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Vartan



Joined: 28 Apr 2005
Posts: 120
Location: Indianapolis Indiana

PostPosted: Sat Mar 04, 2006 1:41 pm    Post subject: ROM Areas Reply with quote

I tried to port over a ROM area using the instructions found in another post here, and it didn't work for some reason. If someone could assist me with this, I would be eternally grateful. Thank you!



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Daos



Joined: 29 Jan 2003
Posts: 1217
Location: United States

PostPosted: Sat Mar 04, 2006 1:48 pm    Post subject: Reply with quote

Hi -

You want to copy/paste any bootup errors from the bootup log located in logs/game ?



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Vartan



Joined: 28 Apr 2005
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Location: Indianapolis Indiana

PostPosted: Sat Mar 04, 2006 3:10 pm    Post subject: Reply with quote

Not sure what all to paste, so I'll paste what I think is the entire bug info...

====

: [*****] BUG: socket_error(): netio_bind_connections(): socket() call - error 97 (Address family not supported by protocol)
:: Due to bind failure, ignoring listen_on entry: 'telnet://[::]:+0'
:: socket 7 listening as telnet on 0.0.0.0:8800.

:: [*****] BUG: DUPLICATE ENTRY 'dual wield' - last entry used.
:: Marked end of skill table at index 518.

:: [*****] FILE: area/playimm.are LINE: 30
:: [*****] BUG: fread_number(): bad format.
:: [*****] FILE: area/playimm.are LINE: 30
:: [*****] BUG:
====Non numeric character is '{' (123)


The last one I'm sure all I have to do is change { to `. Hope this helps..



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Kalahn
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Joined: 18 Jan 2003
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Location: New Zealand

PostPosted: Sat Mar 04, 2006 9:50 pm    Post subject: Reply with quote

No, it is actually saying it was expecting a numeric value where instead it encounted a { character.

Can you post the first 45 or so lines of your area file in a [code] block.

- Kal


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Apothos



Joined: 03 Mar 2006
Posts: 1
Location: USA

PostPosted: Sun Mar 05, 2006 2:27 am    Post subject: Reply with quote

Sometimes you run into a somewhat customized ROM area file, and you have to do a bit of manual editing on it. If it is a stock area commonly available, say like Midgaard or Elemental Canyon, you can likely look on a few other sites and find a non-modified version that is more closer to the original, and use that.

Apothos


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Vartan



Joined: 28 Apr 2005
Posts: 120
Location: Indianapolis Indiana

PostPosted: Sun Mar 05, 2006 10:19 am    Post subject: Reply with quote

Here you go
Code:

#AREADATA
Name Sanction~
Builders None~
Range 15 25
VNUMs 63200 63299
Credits Shinare Mishakal 8-18-01~
Security 9
End



#MOBILES
#63200
ferry master mike cloud~
The {DCloud Master{x~
{DA mysterious man stands here, his hand extended for his payment, a welcoming grin upon his face.{x
~
~
human~
ABRc C CEFGHJVZe 0 -1000 0
500 500 10d1500+964 500d10+100 24d26+299 none
-104 -104 -104 -103
0 ABCDEHIJLPRTZ 0 0
stand stand male 100
AMV ABCDEFGHIJK large unknown
F for H
M BRIBE 4 1000~
M GREET 63200 100~
#63201
knight squire~
A Knight of Takhisis's squire~
A squire of her dark majesty's armies runs by delivering a message.
~
Standing before you is a lowly squire running around with messages from knight to knight.
His armor looks like he still wears that of which he entered his squireship with and his sword
a battered old weapon.
~
human~
AGY 0 H 0 3 0
25 20 40d20+25 20d20+5 3d9+10 none
-7 -7 -8 -7
CEF 0 0 0
stand stand male 100
AV ABCDEFGHIJK medium unknown
F for HM

that's the first 45 lines of the area file, as requested.



