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Megamud dat 1.11p
Megamud dat 1.11p










  1. #Megamud dat 1.11p install
  2. #Megamud dat 1.11p update
  3. #Megamud dat 1.11p upgrade
  4. #Megamud dat 1.11p code

When you database finishes updating, that will go away and everything will be fine. 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. > Shows corrutpion message in audit trail, does a lengthy database conversion without a progress bar ~10-15 min. > Some MMUD security class key name changes will be required for players to enter into the game and have their char saved. > Does a lengthy database conversion with progress bar ~10-15min.

#Megamud dat 1.11p update

NOTE #2: After installing each version, start the BBS so that the MajorMUD recovery has a chance to run and update databases. 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. > Can create character and save, but MUD internal errors immediately after a couple game re-entries. Fresh 1.11h install, followed by 1.11n over-the-top: > BTRIEVE insert failures (#22) on WCCUSERS.DAT crash when validating char name and forced reboot. Fresh 1.11n install, or even followed by 1.11p over-the-top: > If WCCUSERS.VIR copy to WCCUSERS.DAT is attempted, BTRIEVE insert failures (#22) on WCCUSERS.DAT crash when validating char name and forced reboot.

#Megamud dat 1.11p install

> Missing WCCUSERS.DAT (not created in install process from. The following install scenarios FAIL and why: Install MajorMUD WG (Non-NT): FAILURES: WHAT/WHY

#Megamud dat 1.11p upgrade

Install WG2.0 256 User Upgrade Crack (WG256UP.ZIP) Install WG2.0 with Actionvation code: 97EPEWCYF (Reg#: 94675841) NOTE: The Reg# for Worldgroup is stored in GALGSBL.DLL near text "ReG#". I settled for the WG version under DOS as a happy medium. 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). This information details how I was able to get the Worldgroup (WG) version of MajorMUD 1.11p (Non-NT), installed on Worldgroup 2.0. I've also given the BBS some time to load up (30-60 minutes) and still the same timing issue. It's not just my character - there is no combat response from any room entities during the entire delay (monsters, etc). It's almost as if combat round delays have doubled and randomized. But combat rounds can take anywhere from 4 seconds to 8 seconds. All other MajorMUD actions seem normal (fast, actually). I'm familiar with the combat rounds of MajorMUD being 3-4 seconds. 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. You can move and deal with items super fast, but combat and spells are set on a 3-4 second timer. Unless your talking there is a 1-2 second lag between rounds, which is normal. Not really sure but adjust your mega lag timer and see if that helps. I am currently running everything under VirtualBox.īearFather wrote:3. Room movement and other commands all seem to be at normal speeds. Any thoughts? Didn't see anything in the game configuration. MegaMUD attempts re-attacks because it thinks attacks have stopped. This happens on local and telnet-ed connection. Attack rounds have a 1-2 second extra on them. Question #3: Regarding MajorMUD, testing on a local connection, everything appears to be working at correct speeds except combat. Question #2: What is the stuff on that wiki about the "Vircom DMA server"? Does that apply to MajorMUD? Didn't appear to. ? I won't need to post any hacks, since I can put the hex editing instructions up. 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. 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). I'll go through my notes and make sure everything is coherent. I hacked the DLL to work with DEMO mode, so I don't need a base code, anyway.

#Megamud dat 1.11p code

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 was able to enter all the module rooms, so the module codes all appear to be working.












Megamud dat 1.11p