monsters) to a map could have issues, is this a DLL crack thing as well
3a- As I am going to use the blank mod I am curious if anyone here has experience with it, it says to reset the rooms and items and monsters, but I want to keep monsters and items and just alter those as a basis..
4a- When I am done making changes in Nightmare, and save the file, I compile update file? Is there anything else I am suppose to do?
Re: TheCrimsonWar project
seems my DLL supports new classes, made a gladiator in slot 16 to test it out, can log in and out fine and still a gladiator, haven't been able to train him yet to see if that works as I can't spawn the monsters yet lol
- BearFather
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Re: TheCrimsonWar project
1. You need to make sure you have the default rooms set(bank, sysop supp,sys go's.etc. Also do the add blank rooms util in nightmare. Read once if you have gaps you have issues. <just a suggestion>
2. For mud you have the sysop menu at the mud menu you type sysop, in offline utils you have offline menu for mud. For the board depends on globals but you have a simple default sysop menu normally "S" from main menu, and I thing /go sysop.
3. In the fist menu from #2, you have an option "A" to add module activation codes.
4. No clue
1a: Never tried but I have seen it.
2a. I didn't have to crack my dll to add mobs or rooms. I added my cracked dll after I had added 2 sections and several monsters. So if there is a limit I never hit it.
3a. You can just uncheck items and mobs when you do the mod.
4a. If you edit the direct files of the game, you don't need to do an update file. And I highly advise against using one. Cause your changes will poof and reappear. Also a lot of your edits wont take effect till it's done loading that update file. So your realm would be live for 15 min or so after cleanup before it takes effect.
4a(expanded)
So what I suggest you do is, have a second machine you have mud installed too. You run your nightmare editing directly to those files. Then when you done with your edits and test export your changes. Then on your live realm run nightmare on that box editing the files directly and do import of your updates. This keeps your edits in a neat file systems, and no update file to mess with.
Thinking you could just have a copy of mud dats in a different folder, do your edits and export, change directory and do an import.
2. For mud you have the sysop menu at the mud menu you type sysop, in offline utils you have offline menu for mud. For the board depends on globals but you have a simple default sysop menu normally "S" from main menu, and I thing /go sysop.
3. In the fist menu from #2, you have an option "A" to add module activation codes.
4. No clue
1a: Never tried but I have seen it.
2a. I didn't have to crack my dll to add mobs or rooms. I added my cracked dll after I had added 2 sections and several monsters. So if there is a limit I never hit it.
3a. You can just uncheck items and mobs when you do the mod.
4a. If you edit the direct files of the game, you don't need to do an update file. And I highly advise against using one. Cause your changes will poof and reappear. Also a lot of your edits wont take effect till it's done loading that update file. So your realm would be live for 15 min or so after cleanup before it takes effect.
4a(expanded)
So what I suggest you do is, have a second machine you have mud installed too. You run your nightmare editing directly to those files. Then when you done with your edits and test export your changes. Then on your live realm run nightmare on that box editing the files directly and do import of your updates. This keeps your edits in a neat file systems, and no update file to mess with.
Thinking you could just have a copy of mud dats in a different folder, do your edits and export, change directory and do an import.
Re: TheCrimsonWar project
Ok, to revisit the first list of 'how to'
The mod loads, I can log in as sysop and go to support and move through all the module rooms making sure that all modules are now loaded correctly.
This is a almost unedited version of MMUD, the only edit I have currently done is added gladiator as a test 16th class to see if it would stay or not.
This said, I load up the server, log in and start off in newhaven as I should.
There are no monsters, no shop keepers, no shops. There are items on the ground throughout the world, wherever there would have been a monster is instead a piece of gear.
I don't know what EXE I am suppose to run to do the daily sweeps and maintenance, as I said in one of the OP lists.
I messed with my computers internal clock to make the server shut down and do its cleanup, but nothing changed.
I saw in a random post somewhere that there was a EXE I should run to restock shops and reset monster spawns, but I can't for the life of me find the post again, and after running every EXE I could find and getting a billion error codes, I worry about messing something up.
does anyone know how to force the server to do its cleanup and restocking of rooms?
The mod loads, I can log in as sysop and go to support and move through all the module rooms making sure that all modules are now loaded correctly.
This is a almost unedited version of MMUD, the only edit I have currently done is added gladiator as a test 16th class to see if it would stay or not.
This said, I load up the server, log in and start off in newhaven as I should.
There are no monsters, no shop keepers, no shops. There are items on the ground throughout the world, wherever there would have been a monster is instead a piece of gear.
I don't know what EXE I am suppose to run to do the daily sweeps and maintenance, as I said in one of the OP lists.
I messed with my computers internal clock to make the server shut down and do its cleanup, but nothing changed.
I saw in a random post somewhere that there was a EXE I should run to restock shops and reset monster spawns, but I can't for the life of me find the post again, and after running every EXE I could find and getting a billion error codes, I worry about messing something up.
does anyone know how to force the server to do its cleanup and restocking of rooms?
Re: TheCrimsonWar project
BearFather wrote:1. You need to make sure you have the default rooms set(bank, sysop supp,sys go's.etc. Also do the add blank rooms util in nightmare. Read once if you have gaps you have issues. <just a suggestion>
2. For mud you have the sysop menu at the mud menu you type sysop, in offline utils you have offline menu for mud. For the board depends on globals but you have a simple default sysop menu normally "S" from main menu, and I thing /go sysop.