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Kalahn
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PostPosted: Sun Mar 05, 2006 11:56 am    Post subject: Reply with quote

That area file is not STOCK ROM... for example you can see mobprog triggers in there - ROM doesn't have mobprogs.

Did it come from a codebase that decends from ROM or is it just a ROM with customisations to the area file format (among other things)?

Seeing ROM like area files remind me of how ugly non dawn area files can be Wink.

Once you get the area successfully loaded into a dawn area, it will be resaved into Dawns NAFF format (New Area File Format), which is a lot more extendable without breaking things.

- Kal




Last edited by Kalahn on Sun Mar 05, 2006 12:01 pm; edited 1 time in total
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Vartan



Joined: 28 Apr 2005
Posts: 120
Location: Indianapolis Indiana

PostPosted: Sun Mar 05, 2006 11:59 am    Post subject: Reply with quote

Its a ROM codebase with slight modifications.



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Kalahn
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PostPosted: Sun Mar 05, 2006 12:20 pm    Post subject: Reply with quote

What "slight" modifications?
- From the area file I can see a colour snippet
- Mobprog triggers
- I don't recognise the "F for H" line.

I have commented the area file:

Code:

#MOBILES
#63200
ferry master mike cloud~  |NAME   
The {DCloud Master{x~ |SHORT
{DA mysterious man stands here, his hand extended for his payment, a welcoming grin upon his face.{x
~ |LONG
~ |DESCRIPTION
human~ |RACE
ABRc C CEFGHJVZe 0 -1000 0      | ACT AffectedBy ???WHAT_IS_THIS??? ???WHAT_IS_THIS??? Alignment? Group? |
500 500 10d1500+964 500d10+100 24d26+299 none  | LOOKS ROM LIKE
-104 -104 -104 -103             | LOOKS ROM LIKE
0 ABCDEHIJLPRTZ 0 0             | LOOKS ROM LIKE
stand stand male 100            | LOOKS ROM LIKE
AMV ABCDEFGHIJK large unknown   | LOOKS ROM LIKE
F for H                         | NOT STOCK ROM - what is this?
M BRIBE 4 1000~                 | NOT STOCK ROM - should be easy to handle if it doesn't already
M GREET 63200 100~              | NOT STOCK ROM - should be easy to handle if it doesn't already



The | and stuff after it is my comments.

Your big problem is two extra fields have been added.
ABRc C CEFGHJVZe 0 -1000 0

Can you post the code which loads this section?

For example, in ROM, you have load_mobiles() in db2.c.

The section which covers loading the lines around in rom look like:
Code:

pMobIndex->long_descr[0]        = UPPER(pMobIndex->long_descr[0]);
pMobIndex->description[0]       = UPPER(pMobIndex->description[0]);

pMobIndex->act                  = fread_flag( fp ) | ACT_IS_NPC
            | race_table[pMobIndex->race].act;
pMobIndex->affected_by          = fread_flag( fp )
            | race_table[pMobIndex->race].aff;
pMobIndex->pShop                = NULL;
pMobIndex->alignment            = fread_number( fp );
pMobIndex->group                = fread_number( fp );

pMobIndex->level                = fread_number( fp );
pMobIndex->hitroll              = fread_number( fp ); 


- Kal


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Vartan



Joined: 28 Apr 2005
Posts: 120
Location: Indianapolis Indiana

PostPosted: Sun Mar 05, 2006 12:26 pm    Post subject: Reply with quote

This may be more than you need, but better more than not enough. Hope it helps.
Code:

  pMobIndex                       = alloc_perm( sizeof(*pMobIndex) );
        pMobIndex->vnum                 = vnum;
        pMobIndex->area                 = area_last;               /* OLC */
   pMobIndex->new_format      = TRUE;
   newmobs++;
        pMobIndex->player_name          = fread_string( fp );
        pMobIndex->short_descr          = fread_string( fp );
        pMobIndex->long_descr           = fread_string( fp );
        pMobIndex->description          = fread_string( fp );
   pMobIndex->race          = race_lookup(fread_string( fp ));
 
