Updates on the test port

For builders to discuss and ask building questions.
Post Reply
Dalvyn
Sword Grand Master
Sword Grand Master
Posts: 4708
Joined: Tue Jul 15, 2003 9:26 pm
Location: House of Wonder, Waterdeep

Updates on the test port

Post by Dalvyn » Tue Feb 07, 2006 7:10 pm

Good news, builders!

Mask is done coding a semi-automatic system to update files to the test port. Tomorrow, I'll post what to do with your areas to have them updated on the test port, so keep your files ready.

For them moment, there is a restriction on what can be updated: your area should not use any in-file prog (.prg separate programs). If it currently uses some, I would advise you to just copy/paste the program into the area file, where it is used. Eventually, we will get back the option to use in-file progs again, but under another form (the in-file progs will actually be included in the area file and not in a separate file).

So, stay tuned for more news tomorrow.
Last edited by Dalvyn on Fri Oct 27, 2006 4:23 pm, edited 2 times in total.
Image
User avatar
Kregor
Sword Grand Master
Sword Grand Master
Posts: 1474
Joined: Sun Jul 11, 2004 6:14 am
Location: Baldur's Gate

Post by Kregor » Wed Feb 08, 2006 12:59 am

Regarding new area submissions, ie, those approved for creation, but not yet submitted for vnums and initial posting to the tport. Will those still have to be submitted the old way?

I ask, because I have my second area pretty much ready to go on the testport, but it hasn't been copied over to the tport yet and given vnums.
"There is no safety for honest men except by believing all possible evil of evil men."

Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Dalvyn
Sword Grand Master
Sword Grand Master
Posts: 4708
Joined: Tue Jul 15, 2003 9:26 pm
Location: House of Wonder, Waterdeep

Post by Dalvyn » Wed Feb 08, 2006 2:51 am

For new areas, I guess I will give you vnums and you can search/replace the QQ with the correct number in your file before submitting it.

Drop a mail to builders@forgottenkingdoms.com with the name and description of your area.

For new builders (I'm thinking about Duranamir amongst others): send a mail to builders@forgottenkingdoms.com with a description of the first area you want to build and the number of vnums you need (as a multiple of 50). This number (let's say it's 50 for a second) means that you can have at most 50 rooms, 50 (new) objects, and 50 (new) creatures in your area.
Image
Dalvyn
Sword Grand Master
Sword Grand Master
Posts: 4708
Joined: Tue Jul 15, 2003 9:26 pm
Location: House of Wonder, Waterdeep

Post by Dalvyn » Wed Feb 08, 2006 3:28 pm

Ok, here's how this is going to work.

Your area file can be in one of two formats:
- either a .are text file, with real numbers (no QQ things)
- or a zip archive containing one or more .are text files as described above

Go to http://www.skynet.ie/~martin/fk/ and log in as "builder" with "funk42" as the password.

Select the file (.are or .zip; a zip archive will be smaller and the transfer will be faster), then click on Send File, then wait till you get a message saying that the file is valid and was successfully uploaded.

(If that does not work, try refreshing the page right before clicking on Send File.)

I will try and update the files that have been uploaded every day. But it is possible that I take a day (or a few days) off. If your file has not been updated to the test port 48 hours after the file has been uploaded, send me a mail at builders@forgottenkingdoms.com, with your name and the name of the file.
Image
Post Reply