Discussion:
Running multiple copies of a module on WG2.0
(too old to reply)
Nathan
2004-11-11 21:57:34 UTC
Permalink
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.
Corey
2004-11-11 22:05:16 UTC
Permalink
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
Nathan
2004-11-11 23:07:36 UTC
Permalink
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Corey
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
Corey
2004-11-11 23:23:43 UTC
Permalink
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.......
Post by Corey
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
Nathan
2004-11-11 23:51:02 UTC
Permalink
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?
Post by Corey
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.......
Post by Corey
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
Questman
2004-11-11 23:59:23 UTC
Permalink
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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
Nathan
2004-11-12 00:10:27 UTC
Permalink
I take it theres no easy way to trick a module into using a different db?
Post by Questman
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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
Questman
2004-11-12 18:43:05 UTC
Permalink
Post by Nathan
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.
Post by Nathan
Post by Questman
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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
Nathan
2004-11-18 00:16:53 UTC
Permalink
Well, i guess its time to start diging around for a decent Hex editor.
:) thanks.
Post by Questman
Post by Nathan
I take it theres no easy way to trick a module into using a different db?
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.
Post by Nathan
Post by Questman
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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
Nathan
2004-11-19 00:21:22 UTC
Permalink
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.
Post by Questman
Post by Nathan
I take it theres no easy way to trick a module into using a different db?
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.
Post by Nathan
Post by Questman
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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/
Corey
2004-11-19 00:55:46 UTC
Permalink
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.
Post by Questman
Post by Nathan
I take it theres no easy way to trick a module into using a different db?
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.
Post by Nathan
Post by Questman
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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
Nathan
2004-11-19 01:02:15 UTC
Permalink
Post by Corey
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.
Post by Questman
Post by Nathan
I take it theres no easy way to trick a module into using a different db?
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.
Post by Nathan
Post by Questman
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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 for
spam.. and.. well.. usenet posts. :)
--
http://www.undrground.org:8000/bbs/
Questman
2004-11-19 20:56:50 UTC
Permalink
Post by Nathan
Post by Corey
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
Post by Nathan
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!
Post by Nathan
Now, these are not the live version, would that matter? i
wouldnt think so.
Post by Nathan
Post by Nathan
I take it theres no easy way to trick a module into using a
different db?
Post by Nathan
Actually, yes. the calls to open the database files are 99% like
pointer_variable = dfaOpen("filename.dat",null);
therefore, you should be able to see "filename.dat" if you
hex-edit the
Post by Nathan
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
Post by Nathan
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
Post by Nathan
have two module definition files (MDFs) referring to two
different DLLs
Post by Nathan
(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
Post by Nathan
the same on both modules. I do not think it will work if there
are two
Post by Nathan
modules named "module_mygame".
And of course, that isn't hexable. But I could be wrong!!! It's
worth a
Post by Nathan
try.
Post by Nathan
Post by Questman
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.
Post by Nathan
Post by Nathan
Post by Questman
Rick
Post by Nathan
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
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
stuff is just... well.. dumb. Why's it have to be so
difficult to
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
run 2 copies of the same game? Its simple to do it with door
games
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular?
expensive,
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
Post by Nathan
n
From Newsgroup: alt.bbs.majorbbs
Is there any way to run two or more copies of the same
module (say, a
Post by Nathan
game) on a single WGBBS system? Each configurable on
its own.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
Post by Nathan
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
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
stuff.
Post by Nathan
Fr Corey Blake OSB
"Photons have mass!!?? I didn't even know they were
Catholic..."
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
Post by Nathan
--- 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.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
while most everyone else was multinode, it was multiline.
for a multinode bbs to even come close to a mbbs system you
needed
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
a huge room of computers on a fast network, like netware or
lantastic.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
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.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
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.
just put someting meaningful in the subject, that's an address i use for
spam.. and.. well.. usenet posts. :)
What game are you trying to duplicate again? I think you posted it, bu
tI forgot.

