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kellman
Newbie


Joined: 04 Nov 2008
Posts: 6

PostPosted: Tue Nov 04, 2008 3:01 pm   

Zmud Mapping suddenly stopped working.
 
I started mapping a new mud a few weeks ago. I successfully mapped 3,000 rooms, but suddenly Zmud started recognizing the mud walking notices as the room description. I originally had this issue but just manually adjusted the line number the room name was on, but even that is not working now. Any ideas? Below is a sample of the mud output. The room descriptions and exits are all working fine. I just keep ending up with rooms named "You walk east." etc.

967/967Hp 354/354Mv 248/248Ma XL(15022182) >n
You walk north.
The Wastelands [Overcast] [Steaming]
Scorpions, snakes and other vermin crawl amongst the hot stones and
the sparse dead tree. These creatures seem to survive where all other
life withers and dies. In the distance a path can be seen, probably
running from Saphoro in the south to the large black tower in the
north.
[Exits: north east south]

967/967Hp 353/354Mv 248/248Ma XL(15022182) >You walk north.
The Wastelands [Overcast] [Steaming]
Scorpions, snakes and other vermin crawl amongst the hot stones and
the sparse dead tree. These creatures seem to survive where all other
life withers and dies. In the distance a path can be seen, probably
running from Saphoro in the south to the large black tower in the
north.
[Exits: east south]

967/967Hp 351/354Mv 248/248Ma XL(15022182) >e
You walk east.
The Wastelands [Overcast] [Steaming]
Scorpions, snakes and other vermin crawl amongst the hot stones and
the sparse dead tree. These creatures seem to survive where all other
life withers and dies. In the distance a path can be seen, probably
running from Saphoro in the south to the large black tower in the
north.
[Exits: east south west]

967/967Hp 350/354Mv 248/248Ma XL(15022182) >e
You walk east.
A Path Through The Wastelands [Overcast] [Steaming]
The floor around here is slightly less rough than its surroundings,
forming a path through the wastelands. The road seems to lead
towards the black tower you see hovering above the horizon, and
to the lively city of Saphoro to the south.
[Exits: east south west]

967/967Hp 348/354Mv 248/248Ma XL(15022182) >e
You walk east.
A Path Through The Wastelands [Overcast] [Steaming]
The floor around here is slightly less rough than its surroundings,
forming a path through the wastelands. The road seems to lead
towards the black tower you see hovering above the horizon, and
to the lively city of Saphoro to the south.
[Exits: north east west]

967/967Hp 349/354Mv 248/248Ma XL(15022182) >e
You walk east.
A Path Through The Wastelands [Overcast] [Steaming]
The floor around here is slightly less rough than its surroundings,
forming a path through the wastelands. The road seems to lead
towards the black tower you see hovering above the horizon, and
to the lively city of Saphoro to the south.
[Exits: north east west]
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kellman
Newbie


Joined: 04 Nov 2008
Posts: 6

PostPosted: Tue Nov 04, 2008 3:52 pm   
 
I read about the #NOMAP option and added the following trigger:

#TRIGGER {^You walk %t} {#NOMAP}

Now when I configure the mapper in auto mode it does not display the You walk line but it still will not pick up the room description. The following is the Mud output in the Automapper Setup Wizard. It picks up the exits fine, but includes the room name in the room description.

A Large Hall In The Tower [Indoors] [Scorching]
As you pass the large black gates you enter a huge hall. The art
on the walls is beautiful to see, as is the painting on the ceiling.
Goblin servants run up and down the stairs as if their lives depend on it
and that is probably the case.
[Exits: north east south west]

967/967Hp 353/354Mv 248/248Ma XL(15022182) >
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kellman
Newbie


Joined: 04 Nov 2008
Posts: 6

PostPosted: Tue Nov 04, 2008 4:38 pm   
 
I got it working with some manual tweaking of the other options. Finding the #NOMAP option really helped.
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Rappy
Wanderer


Joined: 15 Jul 2005
Posts: 96

PostPosted: Tue Nov 04, 2008 8:45 pm   
 
You should also find a way to NOMAP the weather at the end of the room name because that can cause problems when you end up back in those rooms later under different weather patterns. I haven't done much in this field but if no one else is able to explain how to do it easily, I can offer this: Possibly use 'Room ends with a period' and juxtapose a period after the room name and before the first [ for the weather.

-Rappy
_________________
Windows 11 Pro,
cMUD 3.34
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Tue Nov 04, 2008 9:01 pm   
 
In this case it'd probably be easier to set up a trigger that only fires on room names and use the #tag command to send that info to the mapper. If your room names always appear in one colour, you might get some mileage out of an ANSI trigger. Anyway, then you'd do something like

#trig {^(*) ~[%w~] ~[%w~]$} {#tag %1 name}

Though your trigger will probably have to have a much less generic pattern to avoid false positives.
_________________
Rorso's syntax colouriser.

- Happy bunny is happy! (1/25)
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Rappy
Wanderer


Joined: 15 Jul 2005
Posts: 96

PostPosted: Tue Nov 04, 2008 9:09 pm   
 
Forgot about #tag.. bleh..

One sure fire way to do that could be a string list for all possible weather listings

#trig {^(*) ~[{indoors|overcast|sunny|cloudy}~] ~[{scorching|steaming|cool|warm}~]$} {#tag %1 name}

-Rappy
_________________
Windows 11 Pro,
cMUD 3.34
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kellman
Newbie


Joined: 04 Nov 2008
Posts: 6

PostPosted: Wed Nov 05, 2008 1:56 am   
 
Thanks for the ideas.

I also worried about the weather as I am unable to use the map with brief turned on. Right now I have to match off of the first line in the room description.

You had mentioned modifying the room name before it is stored to remove the weather [ ] and adding a period at the end. I did some looking around and came up with the following:

@beginposition = %pos( "[", %1)
@endposition = %pos( "]", %1)
@difference = %eval( @endposition - @beginposition + 1)
#IF (@beginposition > 0) {#TAG %concat( %trimright( %delete( %1, @beginposition, @difference)), ".") name}{#TAG %concat( %1, ".") name}

I had to check for the position because some rooms had 1 set of [] while others had 2. If I changed the $TAG to #SHOW commands, the output to the screen looks like I would expect; however, when mapping I still get the [] sections even with the room name mapping option unchecked.

Is it possible to modify the room name prior to it being stored?
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Rappy
Wanderer


Joined: 15 Jul 2005
Posts: 96

PostPosted: Wed Nov 05, 2008 3:12 am   
 
Actually that's backwards, it's #tag name "room name"

I mentioned the period because I forgot about the easier way with #TAG. Your %pos above honestly shouldn't even be needed, I'd go with the string list instead. Find out all the variables for the first braced paramater and use that in your trigger. {indoors|overcast|etc|etc} just use the first and set your trigger with that.

#TRIGGER {^(*) ~[{string|list}~]} {#TAG name %1}

-Rappy
_________________
Windows 11 Pro,
cMUD 3.34
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