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|    alt.bbs.majorbbs    |    Discussion for MajorBBS by Galacticomm    |    718 messages    |
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|    Message 265 of 718    |
|    Nathan to Questman    |
|    Re: Running multiple copies of a module     |
|    17 Nov 04 19:16:53    |
   
   From: gangrif@mindless.com   
      
   Well, i guess its time to start diging around for a decent Hex editor.   
   :) thanks.   
      
   Questman wrote:   
   > Nathan wrote:   
   >   
   >> I take it theres no easy way to trick a module into using a different db?   
   >>   
   >   
   > Actually, yes. the calls to open the database files are 99% like this:   
   >   
   > pointer_variable = dfaOpen("filename.dat",null);   
   >   
   > therefore, you should be able to see "filename.dat" if you hex-edit the   
   > module.   
   >   
   > same with the .MCV file (compiled message file)   
   >   
   > pointer_variable = opnmsg("filename.mcv");   
   >   
   > You'd also have to change which MDF file it looks at (and that, too is   
   > usually in "modulename.mdf" so hexable)... so you could make   
   >   
   > My Game be named My Game 2   
   >   
   > However, I don't think this will work. The reason is that while you'd   
   > have two module definition files (MDFs) referring to two different DLLs   
   > (original and hexed) that use two sets of MSG/MCV and DAT files, you   
   > still have the one problem of the module plug-in structure being named   
   > the same on both modules. I do not think it will work if there are two   
   > modules named "module_mygame".   
   >   
   > And of course, that isn't hexable. But I could be wrong!!! It's worth a   
   > try.   
   >   
   >   
   >   
   >>   
   >>   
   >> Questman wrote:   
   >>   
   >>>   
   >>> Because the games are coded to use specific database files. What   
   >>> most game writers did not do was allow you to specify locations of   
   >>> message files and data files - that would have allowed it.   
   >>>   
   >>> It's possible, but most ISV developers did not take advantage of it.   
   >>>   
   >>> Rick   
   >>>   
   >>> Nathan wrote:   
   >>>   
   >>>> Yea, i get it.   
   >>>> door's on wg seem to suck though.   
   >>>> its just frustrating sometimes, i like wg, i'm getting to know it   
   >>>> pretty well too, and i like what i see, most of the time, but some   
   >>>> stuff is just... well.. dumb. Why's it have to be so difficult to   
   >>>> run 2 copies of the same game? Its simple to do it with door games   
   >>>> on other bbs's, why can wg do it too... hmph..   
   >>>>   
   >>>> anyway, thanks for the replies.   
   >>>>   
   >>>> Do you get the feeling that you and I are the only one's who read   
   >>>> this group anymore too?   
   >>>>   
   >>>>   
   >>>> Corey wrote:   
   >>>>   
   >>>>> To: Nathan   
   >>>>> Re: Re: Running multiple copies of a module on WG2.0   
   >>>>> By: Nathan to alt.bbs.majorbbs on Thu Nov 11 2004 06:07 pm   
   >>>>>   
   >>>>> > From Newsgroup: alt.bbs.majorbbs   
   >>>>> > > Great, so tell me again, why was WB/Mbbs so popular? expensive,   
   >>>>> > proprietary, and very limited expandability.......   
   >>>>> > > > Corey wrote:   
   >>>>> > > To: Nathan   
   >>>>> > > Re: Running multiple copies of a module on WG2.0   
   >>>>> > > By: Nathan to alt.bbs.majorbbs on Thu Nov 11 2004 04:57 pm   
   >>>>> > > n   
   >>>>> > >   
   >>>>> > > > From Newsgroup: alt.bbs.majorbbs   
   >>>>> > > >   
   >>>>> > > > Is there any way to run two or more copies of the same   
   >>>>> module (say, a   
   >>>>> > > > game) on a single WGBBS system? Each configurable on its own.   
   >>>>> > > >   
   >>>>> > > > Thanks.   
   >>>>> > > >   
   >>>>> > > > --- Synchronet 3.12a-Win32 NewsLink 1.76   
   >>>>> > >   
   >>>>> > > there was a hack for majormud I saw once.   
   >>>>> > > normally no, becuase the two moduals would clash resources and   
   >>>>> stuff.   
   >>>>> > >   
   >>>>> > > Fr Corey Blake OSB   
   >>>>> > >   
   >>>>> > > "Photons have mass!!?? I didn't even know they were Catholic..."   
   >>>>> > >   
   >>>>> > >   
   >>>>> > > --- Synchronet 3.12a-Win32 NewsLink 1.76   
   >>>>> > > From The Three Stooges Gentlemens Club   
   >>>>> > > --- Synchronet 3.12a-Win32 NewsLink 1.76   
   >>>>>   
   >>>>> it was ahead of it's time.   
   >>>>> no one else could touch it back then for performance.   
   >>>>> it was fast.   
   >>>>> you could do over 128 lines on a 386 computer with 16 megs of ram.   
   >>>>> while most everyone else was multinode, it was multiline.   
   >>>>> for a multinode bbs to even come close to a mbbs system you needed   
   >>>>> a huge room of computers on a fast network, like netware or lantastic.   
   >>>>> it's only even near competitor was Tbbs, and they are dead too.   
   >>>>> and they cost about the same also.   
   >>>>> Mbbs and Tbbs had special games none of the multinode systems had.   
   >>>>> shall I go on?   
   >>>>>   
   >>>>> Fr Corey Blake OSB   
   >>>>>   
   >>>>> "Photons have mass!!?? I didn't even know they were Catholic..."   
   >>>>> --- Synchronet 3.12a-Win32 NewsLink 1.76   
   >>>>> From The Three Stooges Gentlemens Club   
   >>>   
   >>>   
   >>>   
   >>>   
   >   
      
   --- SoupGate-Win32 v1.05   
    * Origin: you cannot sedate... all the things you hate (1:229/2)   
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