Welcome to the Builder Academy

Question How to reset to create a new world?

More
09 Sep 2020 03:24 - 09 Sep 2020 04:32 #9673 by cry1004
I found file is as follows.
Code:
spec_assign.c file void assign_mobiles(void) void assign_objects(void) void assign_rooms(void) boards.h #define NUM_OF_BOARDS 1 config.c room_vnum mortal_start_room = 0; room_vnum immort_start_room = 0; room_vnum frozen_start_room = 0; room_vnum donation_room_1 = 0; room_vnum donation_room_2 = 0; room_vnum donation_room_3 = 0;

If I use the existing world folder while localization is in progress, the server will run, but if I change to the new world I created, it will stop running.

It seems to hang when loading an object, trigger, or monster file.

I want to start with a world where nothing is done for testing.

Here are the parts that stop running at the moment.

Attachment 200.jpg not found



As I just checked, it seems that the following folder should have values. I tested each file by making it $.

Attachment 201.jpg not found

Last edit: 09 Sep 2020 04:32 by cry1004.

Please Log in or Create an account to join the conversation.

More
09 Sep 2020 14:36 #9691 by Parnassus
I've never tried but I've heard there are certain rooms that are needed because of the code. The safest thing is to keep any zones seem basic and get rid of all the zones that seem added in.

Have you read this stickied post ?

It looks like you really need 0. In each world file folder you can see index and index.mini. If you change index.mini to index, you'll see a basically empty world, if I understand this right. It looks like it only uses 0, 12 and 30. You would need to change it in each world file folder.
The following user(s) said Thank You: cry1004

Please Log in or Create an account to join the conversation.

More
09 Sep 2020 15:29 #9693 by cry1004
I asked a question without searching ahead. Sorry.
I didn't speak English so I couldn't find it.

I got a serious error while trying to localize TbaMUD now.
I think the problem is caused by the multibyte.
I use Korean, which is a double-byte character.

When compiling in debug mode, problems arise from entering the ID.
I modified the ID and command to be input in 2 bytes in order to be input in Korean. Of course, that's how I learned it through internet browsing.

When compiled in release mode, Hangul IDs pass normally.
I can enter the game and run other commands, but I'm having trouble with typo, bug, etc.
So I wanted to solve this problem.

I haven't learned programming professionally.
So, I'm doing a lot of things with internet browsing.

However, I couldn't find any solution to this problem.
There are fewer people playing mud games now, and even fewer people developing mud games.

It seems even more so in Korea.
Thomas asks me to show the call stack, but I don't know how.

I spent a lot of time thinking about this problem.
There is no solution, so I'm too weak now.

I don't have any Koreans to ask about this matter.
There were many people who knew the C language but didn't know the mud game.

Attachment 13_2020-09-09.jpg not found


Code:
Debug Assertion Failed! Expression: c >= -1 && c <= 255

I also search the internet today to solve this problem. :p

Please Log in or Create an account to join the conversation.

Time to create page: 0.236 seconds