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➜ Area Editor
➜ General
➜ AFKMud Compatibility/Configuration
AFKMud Compatibility/Configuration
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Posted by
| Oldwulf
(3 posts) Bio
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Date
| Tue 30 Sep 2003 08:39 PM (UTC) |
Message
| Is there a way to configure the Area Editor to open stock AFKMud 1.56b area files? I can send you a stock area file to help out. | Top |
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Posted by
| Nick Gammon
Australia (23,162 posts) Bio
Forum Administrator |
Date
| Reply #1 on Tue 30 Sep 2003 10:07 PM (UTC) |
Message
| OK, send me one, but I am not promising to change it. However maybe a minor change to the area file might do it. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
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Posted by
| Samson
USA (683 posts) Bio
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Date
| Reply #2 on Wed 01 Oct 2003 04:35 AM (UTC) Amended on Wed 01 Oct 2003 04:37 AM (UTC) by Samson
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Message
| It's going to take more than just a few minor changes to edit them in stock format. However, you can edit them as 1.02a or 1.4a area format and then just let the conversion process update them from there.
Excerpt from the readme file:
Quote:
Areas
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The area file format in AFKMud is significantly different from stock Smaug. Over the years, the multitude of different version numbers in our area formats grew into a titanic mess in the code that loaded them. So eventually the ability to read native Smaug areas was lost. A conversion routine was created to allow stock zones to be loaded once more. This can be accomplished one of two ways:
1. Leave your areas and area.lst file alone and try to boot the mud with them as is. Your logs will look like a train wreck, but if you're lucky they'll load and you can then execute a "fold all" command once you've logged in. This would be advisable ASAP after an event of this magnitude. If any of the zones crash the mud, you'll need to take them out of the area.lst file and hold them over for method 2 below.
2. If you come across a stock zone that won't convert and you need to try it again later, or if you decide to load one you've downloaded at some point, drop it into your area directory and type "areaconvert [filename]". If it fails to load, your mud has probably crashed. Examine the logs, core dumps, etc to find out why, correct it, and try again.
This functionality allows you to load Smaug 1.02a, 1.4a, SmaugWiz, ResortMUD, CalareyMUD, Chronicles, Dark Rifts, DOTDII, and SWR areas. Other formats are considered non-standard and will not be supported.
Keep in mind that you may also need to do some fine tuning once the area is converted - subtle differences in each version may produce unpredictable stats on the areas.
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Posted by
| Oldwulf
(3 posts) Bio
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Date
| Reply #3 on Wed 01 Oct 2003 02:03 PM (UTC) |
Message
| Samson,
Do you feel that that is the best proccess to use? I don't mind doing just that as that is what I have been doing. The issue is that my builders are currently building the new areas and as I have to build the connecting rooms in the Mud they do not have those exits in their area files so I have to rebuild the exits for them after every update. This is not a major problem, but an annoyance.
Nick,
I am sending you one of the area files from the stock AFKMud 1.56b I'm not expecting you to work miracles for you.... I'm more wondering if it is possible to hack the config files to allow your prog to read and write this file format.
Jared | Top |
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Posted by
| Samson
USA (683 posts) Bio
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Date
| Reply #4 on Wed 01 Oct 2003 10:09 PM (UTC) |
Message
| I'm not sure I follow here. Wouldn't you need to remake those exits regardless of the format their area files are in?
As far as it being the "best" course of action, no. It's a punt solution, especially if your builders want to use flags only found in AFKMud. So unless Nick decides he wants to support the format ( which I'd be thrilled to death to see done ) you have limited options. | Top |
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Posted by
| Oldwulf
(3 posts) Bio
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Date
| Reply #5 on Wed 01 Oct 2003 10:38 PM (UTC) |
Message
| Actually if the builders can upload their area files after I import them and create the exits they can then download the files and edit with all exits in place. Which can be done with stock smaug.
Ah a "punt" solution. gotta love those. They get the job done, but not exactly the best way possible. Seems like all I've been doing lately is punting. If only my builders would OLC. It would make my life easier. But I guess that is wishfull thinking.
Thanks Samson... Nick I hope you can find a way to make area editor work with stock afkmud area files.
Later,
Jared
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Posted by
| David Haley
USA (3,881 posts) Bio
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Date
| Reply #6 on Wed 01 Oct 2003 10:39 PM (UTC) |
Message
| This is just random thought with little to do with AFKMud in particular, but this is a good time to re-evaluate the way SMAUG handles its area files. For instance, saving the flags as numbers, while smaller, is not as good concerning things like: a) human readability b) compatibility after removal/renaming/changing of a flag.
I'm thinking that if you only had text for your flags, for instance, you could conceivably have your area editor actually talk to the server (via a new port) and get a list of valid flags, along with descriptions. This way, whenever your server has a new flag, your area editor updates itself, instead of having to release a new version or whatever.
Perhaps it's utopic to think of a unified area format of sorts, so that one area editor could edit all area files, with configs downloaded from the server, but if it were possible it would be something worth looking into. This kind of thing is one place where things like XML are extremely valuable as a format, since XML for instance by its very nature is more easy to expand and build upon than the SMAUG format which is not dynamic in its nature.
Anyways, these are just random mumblings. I still think that it would be neat to be able to contact the server, get a list of flags, what they do, and possibly their numeric value so that the area editor could save them in the current, numeric form (while waiting for a text format to be created.) |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
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Posted by
| Samson
USA (683 posts) Bio
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Date
| Reply #7 on Thu 02 Oct 2003 01:23 AM (UTC) |
Message
|
Quote:
.... For instance, saving the flags as numbers, while smaller, is not as good concerning things like: a) human readability b) compatibility after removal/renaming/changing of a flag.
I'm thinking that if you only had text for your flags, for instance, .....
And there in lies the reason for why our format has taken such a radical change from standard Smaug. Nearly everything is stored in the area file as text strings for flags. There are some exceptions, but for the most part they're done. Even trivial things like exits in rooms. No D 0 crap, you have D North.
The areadocs that come with the AFKMud package should make it wickedly clear as to how the format is structured. :) | Top |
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