The is also a bunch of cool offline editor, that speed
up the building process.
I believe off line building editing and the dynamicaly
reloading some modified area would be a cool solution.
( i m trying to work out a snipet to do that ).

Jerome Despret
http://fangels.mudservices.com

Faerie area editor.


-----Original Message-----
From: TandonMiir [mailto:[EMAIL PROTECTED]
Sent: Tuesday, April 16, 2002 5:34 PM
To: [email protected]
Subject: RE: OLC changing stockrom


> Now,alot of people I doubt know how to code rom areas by hand
> anymore nor do they know how to code doors, keys, portals, and
> other stuff...

I hope you're kidding on this.  I taught myself to build areas.  By hand.
From scratch.
Area files are one of the ugliest collections of strings and flags that I've
seen in a long time, but they work : )
We can be thankful that most Merc areas are portable between codebases
(I had very little trouble porting a SMAUG area to ROM, with the help
of a SMAUG Offline Editor to read the mob format which is different)
The resets and rooms are organized almost identically to ROM (save for
1s instead of 0s for placeholders).

> I even think the rom24.docs is not correct in some of the way it
> describes how to code rooms and keys if I remember right.

Rom24.doc is littered with horrible and incorrect instructions on the
matter.  I printed it off, and have scratched out and re-written in hand
several pages worth of material.  It does not include all of the coded
room flags, it incorrectly states doors and keys (as you mentioned),
and the explanations of timers and other features should have been
much better if the author had access to the source.  That's just the
beginning.

I will be reworking the Rom24.doc with updates for a stock ROM,
so look for it in a few months.

Personally, I would never release my MUD that I've been working on
with 1.8 of OLC, it changes code and doesn't work as it should in
some situations.  (Of course, I've already been yelled at for speaking bad
about OLC 1.8, but I'm entitled to my opinion) After two months, I can
do most of the area building without any reference, save for a condensed
list of flags for mobs and objs, so I believe a builder should know how to
work a simple text file, and not JUST an OLC.  If a builder can prove they
can build a .ARE, then let them save a little bit of time with an OLC.

</Ramble>

As for the "drop areas in", you're probably not looking in the right places.
http://rae.rom.org is a great resource for ROM areas, once you submit one
of your own, you get access to a fair number of ROM areas that aren't
bad at all, and although it's a bit sluggish now, it is at least open, a lot
better than ROMlama at this point.

If you want to see the ROM area I converted, you can download it at

http://worldofeternaldreams.tripod.com under "snippets"

Clandestine has a couple Areas and lots of good code snippets at

http://clandestine.mudnet.net under "snippets"

And Mish has some good MobProg tutorials and Areas at

http://www.chainsmokingdryad.com/resource.htm under "areas"

Those should reinstill some faith in ROM areas.  : )

So, final words on this long email:

Edit your OLC!  It isn't that hard.  Make it output char flags, prevent it
from bastardizing the credits section, have fun, good luck!

~Tandon



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