Rick
Nathan
2004-11-19 23:11:26 UTC
Permalink
Post by Questman
Post by Nathan
Post by Corey
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
Post by Nathan
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!
Post by Nathan
Now, these are not the live version, would that matter? i
wouldnt think so.
Post by Nathan
Post by Nathan
I take it theres no easy way to trick a module into using a
different db?
Post by Nathan
Actually, yes. the calls to open the database files are 99%
pointer_variable = dfaOpen("filename.dat",null);
therefore, you should be able to see "filename.dat" if you
hex-edit the
Post by Nathan
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
Post by Nathan
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
Post by Nathan
have two module definition files (MDFs) referring to two
different DLLs
Post by Nathan
(original and hexed) that use two sets of MSG/MCV and DAT files,
you
Post by Nathan
still have the one problem of the module plug-in structure being
named
Post by Nathan
the same on both modules. I do not think it will work if there
are two
Post by Nathan
modules named "module_mygame".
And of course, that isn't hexable. But I could be wrong!!! It's
worth a
Post by Nathan
try.
Post by Nathan
Post by Questman
Because the games are coded to use specific database files. What
most game writers did not do was allow you to specify
locations of
Post by Nathan
Post by Nathan
Post by Questman
message files and data files - that would have allowed it.
It's possible, but most ISV developers did not take advantage
of it.
Post by Nathan
Post by Nathan
Post by Questman
Rick
Post by Nathan
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
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
pretty well too, and i like what i see, most of the time, but
some
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
stuff is just... well.. dumb. Why's it have to be so
difficult to
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
run 2 copies of the same game? Its simple to do it with door
games
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
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
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
this group anymore too?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular?
expensive,
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
Post by Nathan
n
From Newsgroup: alt.bbs.majorbbs
Is there any way to run two or more copies of the same
module (say, a
Post by Nathan
game) on a single WGBBS system? Each configurable on
its own.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
Post by Nathan
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
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
stuff.
Post by Nathan
Fr Corey Blake OSB
"Photons have mass!!?? I didn't even know they were
Catholic..."
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
Post by Nathan
--- 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.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
while most everyone else was multinode, it was multiline.
for a multinode bbs to even come close to a mbbs system you
needed
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
a huge room of computers on a fast network, like netware or
lantastic.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
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.
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
shall I go on?
Fr Corey Blake OSB
"Photons have mass!!?? I didn't even know they were
Catholic..."
Post by Nathan
Post by Nathan
Post by Questman
Post by Nathan
Post by Corey
--- 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.
just put someting meaningful in the subject, that's an address i use
for spam.. and.. well.. usenet posts. :)
What game are you trying to duplicate again? I think you posted it, bu
tI forgot.
Rick
i dont know if i mentioned.

Tele-Arena 5.6D Gold.
--
http://www.undrground.org:8000/bbs/
Bert Rozenberg
2004-11-20 01:28:08 UTC
Permalink
Post by Nathan
i dont know if i mentioned.
Tele-Arena 5.6D Gold.
http://tinyurl.com/pt1i
--
Bert Rozenberg
Stop fighting Spam, Start Ignoring it.
http://www.spambright.com
Bill Clinton is running for reelection instead of from the draft
Nathan
2004-11-20 01:33:27 UTC
Permalink
Post by Bert Rozenberg
Post by Nathan
i dont know if i mentioned.
Tele-Arena 5.6D Gold.
http://tinyurl.com/pt1i
... stfu
--
http://www.undrground.org:8000/bbs/
Corey
2004-11-12 00:30:14 UTC
Permalink
To: Questman
Re: Re: Running multiple copies of a module on WG2.0
By: Questman to alt.bbs.majorbbs on Thu Nov 11 2004 06:59 pm
From Newsgroup: alt.bbs.majorbbs
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
Post by Nathan
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?
Post by Corey
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
Post by Nathan
Great, so tell me again, why was WB/Mbbs so popular? expensive,
proprietary, and very limited expandability.......
Post by Nathan
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
Post by Nathan
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.
Post by Nathan
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
--- Synchronet 3.12a-Win32 NewsLink 1.76
err, yeah, that too.

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
Corey
2004-11-12 00:30:13 UTC
Permalink
To: Nathan
Re: Re: Running multiple copies of a module on WG2.0
By: Nathan to alt.bbs.majorbbs on Thu Nov 11 2004 06:51 pm
From Newsgroup: alt.bbs.majorbbs
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?
Post by Corey
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.......
Post by Corey
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
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
--- Synchronet 3.12a-Win32 NewsLink 1.76
yep, it's hard to run 2 of a door because mbbs don't really use doors...
they are dlls, just like any other part of the system, a linkable library
that inits and loads on system bootup. so, it init and grabs a set of system
varibles in bootup, and if another modual trys to init those again you will
get a big GP crash. the few multi games I have seen had thier source code
modified or thier dlls hex edited. yep, me and you, a few others read the group
but not too many will reply.

