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Fledgling

GroupMembers
Posts15
JoinedNov 27, 2014
Looking in the files I see there is a lack of 1.8+ 1.9 Areas. Is this down to their codes been new or people just not adding them.
When I goto the files page I see this.
Hummmm
It maybe an old codebase but it did have one thing that the others don't seem to have, An offline Area Builder.
I'm only getting my head around the bare basics of creating Ingame, I not going to pull any punches but at almost 50 I'm a slow learner, and what takes me a day or two to do ingame, takes me about a hour with the Area Builder.
I would love to move to the 1.9+ but I would not be able to do my game justices.
I would be great if some one could update the area builder to work with the new code, as I think this would benefit all, and would be a big plus at keeping newbies to smaug, like me around, as trying to create ingame can be really frustrating and off putting for us.
It would be nice to have one, But until then I'm going to have to stick with my 1.4a bugs and all.
When I goto the files page I see this.
AFKMud 2.0+ Areas (0) AFKMud pre-2.0 (0) Smaug 1.4a Areas (130) SmaugFUSS 1.6 Format (0) SmaugFUSS 1.8+ Format (0)
SmaugWiz Format (1) SWFotE Format (0) SWR Format (0)
Hummmm
Smaug 1.4a Areas (130)
It maybe an old codebase but it did have one thing that the others don't seem to have, An offline Area Builder.
I'm only getting my head around the bare basics of creating Ingame, I not going to pull any punches but at almost 50 I'm a slow learner, and what takes me a day or two to do ingame, takes me about a hour with the Area Builder.
I would love to move to the 1.9+ but I would not be able to do my game justices.
I would be great if some one could update the area builder to work with the new code, as I think this would benefit all, and would be a big plus at keeping newbies to smaug, like me around, as trying to create ingame can be really frustrating and off putting for us.
It would be nice to have one, But until then I'm going to have to stick with my 1.4a bugs and all.


Black Hand

GroupAdministrators
Posts3,707
JoinedJan 1, 2002
The SmaugFUSS code can read stock 1.4a areas just fine. Drop them in, add to area.lst, boot up. Assuming the external editor you're using is working correctly it should parse without incident.


Fledgling

GroupMembers
Posts15
JoinedNov 27, 2014
I'm using the area editor from gammon.com.
I loaded in some areas in to my 1.9.2 and I'm getting these errors. I know it has something to do with specials.
and so on.
I know 1.4a is a long way from 1.92. is there a list of what these functions have change to. and which have been removed.
Edit.
Ok I see the functions. just have to fig. what going on in the area files.
I loaded in some areas in to my 1.9.2 and I'm getting these errors. I know it has something to do with specials.
BUG: Error locating function spec_guard
BUG: Error locating function spec_cast_mage
BUG: Error locating function spec_breath_gas
BUG: Error locating function spec_poison
and so on.
I know 1.4a is a long way from 1.92. is there a list of what these functions have change to. and which have been removed.
Edit.
Ok I see the functions. just have to fig. what going on in the area files.


Fledgling

GroupMembers
Posts15
JoinedNov 27, 2014
I've download the latest code from github. after compiling I get a lot of this.
Is this right.
I also cant seem to find the error/bug file
and when running the client give this
Sat Nov 29 17:37:39 2014 :: [*****] FILE: srefuge.are LINE: 374
Sat Nov 29 17:37:39 2014 :: [*****] BUG: fread_fuss_mobile: Specfun: vnum 1511,
no spec_fun called spec_poison.
Sat Nov 29 17:37:39 2014 :: [*****] FILE: srefuge.are LINE: 374
srefuge.are : Rooms: 1500 - 1599 Objs: 1500 - 1599 Mobs: 1500 - 1599
Sat Nov 29 17:37:39 2014 :: [*****] BUG: Error locating function spec_poison in
symbol table.
Sat Nov 29 17:37:39 2014 :: [*****] FILE: manor.are LINE: 26
Sat Nov 29 17:37:39 2014 :: [*****] BUG: fread_fuss_mobile: Specfun: vnum 2405,
no spec_fun called spec_poison.
Sat Nov 29 17:37:39 2014 :: [*****] FILE: manor.are LINE: 26
Sat Nov 29 17:37:40 2014 :: [*****] BUG: Error locating function spec_thief in s
ymbol table.
Sat Nov 29 17:37:40 2014 :: [*****] FILE: manor.are LINE: 1060
Sat Nov 29 17:37:40 2014 :: [*****] BUG: fread_fuss_mobile: Specfun: vnum 2462,
no spec_fun called spec_thief.
Sat Nov 29 17:37:40 2014 :: [*****] FILE: manor.are LINE: 1060
Sat Nov 29 17:37:40 2014 :: [*****] BUG: Error locating function spec_janitor in
symbol table.
Sat Nov 29 17:37:40 2014 :: [*****] FILE: manor.are LINE: 1305
Sat Nov 29 17:37:40 2014 :: [*****] BUG: fread_fuss_mobile: Specfun: vnum 2484,
no spec_fun called spec_janitor.
Sat Nov 29 17:37:40 2014 :: [*****] FILE: manor.are LINE: 1305
manor.are : Rooms: 2400 - 2499 Objs: 2400 - 2499 Mobs: 2405 - 2484
Sat Nov 29 17:37:40 2014 :: [*****] BUG: Error locating function spec_janitor in
symbol table.
Sat Nov 29 17:37:40 2014 :: [*****] FILE: unholy.are LINE: 56
Sat Nov 29 17:37:40 2014 :: [*****] BUG: fread_fuss_mobile: Specfun: vnum 2102,
no spec_fun called spec_janitor.
Is this right.
I also cant seem to find the error/bug file

and when running the client give this
A large rat scuttles across your path, eyes glowing in the dark.
A large rat scuttles across your path, eyes glowing in the dark.
A large rat scuttles across your path, eyes glowing in the dark.
A stray dog noses along the street.
A stray dog noses along the street.
A stray dog noses along the street.
<49hp 145m 110mv> <#1200>
help
Huh?
<49hp 145m 110mv> <#1200>
goto 10200
Huh?
<49hp 145m 110mv> <#1200>
help
Huh?
<49hp 145m 110mv> <#1200>
look
Huh?


Black Hand

GroupAdministrators
Posts3,707
JoinedJan 1, 2002
That looks more like you had problems getting the code compiled so that the command table could be processed. You may find your log (in the logs folder) is filled with errors about being unable to look up symbols. There's information in the forum stickies about this.



Fledgling

GroupMembers
Posts15
JoinedNov 27, 2014
None in the log folder.
Keep forgetting to Uncomment to compile in Cygwin with fresh loaded files
No errors. Yet.
Keep forgetting to Uncomment to compile in Cygwin with fresh loaded files

No errors. Yet.



Conjurer

GroupMembers
Posts395
JoinedMar 8, 2005
Yep, looks like the command table isn't tracking function pointers.
It may be a dlsym issue, especially with cygwin... assuming it uses dlsym to load module symbols automatically.
It may be a dlsym issue, especially with cygwin... assuming it uses dlsym to load module symbols automatically.

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