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Talahaski
Enchanter


Joined: 10 Oct 2000
Posts: 656
Location: USA

PostPosted: Tue Oct 07, 2008 11:55 pm   

highlight path
 
Zugg, when you work on the new mapper, can you fix the way "highlight path" appears so that it also clearly marks the exit stubs/link sso I know which direction to go when walking manually. If I'm in a room that has exits w,e, and n. And each of these exits link to a room on another level (-1 or +1), I have no way to tell which exit to take because I cannot see the other rooms (map only shows one level). All links for the current room are displayed in red.

If you need a sample map, I can send you mine to demonstrate what I mean.

Some other suggestions
1. Have the highlight path re-adjust as you move around, so if you get side-tracked a few rooms, the hightlighted path with recalculate
2. Add an option to have a "trail". This would highlight the way you came, so you can backtrack taking the Exact same route. Although one-way exits would break the route back.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Thu Oct 09, 2008 3:05 am   
 
I'll take a look at that. Probably not in the first few versions though. The problem is that the currently selected room always makes all of the exits selected, so I'll have to override that if you have a currently highlighted path somehow.

On your other suggestions:

1) I have no plans to do that. Recalculating the path each time you move would tremendously slow down your movement. You need to just create a macro script that does "#PATHHIGH roomname" and you can hit that macro when you want it to recalculate the path.

2) That's a good idea and something I'll consider, especially when I get into the graphical Phase 3 part of the rewrite.
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Talahaski
Enchanter


Joined: 10 Oct 2000
Posts: 656
Location: USA

PostPosted: Thu Oct 09, 2008 9:12 pm   
 
Thanks Zugg!
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