        pMobIndex->long_descr[0]        = UPPER(pMobIndex->long_descr[0]);
        pMobIndex->description[0]       = UPPER(pMobIndex->description[0]);
 
        pMobIndex->act                  = fread_flag( fp ) | ACT_IS_NPC
               | race_table[pMobIndex->race].act;
   pMobIndex->act2         = fread_flag( fp ) | race_table[pMobIndex->race].act2;
        pMobIndex->affected_by          = fread_flag( fp )
               | race_table[pMobIndex->race].aff;
   pMobIndex->affected2_by      = fread_flag( fp );
        pMobIndex->pShop                = NULL;
        pMobIndex->alignment            = fread_number( fp );
        pMobIndex->group                = fread_number( fp );

        pMobIndex->level                = fread_number( fp );
        pMobIndex->hitroll              = fread_number( fp ); 

   /* read hit dice */
        pMobIndex->hit[DICE_NUMBER]     = fread_number( fp ); 
        /* 'd'          */                fread_letter( fp );
        pMobIndex->hit[DICE_TYPE]      = fread_number( fp );
        /* '+'          */                fread_letter( fp );   
        pMobIndex->hit[DICE_BONUS]      = fread_number( fp );

    /* read mana dice */
   pMobIndex->mana[DICE_NUMBER]   = fread_number( fp );
                 fread_letter( fp );
   pMobIndex->mana[DICE_TYPE]   = fread_number( fp );
                 fread_letter( fp );
   pMobIndex->mana[DICE_BONUS]   = fread_number( fp );

   /* read damage dice */
   pMobIndex->damage[DICE_NUMBER]   = fread_number( fp );
                 fread_letter( fp );
   pMobIndex->damage[DICE_TYPE]   = fread_number( fp );
                 fread_letter( fp );
   pMobIndex->damage[DICE_BONUS]   = fread_number( fp );
   pMobIndex->dam_type      = attack_lookup(fread_word(fp));

   /* read armor class */
   pMobIndex->ac[AC_PIERCE]   = fread_number( fp ) * 10;
   pMobIndex->ac[AC_BASH]      = fread_number( fp ) * 10;
   pMobIndex->ac[AC_SLASH]      = fread_number( fp ) * 10;
   pMobIndex->ac[AC_EXOTIC]   = fread_number( fp ) * 10;

   /* read flags and add in data from the race table */
   pMobIndex->off_flags      = fread_flag( fp )
               | race_table[pMobIndex->race].off;
   pMobIndex->imm_flags      = fread_flag( fp )
               | race_table[pMobIndex->race].imm;
   pMobIndex->res_flags      = fread_flag( fp )
               | race_table[pMobIndex->race].res;
   pMobIndex->vuln_flags      = fread_flag( fp )
               | race_table[pMobIndex->race].vuln;

   /* vital statistics */
   pMobIndex->start_pos      = position_lookup(fread_word(fp));
   pMobIndex->default_pos      = position_lookup(fread_word(fp));
   pMobIndex->sex         = sex_lookup(fread_word(fp));

   pMobIndex->wealth      = fread_number( fp );

   pMobIndex->form         = fread_flag( fp )
               | race_table[pMobIndex->race].form;
   pMobIndex->parts      = fread_flag( fp )
               | race_table[pMobIndex->race].parts;
   /* size */
   CHECK_POS( pMobIndex->size, size_lookup(fread_word(fp)), "size" );
/*   pMobIndex->size         = size_lookup(fread_word(fp)); */
   pMobIndex->material      = str_dup(fread_word( fp ));

That's from db2.c



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Kalahn
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Location: New Zealand

PostPosted: Mon Mar 06, 2006 10:52 am    Post subject: Reply with quote

Try changing the header so it includes "Version 4"... i.e.

