PDA

View Full Version : Premature End Of Script Headers Error


thinksmart
09-26-2005, 05:41 PM
Hello,

I currently have version 1.0.3 of Lotgd. I was editing some modules, specifically Cedrik, Seth, Violet, etc, NPC's. Then all of a sudden I got an Internal Server Error. I looked at my error log and it said that there was a premature end of script headers in modules.php. I tried to access different pages but it said the same thing. How do I fix this without losing all my members?

thinksmart
09-26-2005, 05:50 PM
ok, thanks, but still, if anyone knows how to fix this, I would be grateful.

Talisman
09-26-2005, 07:49 PM
The people here who may have an answer are the same ones in DragonPrime, although there are many more coders frequenting DragonPrime...hence, Skriker's suggestion of trying there.

Darcia
09-26-2005, 10:24 PM
For technical assistance you would be better off asking this question on DragonPrime. That is where the coders are and you will more likely get a quicker reply there.DragonPrime (http://www.dragonprime.net/) LotGD Modder's Forum

edit: just realized the link is in Talisman's signature

Catscradler
09-27-2005, 12:14 AM
While over there, they'll probably want more information. I'd suggest including items such as the exact file names you were editing, what you were changing in the files (line numbers, or copy the text that was being changed), and the EXACT and complete error message(s) that you got.

SaucyWench
09-28-2005, 06:35 AM
Incidentally, it is always better to avoid modifying core files wherever possible. 1.0.3 has been out for a while so 1.0.4 cannot be years away, and when it comes, it will blow all your changes away (and you'll have to do them all over again, or else not upgrade). The vast majority of changes can be done via a module that's added in to make the changes. Where that is truly impossible, Kendaer will often agree to change the core file to *allow* those changes to be done via a module, *if* you prepare the core changes correctly, and the changes have scope to be used by other servers, and if Kendaer has time to look.

To see what I mean, you can now (via modules that you write) block chatter in the Dark Horse Tavern, the Inn, the Grassy Fields, and so on, because Yours Truly was originally forced to edit core files when she realised it was impossible via a module. Kendaer put the changes in that we needed. It's on display on any GemDust tourney. The correct solution was to make the commentary areas more friendly to being blocked, and the change is now pushed and in place to release with 1.0.4 =)