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
Richupinu
2004-11-13 01:48:50 UTC
Permalink
I know majormud can have multiple instances running. It is a little complex
and allot of hex editing but it is doable. as far as the others I would
assume it could be done the same way. I have never tried other games except
majormud.
Post by Corey
To: Nathan
Re: Re: Running multiple copies of a module on WG2.0
By: Nathan to alt.bbs.majorbbs on Thu Nov 11 2004 06:51 pm
From Newsgroup: alt.bbs.majorbbs
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?
Post by Corey
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.......
Post by Corey
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
game) on a single WGBBS system? Each configurable on its own.
Thanks.
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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
--- Synchronet 3.12a-Win32 NewsLink 1.76
yep, it's hard to run 2 of a door because mbbs don't really use doors...
they are dlls, just like any other part of the system, a linkable library
that inits and loads on system bootup. so, it init and grabs a set of system
varibles in bootup, and if another modual trys to init those again you will
get a big GP crash. the few multi games I have seen had thier source code
modified or thier dlls hex edited. yep, me and you, a few others read the group
but not too many will reply.
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
Corey
2004-11-13 02:42:35 UTC
Permalink
To: Richupinu
Re: Re: Running multiple copies of a module on WG2.0
By: Richupinu to alt.bbs.majorbbs on Sat Nov 13 2004 01:48 am
From Newsgroup: alt.bbs.majorbbs
I know majormud can have multiple instances running. It is a little complex
and allot of hex editing but it is doable. as far as the others I would
***ume it could be done the same way. I have never tried other games except
majormud.
Post by Corey
To: Nathan
Re: Re: Running multiple copies of a module on WG2.0
By: Nathan to alt.bbs.majorbbs on Thu Nov 11 2004 06:51 pm
From Newsgroup: alt.bbs.majorbbs
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
Post by Corey
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?
Post by Corey
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.......
Post by Corey
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
Post by Corey
Post by Corey
Post by Corey
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.
Post by Corey
Post by Corey
Post by 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
--- 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.
Post by Corey
Post by Corey
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
--- Synchronet 3.12a-Win32 NewsLink 1.76
yep, it's hard to run 2 of a door because mbbs don't really use doors...
they are dlls, just like any other part of the system, a linkable library
that inits and loads on system bootup. so, it init and grabs a set of
system
Post by Corey
varibles in bootup, and if another modual trys to init those again you
will
Post by Corey
get a big GP crash. the few multi games I have seen had thier source code
modified or thier dlls hex edited. yep, me and you, a few others read the
group
Post by Corey
but not too many will reply.
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
yep, I found a file on how to do it.


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
Questman
2004-11-13 06:13:21 UTC
Permalink
It'd just be better if this was supported natively by the module. I
think I'm going to tinker with this with my modules. If it works,
it'd be a nice feature to offer users of them.

Rick
Post by Richupinu
I know majormud can have multiple instances running. It is a little complex
and allot of hex editing but it is doable. as far as the others I would
assume it could be done the same way. I have never tried other games except
majormud.
Post by Corey
To: Nathan
Re: Re: Running multiple copies of a module on WG2.0
By: Nathan to alt.bbs.majorbbs on Thu Nov 11 2004 06:51 pm
From Newsgroup: alt.bbs.majorbbs
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
Post by Corey
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?
Post by Corey
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.......
Post by Corey
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
Post by Corey
Post by Corey
Post by Corey
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.
Post by Corey
Post by Corey
Post by 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
--- 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.
Post by Corey
Post by Corey
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
--- Synchronet 3.12a-Win32 NewsLink 1.76
yep, it's hard to run 2 of a door because mbbs don't really use doors...
they are dlls, just like any other part of the system, a linkable library
that inits and loads on system bootup. so, it init and grabs a set of
system
Post by Corey
varibles in bootup, and if another modual trys to init those again you
will
Post by Corey
get a big GP crash. the few multi games I have seen had thier source code
modified or thier dlls hex edited. yep, me and you, a few others read the
group
Post by Corey
but not too many will reply.
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
Leonzo E. Miller III
2004-11-17 12:46:16 UTC
Permalink
Post by Nathan
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.
Doors seemed to be added because everyone else had it and compatible
programs could be run from them. From the beginning of the doors
addition, only one module could be run at a time.

As originally produced, the system ran fine without doors and the users
could play against each other in some of the popular modules like
Galactic Empire (in which you could customize the space ships and the
drones), Infinity Complex, WallStreet, SubStriker, Teleconference with
Action Pack (you could burp hug, ... etc. Even create your own actions
that could be heard or seen on the other person's machine).
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