Code:

#AREADATA
Name Sanction~
Builders None~
Range 15 25
VNUMs 63200 63299
Credits Shinare Mishakal 8-18-01~
Version 4
Security 9
End


That will possibly read the weird flag usage... but be aware that some of the act2 flags and affect2 flags wont match up.

It wont handle the "F for HM" stuff though, what is that?

- Kal


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Vartan



Joined: 28 Apr 2005
Posts: 120
Location: Indianapolis Indiana

PostPosted: Mon Mar 06, 2006 11:35 am    Post subject: Reply with quote

I have no idea. Honestly, the first time I saw it was when it was pointed out here.



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Vartan



Joined: 28 Apr 2005
Posts: 120
Location: Indianapolis Indiana

PostPosted: Tue Mar 07, 2006 10:21 am    Post subject: Reply with quote

Hi again. After some thought, I decided that if possible, I'd just use the rooms of the areas, and recreate mobs and objects. The only problem is, these areas are way different from ROM from what I've been told..and I have no idea what to do to them to make them compatible with DoT...if anyone has any suggestions, I'd love to hear them!



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Kalahn
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PostPosted: Wed Mar 08, 2006 1:34 pm    Post subject: Reply with quote

Can you post some example rooms from the area file?
What happens if you remove the mobiles and objects from an area file then try to load it?

- Kal


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Vartan



Joined: 28 Apr 2005
Posts: 120
Location: Indianapolis Indiana

PostPosted: Wed Mar 08, 2006 2:12 pm    Post subject: Reply with quote

Here is what I get from the log when I try to start the MUD with this imported area:
Code:

 Reading in area area/sanction.are
:: [*****] FILE: area/sanction.are LINE: 21
:: [*****] BUG: fread_number(): bad format.
:: [*****] FILE: area/sanction.are LINE: 21
:: [*****] BUG:
====Non numeric character is '~' (126)
====Following on line ='0 4 0'
====Next line ='D0'
:: *************************************************************************



And here is an example of what the rooms look like. I assume that by taking out the mobs and objects it would be easier to convert. I may be wrong.
Code:
#ROOMS
#63200
Road to Sanction~
Down the dirt road before you lays the city of Sanction. Already you
can smell the toxic fumes and feel the blistering heat of the lava that
flows around and through this city of evil.
~
~
0 4 0
D0
~
~
0 0 16376
D2
~
~
0 0 63201
S
#63201
Road in Sanction~
As you look around you see streams of lava all over. Toxic fumes and
gases fill the air, making it hard to breath. Squires run around for their
Knights, and many of the Knights of Takhisis are patroling the land.
~
~
0 0 0
D0
~
~
0 0 63200
D2
~
~
0 0 63245
D3
~
~
0 0 63202
S
#63202
Road in Sanction~
As you look around you see streams of lava all over. Toxic fumes and gases
fill the air, making it hard to breath. Squires run around for their
Knights, and many of the Knights of Takhisis are patroling the land.


I find it hard to understand, and difficult to copy out of the file, which I would not mind doing, because I don't know what direction each room has exits into. Thanks for all the responses and any future help!



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Aloysius



Joined: 21 Sep 2005
Posts: 5
Location: New York

PostPosted: Tue Mar 14, 2006 1:56 pm    Post subject: ROM conversion Reply with quote

Offhand, it looks like you're trying to import a ROM area that links to other areas that don't yet exist on Dawn. I've imported several ROM areas and this is probably the number one problem after vnum conflicts. Specifically, it looks like you reference an exit to vnum 16376 when your area range is 63200+. There may be others. You want to use either ROM OLC to delete any such exit links before converting, or grep and edit the area file manually. There is actually a snippet for ROM that will list all external area links also.

-Aloysius
Dark Tower: Lost Worlds (telnet://sony.dynalias.com:4550)


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