area.lst, missing vnums, wrong order?

Posted by Jobey5000 on Thu 13 May 2004 05:00 AM — 3 posts, 14,371 views.

#0
i've recently downloaded SWRiP for darrik's sight, swrip.betterbox.net/swripv101.tar.gz

after i while i got it compiled and started up.. it came with many many areas, and hundreads of ships.. but area.lst only had help.are, limbo.are, newacad.sre, and omni_complex.are... so i was at a loss as of how to load the other areas.. i started unfoling them in the MUD but aparently not in the right order becase it crashed..

so then i decided to just slap all the filenames in area.lst my MUD started up, but only after about 19 pages of "bad vnum errors" ... im just wondering if there is an area editor out there that will load multiple areas, then create an area.lst fie with them in the correct order..

any ideas?
Australia Forum Administrator #1
I think you could do this by trial-and-error a bit. Edit the area files and find the vnum ranges, then add in one of them to the area.lst file.

If it complains about bad vnums, put the area with those vnums in *before* this one. Then if that (newly-added) area also has bad vnums, then you need to load another before that. And so on.
#2

I actually have no idea whether or not you are the same person who I have talked to about this same error, but the errors for missing vnums are not an issue on bootup... This is caused by the following example:

Area 1 loads up before Area 2
Area 1 references vnums from Area 2, which do not exist as of yet when Area 1 first boots.
Area 2 then loads up.
All areas are reset once boot up is complete... therefore all the 'bad vnum' errors are corrected after boot up.

You may be able to eliminate some of these errors by putting them in a certain order... but some areas may cross reference each other... it is far easier just to ignore these errors on boot up.

Darrik Vequir