now btrieve as powerful as it was in those days became quite clunky when wg3
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even a base vanilla install of wcc's version 1.11pĮven with no players in the game the module is steadily working. so i am assuming with a map of 21,760 rooms it is constantly working. So from what i am seeing in the old database structures as well as the nightmare editor is ALL data saves as far as everything except the player info. > than it might be intentional for clients.
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> would know about it and wouldn't write code around that. > If i'm right about the delay being conditional than I would imagine a hardcore player > allow the detailed states that take transforming to go back to the DB can be lazy > things like that abusing malloc was not unusual to save system resources. > to HDD or visa versa when you enter the room. > re-initalize and re-load the room it's taking the object from memory and dumping it > than it's probably caching out empty rooms. > thoughts are if there is no delay if there is someone in both rooms you traverse from > players that remain there in both rooms while you go from one to the other. > Huh is the delay always there? You might want to check for that delay if there are If it's not conditional than it might be intentional for clients. If i'm right about the delay being conditional than I would imagine a hardcore player would know about it and wouldn't write code around that. This would allow the detailed states that take transforming to go back to the DB can be lazy written. This was written in C, so doing ugly things like that abusing malloc was not unusual to save system resources. That way instead of having to re-initalize and re-load the room it's taking the object from memory and dumping it to HDD or visa versa when you enter the room. My thoughts are if there is no delay if there is someone in both rooms you traverse from than it's probably caching out empty rooms. Huh is the delay always there? You might want to check for that delay if there are players that remain there in both rooms while you go from one to the other. > such as megamud need that delay to work. > and this could pose a problem if clients > rooms with database calls it delays like that. > some form of speed limiter to keep all users on the same speed, or it is > Still trying to figure out why there is that delay when walking from room
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> I also got the full world map to load now, so now i have the full map in
> rule for how much it costs per point but the editor itself is working good. > tweak the usage of CP to follow the correct > so i now have the full screen character editor working. i anticipate having something downloadable VERY soon. Unlike the GreaterMud release that came out this will be accessible by you to put on your systems not just play on mine, i will give any sysop wanting to add it on their system a copy for testing purposes if they are a member of the team.Īnyone wanting to be on the team just drop me a pm.
design-assistants, players/sysops to play the game and tell me what it needs. Where you can enter and create your character (or load your character) and enter a "teleconference-like" room.įrom there i will build onto it with info i gather. So right now as of this posting i have a full database (thanks to nightmare editor) and i have built my sqlite database with that data, and i have a beginning game engine I have found an arsenal of info on the web to a point i feel i can replicate it pretty close and this game needs an updated engine with an accesibleĬodebase in the event fixes need to be made. So with that said i will let you know i never really played, coding i can do but mimicing game features is something i will need help with. With the completion of my Tele-Arena engine which came out very well i will be utilizing the same technologies i did in that engine to create a brand new MajorMud engine for worldgroup 3.xx and majorbbs 10.0. This project is real and is happening finally after 3 years of "talking about it".