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   alt.bbs.majorbbs      Discussion for MajorBBS by Galacticomm      718 messages   

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   Message 270 of 718   
   Nathan to Questman   
   Re: Running multiple copies of a module    
   19 Nov 04 18:11:26   
   
   From: gangrif@mindless.com   
      
   Questman wrote:   
   > Nathan wrote:   
   >   
   >> Corey wrote:   
   >>   
   >>>   To: Nathan   
   >>>   Re: Re: Running multiple copies of a module on WG2.0   
   >>>   By: Nathan to alt.bbs.majorbbs on Thu Nov 18 2004 07:21 pm   
   >>>   
   >>>  > From Newsgroup: alt.bbs.majorbbs   
   >>>  >  > It seems that the ONLY thing i've been able to change is the   
   >>> module   
   >>>  > name... i've figured out which dat file the game uses, but i cant   
   >>> seem   
   >>>  > to find any reference to that dat file in any of the games files.   
   >>> and i   
   >>>  > mean any, i wasnt sure where to start, so i edited each one!   
   >>>  >  > Now, these are not the live version, would that matter?  i   
   >>> wouldnt think so.   
   >>>  >  > 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   
   >>>  > >>>   
   >>>  > >>>   
   >>>  > >>>   
   >>>  > >>>   
   >>>  > >   
   >>>  >  >  > --   
   >>>  >  >  > http://www.undrground.org:8000/bbs/   
   >>>  >  > --- Synchronet 3.12a-Win32 NewsLink 1.76   
   >>>   
   >>> I found my majorbbs mod, I can send that so you can get a idea of how   
   >>> they did   
   >>> it.   
   >>>   
   >>> Corey+   
   >>>   
   >>> 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   
   >>   
   >>   
   >> sounds good to me.   
   >> can you e-mail it to gangrif!mindless.com ?  (! = @)   
   >> just put someting meaningful in the subject, that's an address i use   
      
   [continued in next message]   
      
   --- SoupGate-Win32 v1.05   
    * Origin: you cannot sedate... all the things you hate (1:229/2)   

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