3. In the fist menu from #2, you have an option "A" to add module activation codes.
4. No clue
1a: Never tried but I have seen it.
2a. I didn't have to crack my dll to add mobs or rooms. I added my cracked dll after I had added 2 sections and several monsters. So if there is a limit I never hit it.
3a. You can just uncheck items and mobs when you do the mod.
4a. If you edit the direct files of the game, you don't need to do an update file. And I highly advise against using one. Cause your changes will poof and reappear. Also a lot of your edits wont take effect till it's done loading that update file. So your realm would be live for 15 min or so after cleanup before it takes effect.
4a(expanded)
So what I suggest you do is, have a second machine you have mud installed too. You run your nightmare editing directly to those files. Then when you done with your edits and test export your changes. Then on your live realm run nightmare on that box editing the files directly and do import of your updates. This keeps your edits in a neat file systems, and no update file to mess with.
Thinking you could just have a copy of mud dats in a different folder, do your edits and export, change directory and do an import.
thanks bear, a few of these i got working, ie the sysop stuff, adding modules, and others.
just the problem i have now in the previous message above this reply.. ugh.. Thanks for taking the time to reply thou!
- BearFather
- Posts: 668
- Joined: Sun Feb 09, 2014 6:27 pm
- Location: Portland, OR
- Contact:
Re: TheCrimsonWar project
Only 1 exe you need to run from the direct straight and that's "wgsrunmt.EXE" that does your menu system.
Start/programs/Worldgroup Server (Common)/utilities
is all the boards settings, in that list is "Offline Utilities"
Run that and in there at the bottom you will have "WCCMMUTIL" run that for all your offline options. Do a recovery to try to get your mobs back.
Start/programs/Worldgroup Server (Common)/utilities
is all the boards settings, in that list is "Offline Utilities"
Run that and in there at the bottom you will have "WCCMMUTIL" run that for all your offline options. Do a recovery to try to get your mobs back.
Re: TheCrimsonWar project
Alright so I imported the blank mod, i kept the monsters and items as they were, makes it a lot easier.
I made a starting area, assigned lairs with group 1, index 1 with a max spawning of 3 in the lair rooms and made the non lair rooms normal (should i have left them as lair? one bad thing I realize is that I should install a second copy of the mud in order to reference how things are set up, the blank mod removed all reference points I would have)
My menu system works fine now, its all edited, my log in works fine its all edited. My sysop account can log in and access the sysop menus.
No monsters spawn. Even after shutdown and cleaning, and/or forcing a clean from the sysop menu.
I have done initializations and resets and all the buffer options from inside the game I can choose.
This leads me to believe that it is something other then what we have been going over.
First, what is the way to force a restocking of the vendors? I remember seeing it somewhere and someone saying that doing this would have reset the spawns on monsters, no one has actually addressed that question yet, not to say it holds the key, but you never know.
Second, I was checking my buffer settings, it seems the bbs is setup with buffers being different then recommended settings, nothing outrageously different, but the DLL/DAT I have must obviously not be set to the original specs at release as you would think they would be the same, buffers would indeed do something like not load monsters, but I went through them I thought.
third i was able to force a NPC into a set place with the nightmare redux in the map, helfgrim (whateverspelling) shows up in his room when he's assigned as the NPC slot...
There is most likely one thing I am missing somewhere... Once I get the darn bbs operating the actual overhaul stuff will be a lot more what I am use to figuring out on my own ;(
Another related question, I installed the mud into a second directory as well, i want access to its unedited dat file, can the nightmare redux load a different dat or should i install a second nightmare?
I made a starting area, assigned lairs with group 1, index 1 with a max spawning of 3 in the lair rooms and made the non lair rooms normal (should i have left them as lair? one bad thing I realize is that I should install a second copy of the mud in order to reference how things are set up, the blank mod removed all reference points I would have)
My menu system works fine now, its all edited, my log in works fine its all edited. My sysop account can log in and access the sysop menus.
No monsters spawn. Even after shutdown and cleaning, and/or forcing a clean from the sysop menu.
I have done initializations and resets and all the buffer options from inside the game I can choose.
This leads me to believe that it is something other then what we have been going over.
First, what is the way to force a restocking of the vendors? I remember seeing it somewhere and someone saying that doing this would have reset the spawns on monsters, no one has actually addressed that question yet, not to say it holds the key, but you never know.
Second, I was checking my buffer settings, it seems the bbs is setup with buffers being different then recommended settings, nothing outrageously different, but the DLL/DAT I have must obviously not be set to the original specs at release as you would think they would be the same, buffers would indeed do something like not load monsters, but I went through them I thought.
third i was able to force a NPC into a set place with the nightmare redux in the map, helfgrim (whateverspelling) shows up in his room when he's assigned as the NPC slot...
There is most likely one thing I am missing somewhere... Once I get the darn bbs operating the actual overhaul stuff will be a lot more what I am use to figuring out on my own ;(
Another related question, I installed the mud into a second directory as well, i want access to its unedited dat file, can the nightmare redux load a different dat or should i install a second nightmare?
Re: TheCrimsonWar project
installed nightmare on my windows 7 machine beside this xp one, with the original dats for reference, all is good there!
Re: TheCrimsonWar project
Able to assign a rat to a room as a NPC like they did with the cave worm, the rat spawns every time you enter or leave the room as per instant spawn room...
but the random lairs and such still won't spawn.
but the random lairs and such still won't spawn.