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Stillborn
Newbie


Joined: 07 Jan 2007
Posts: 5

PostPosted: Sun Jan 07, 2007 3:09 pm   

zmudapi.dll error
 
Hi.

My pc recently crashed, and when trying to back up zMUD (v7.04) I get an error saying "C:\zMUD\ZMUDAPI.DLL is not a correct Windows memory-image. Check this with installation disk" (or something similar, I don't use an english WinXP).

The procedure I use, which has worked fine before, was simply to copy the whole zMUD directory. Then after format to just install zMUD again, and overwrite the newly created directory with the backupped one.

The thing I want back is all the triggers I had created, which are a pain to recreate, so if there's a file that contain the saved triggers that'd be awesome. Otherwise, all help is welcome.

/ Stillborn
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Guinn
Wizard


Joined: 03 Mar 2001
Posts: 1127
Location: London

PostPosted: Sun Jan 07, 2007 3:28 pm   
 
the .mud file contains all triggers etc.
You should install zMUD v7.21 though, there are a number of memory leak bugs fixed between 7.04 and the current release.
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Stillborn
Newbie


Joined: 07 Jan 2007
Posts: 5

PostPosted: Sun Jan 07, 2007 3:54 pm   
 
Guinn wrote:
the .mud file contains all triggers etc.
You should install zMUD v7.21 though, there are a number of memory leak bugs fixed between 7.04 and the current release.


Thanks, but all I get when replacing it is ".mud file corrupted". I assume you meant the .mud-file in the mud folder? Or is it any of the .mud's in the root dir?

Once I get everything working I can start thinking about upgrading ;)
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Guinn
Wizard


Joined: 03 Mar 2001
Posts: 1127
Location: London

PostPosted: Sun Jan 07, 2007 4:51 pm   
 
It's the .mud file inside the mud folder. There should also be a backup of the mud file in the same folder (whatever_bak.mud I think).
I'd suggest taking a copy of the entire zMUD folder, then upgrading, then try opening the .mud file with v7.21. You'll not lose any data if you have a copy of everything and you'll have more support open to you if you have the latest version - v7.04 is almost 3 years old now and not officially supported.
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Stillborn
Newbie


Joined: 07 Jan 2007
Posts: 5

PostPosted: Sun Jan 07, 2007 6:04 pm   
 
Ok, now I have reinstalled and upgraded to 7.21, but I haven't tried anything yet.

You say I should just copy the mud folder (including mud.mud and mud_bak.mud) into the new installation?
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Stillborn
Newbie


Joined: 07 Jan 2007
Posts: 5

PostPosted: Sun Jan 07, 2007 6:14 pm   
 
Ok, I tried starting a new folder for the mud, then replacing the .mud's, same error as before.

Opening the .mud directly with zmud just gives a blank window. It doesn't connect, and there are no triggers. :(
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sun Jan 07, 2007 6:38 pm   
 
Sounds like you'll need to use the Migration Guide, or barring that simply starting over. Assuming you have to start over, try this:

First, uninstall and delete everything. If you know what you're doing (THIS IS IMPORTANT, IF YOU AREN'T SURE THEN DON'T ATTEMPT THIS) and have a registry editing tool, delete any entry that mentions ZMud and possibly Zuggsoft (I'd leave these alone if you have more than one product, however, unless it was obvious the entry was intended for or created by the ZMud installation). You can keep .mud file backups if you want, but don't move them back into the ZMud folders. In fact, you may want to rename them to include the word "old" somehow so you can easily tell them apart from the new files later.

Second, create new characters in ZMud and connect to your game like normal. This will create a default .mud files in the game-name subfolders of the ZMud directory (part of the reason why you shouldn't move the old files back into the zmud folders). If you have child windows with settings in those files, use #WINDOW to create them now and save each file and your layout as needed. At this point, you can either recreate everything by hand or go on to the next step to maybe fish out settings from the old files.

Third, while in offline mode (it's safer since nothing will accidentally fire while you're working on something), open up the settings editor. It is pointing to the new settings file now, so to access your old file simply click on the File|Open menu and navigate to your old file. This will open a second settings editor window with the contents of the old file. Since you were having so many problems and since you were previously using 7.04, I highly recommend you don't copy and paste anything from the old file to the new file. The many errors in that version have corrupted the old files and that corruption may get transferred to the new files via copy and paste.
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Stillborn
Newbie


Joined: 07 Jan 2007
Posts: 5

PostPosted: Tue Jan 09, 2007 2:01 pm   
 
Ok, that sounded a bit too advanced for me. I'll just have to write the triggers all over again.

Thanks for all the help anyway!

btw, is there a trigger tutorial somewhere? I could sure use one.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Wed Jan 10, 2007 4:19 am   
 
There's really nothing better than the helpfile if you're wanting to learn the code. If you need something like a walkthrough, you can try using the Trigger Wizard.

#TRIGGER "name" {pattern} {code} "class" {options}

name -- used as a handy reference to the trigger (if you don't include a name, the only way to programmatically deal with an individual trigger is via the pattern itself).

pattern -- this is where wildcards go. For backwards compatibility, %1...%99 can go here as well but it's not recommended (Zmud is an improvement over TinTin, not a clone). Look in the helpfile for Pattern Matching if you need more info.

code -- this is the stuff the trigger does. If you want a trigger to color the pattern, code would be something like #cw red.

class -- this is the "file path" of your trigger (open up the Settings Editor, the class folder icons make this make a ton more sense). You specify every single class folder you travel through to arrive at your trigger. For instance, click on the System folder. Notice how it has a bunch of classes in there and how one of them is called Directions? If you wanted to put a trigger in there then class would be "System|Directions".

options -- this is where the trigger is described (beyond the above sections). If you open up the Settings Editor and click on a trigger, in the Edit window that appears with the trigger data you will see a tab marked Options. Everything on that tab goes in this little space, using specific keywords (or removing the keywords in some cases):

Quote:

case -- means the trigger is supposed to match the case of the plain text in the trigger pattern, this appears when you click on the Case Sensitive option.

nocr -- means the trigger does not fire on receiving a newline character (cr or crlf, otherwise known as the return or enter key). This appears when the Trigger on Newline option is unchecked.

prompt -- means the trigger will fire as soon as the pattern matches, without first waiting for the next newline character. This appears when you check the Trigger on Prompt option.

gsl -- some of the trigger state types use the options section (others, like with mxp triggers, use a different command). "GSL" is a custom control-code language used by Simutronics for their games (Dragonrealms, Gemstone IV, Modus Operandi, Age of Heroes, etc), so it won't mean much to most people.

wait -- causes the trigger to pause for the specified number of milliseconds (see the param option below). Just like #WAIT, but without any of the hassles of that command.

param=# -- some state types require arguments to be passed to them (for instance, wait needs to know how long to pause). # is a literal number, but I guess if you're writing the trigger out in code you could use a variable for # (I don't believe you can via the GUI, however).

withinlines -- looks for the pattern in the next specified number of lines (see param).

reparse -- rematches the trigger pattern (from the previous condition? Never understood how it was supposed to work), allowing you to run different code. Sounds similar to the new events in CMud.


There are more options I didn't go over, but that should get you going for a while. If you need more details regarding the types, check out the #CONDITION helpfile (I believe that's where the list and explanations are).
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