Can you extract ABM from CC?

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Re: Can you extract ABM from CC?

Postby Tsar Hoikas » Thu Jul 09, 2009 8:45 pm

If that's the case, I'd use the UruSetup.exe from CC.

Yes, I switch UruSetups a lot >.>
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Re: Can you extract ABM from CC?

Postby Darien » Fri Jul 10, 2009 9:10 am

All right! I now have five separate Uru installations on my hard drive, ABM, UU, To D'ni, TPotS/CC, and a fully loaded Drizzle. Thank you Tsar Hoikas and Chacal for the help. Now excuse me while I go play Uru over :D and over :) and over :| and over :? and over. :roll:
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Re: Can you extract ABM from CC?

Postby Chacal » Fri Jul 10, 2009 9:57 am

Not sure why you keep a "To D'ni" one.
After you've finished To D'Ni, install the POTS patch over it and continue the game.
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Re: Can you extract ABM from CC?

Postby Darien » Fri Jul 10, 2009 10:43 am

My intention is to copy my saved game from installation to installation thereby creating the illusion that the cavern is changing around me. These are the kind of ideas that pop into my head when I'm bored. :D
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Re: Can you extract ABM from CC?

Postby Chuckles58 » Fri Jul 10, 2009 2:52 pm

With five different Uru installations, how could you ever be bored? :P
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Re: Can you extract ABM from CC?

Postby Jamey » Sat Jul 11, 2009 6:52 am

I have a few quick questions going back to the Gahreesen Wall. I have an installation of ABM+POTS Expansion Pack (which includes To D'ni content), and when I looked into Garrison.sdl file for the variable "grsnClimbingWallState", I couldn't find it anywhere.

Is there any other way I can change the SDL so I can access the wall? Do I need to create a new version with a new sdl variable?

If it helps, here is the latest version in my Garrison.sdl:
Code: Select all
STATEDESC Garrison
{
   VERSION 24 # changed some defaults

# Boolean variables
    VAR BOOL    grsnJourneyCloth01Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnJourneyCloth02Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnJourneyCloth03Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnJourneyCloth04Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnJourneyCloth05Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnJourneyCloth06Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnJourneyCloth07Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT

    VAR BOOL    grsnTreasureBook02Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnTreasureBook11Vis[1]    DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnYeeshaPage05Vis[1]      DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnYeeshaPage02Vis[1]      DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnTrnCtrRotationOn[1]     DEFAULT=1 DEFAULTOPTION=VAULT

    VAR BOOL    grsnNexusBookVis[1]         DEFAULT=1 DEFAULTOPTION=VAULT
    VAR BOOL    grsnWallInfoJournalVis[1]   DEFAULT=1 DEFAULTOPTION=VAULT

    VAR BOOL    grsnBahroStoneToShaftVis[1] DEFAULT=0 DEFAULTOPTION=VAULT

# Age Mechanics
    VAR BOOL    grsnWellMainPowerOn[1]    DEFAULT=0 DEFAULTOPTION=VAULT
    VAR BOOL    grsnBahroDoorClosed[1]    DEFAULT=1

   VAR BOOL   grsnMainSwitchOn[1]      DEFAULT=0 DEFAULTOPTION=VAULT   
   VAR BOOL   grsnGearSwitchOn[1]      DEFAULT=0 DEFAULTOPTION=VAULT   
   VAR BOOL   grsnUpElevSwitchOn[1]      DEFAULT=0 DEFAULTOPTION=VAULT   
   VAR BOOL   grsnDnElevSwitchOn[1]      DEFAULT=0 DEFAULTOPTION=VAULT   
   VAR BOOL   grsnDoorSwitchOn[1]      DEFAULT=0 DEFAULTOPTION=VAULT   
   VAR BOOL   grsnGearBrake01On[1]      DEFAULT=1 DEFAULTOPTION=VAULT   
   VAR BOOL   grsnGearBrake02On[1]      DEFAULT=1 DEFAULTOPTION=VAULT

# prison variables

   VAR BOOL grsnPrisonBones01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonBones02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonBowls01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonBowls02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonBowls03vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonBowls04vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonBowls05vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonChains01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonChains02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonDirt01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonDirt02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonMattress01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonMattress02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonWindow01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
       VAR BOOL grsnPrisonWindow02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
   VAR BOOL grsnYeeshaPage02Vis[1] DEFAULT=0 DEFAULTOPTION=VAULT

# climbing wall variables

   VAR INT         nChairOccupant[1]
   VAR INT         sChairOccupant[1]
   VAR INT         nWallPlayer[1]
   VAR INT         sWallPlayer[1]
   VAR BYTE      grsnClimbingWallEnabled[1] DEFAULT=1 DEFAULTOPTION=VAULT
}

# Below states are already in grsnClimb.sdl!

#
# sdl for climbing to 2nd floor in grsn
#STATEDESC grsn1stFloorClimb
#{
#   VERSION 2   
#   VAR INT      intSDLClimber[1] DEFAULT=(-1)
#   VAR INT      intSDLDescender[1] DEFAULT=(-1)
#}


#
# sdl for well power in grsn

#STATEDESC grsnPowerOn
#{
#   VERSION 2   
#   VAR BOOL      intWellPowerOn[1] DEFAULT=(0)
#}

#
# sdl for gear ride

#STATEDESC grsnGearRide
#{
#   VERSION 2
#   VAR INT      avatarRidingGear[10]
#   VAR BOOL      crackOpen[1] DEFAULT=(0)
#   VAR BOOL      exitOpen[1] DEFAULT=(0)
#   VAR INT      avatarWithExitCam[10]
#   
#}


#STATEDESC GarrisonTrnCtrExtTrans
#{
#   VERSION 2
#   VAR INT      avatarToTeleport[10]   
#}
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Re: Can you extract ABM from CC?

Postby kaelisebonrai » Sat Jul 11, 2009 6:58 am

That server is mine, by the by. A few files are corrupt, mind you. =)
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Re: Can you extract ABM from CC?

Postby Chacal » Sat Jul 11, 2009 9:35 am

@Jamey: You already have the variable:
grsnClimbingWallEnabled[1] DEFAULT=1 DEFAULTOPTION=VAULT
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Re: Can you extract ABM from CC?

Postby Jamey » Sat Jul 11, 2009 10:09 am

Ya, I saw that variable a while ago, but whenever I try to go to certain places inside the Wall room, I still crash, even when Flymode is enabled. :( I even tried wearing the Maintainers suit while trying to go into the wall room via flymode, but it didn't work.
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Re: Can you extract ABM from CC?

Postby Chacal » Sat Jul 11, 2009 2:21 pm

Yes, it will do that if you're not using a Until Uru installation. See posts above.
The object "SfxRegSen-MaintOnStone01" is bad and should be deleted from the WallRoom prp using UruExplorer 6.
This is what causes the crash. It won't be enough to get a working wall, but at least you will be able to walk around in the room.
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