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Area Deletion

 
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The_Divine_Alpha



Joined: 30 Apr 2004
Posts: 2
Location: tx,us

PostPosted: Fri Apr 30, 2004 7:48 am    Post subject: Area Deletion Reply with quote

nothing against the areas that come in the package but verra-be-damned how in the blue blazes do you DELETE them?



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Kiyoshi



Joined: 11 Aug 2003
Posts: 100
Location: Virginia, USA

PostPosted: Fri Apr 30, 2004 7:54 am    Post subject: Reply with quote

You have to manually delete them from the area folder and the area list. Also you have to keep the dawn.are. the other areas, such as ooc.are and mudschoo.are, you don't need to keep if you have areas to replace them.


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The_Divine_Alpha



Joined: 30 Apr 2004
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Location: tx,us

PostPosted: Fri Apr 30, 2004 8:04 am    Post subject: Reply with quote

alrighty... round 2 try



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Daos



Joined: 29 Jan 2003
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PostPosted: Fri Apr 30, 2004 12:48 pm    Post subject: Reply with quote

No - you don't delete the area folder or the area list. IF you do that, how is the bootup process going to work?

Simply remove all the .are files from the area directory. Manually edit the arealist.txt file and remove all the .are files that correspond with the areas you deleted from the directory. Do not remove the $ symbol at the end of the area file. That represents the EOF.

I do recommend that you DO NOT remove the dawn.are file for dawn resources. The code specially uses vnums 1-499 for MUD operation.



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Tristan
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Joined: 21 Apr 2004
Posts: 387
Location: US

PostPosted: Fri Apr 30, 2004 4:48 pm    Post subject: Reply with quote

In defense of Kiyoshi, that is what he said...
Kiyoshi wrote:
You have to manually delete them from the area folder and the area list.


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Daos



Joined: 29 Jan 2003
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PostPosted: Fri Apr 30, 2004 5:47 pm    Post subject: Reply with quote

*boggles* I could have swore I saw him say delete the folder ;p

In any case, I stand corrected and many apologies Smile



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Cyborg8472



Joined: 12 May 2004
Posts: 2

PostPosted: Wed May 12, 2004 4:15 pm    Post subject: Reply with quote

I tried deleting the areas you suggested from the areas folder and modifying the list, but upon starting the server, it says there's an error that 0-500 or something are devoted to dawn. What does that mean and how do I fix it since the muck I want to make is futurastic, so the areas they have already won't work!

Thanks Smile



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patories



Joined: 15 Sep 2003
Posts: 202
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PostPosted: Wed May 12, 2004 4:37 pm    Post subject: Reply with quote

what it means is that the dawn code CALLS everything.. well almost everything from the dawn.are you will need to leave that one area in atleast... or it wont boot up... I also recommending leaving in the mudschool until you replace it with something else



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Tristan
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Joined: 21 Apr 2004
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PostPosted: Wed May 12, 2004 10:27 pm    Post subject: Reply with quote

Daos wrote:
I do recommend that you DO NOT remove the dawn.are file for dawn resources. The code specially uses vnums 1-499 for MUD operation.


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Cyborg8472



Joined: 12 May 2004
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PostPosted: Thu May 13, 2004 9:51 am    Post subject: Reply with quote

Yes, I did leave the dawn.are file and everything that was said by kiyoshi earlier, but it still says it needs 1-500 to function properly



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Tristan
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PostPosted: Thu May 13, 2004 10:42 am    Post subject: Reply with quote

did you keep it in arealist.txt?


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patories



Joined: 15 Sep 2003
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PostPosted: Thu May 13, 2004 1:20 pm    Post subject: Reply with quote

can you copy your exact error codes??



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rixthia



Joined: 24 Oct 2014
Posts: 6

PostPosted: Fri Oct 24, 2014 7:02 am    Post subject: Still Stuck Reply with quote

Hello, new to designing/editing further into MUDs (just ever built at the top layer of the game). I am trying to learn this to teach my students writing/reading skills through video games since they are more apt to learn via a game than through books. They're just digital like that and have been interested in video games since a recent Skype session with a video game composer.

I have tried the above. The .are files are removed, and the area.txt is edited to no longer include them. When I start the game and log in, they are still there however.

I have tried deleting the dawn binary and then make clean + make.

I have tried deleting those AND redoing ./configure on top of the process.

How does one make those changes reflect in the MUD?

Thanks a ton!


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derek



Joined: 23 Sep 2007
Posts: 125

PostPosted: Sat Oct 25, 2014 9:36 pm    Post subject: Reply with quote

It sounds to me like you may be editing the arealist.txt and .are files in a directory outside of your mud, strange as that sounds.

arealist.txt is the file that's parsed by the mud at startup in order to know which areas to load into the game, so if you're seeing areas you've removed getting loaded, I'd first check to make sure that the arealist.txt actually got edited (possible it's a permissions issue) or that you're actually in the right place.

I suppose I should also mention that you need to shut the mud down and start it up fresh if you're editing areas this way, as well.


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