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Zugg Posted: Fri Nov 13, 2009 6:10 pm
Temporary solution to the zMapper issue with CMUD 3.x map format
Zugg
MASTER


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

PostPosted: Fri Jan 22, 2010 12:14 am   
 
Success! I just successfully converted the old SunlessCitadel zMapper demo map (which has a lot of bitmap shapes, etc) to the new CMUD 3.x mapper format, and then back to the zMUD/zMapper ADO/MDB format. Loaded the twice-converted map back into zMapper, and everything was there!

Now that I've messed so much with Blob and Unicode Text/Memo fields, I'm starting to think that this new Zeoslib conversion program might be better than the one currently being used in CMUD 3.12. There were still some bugs in my database about some map conversion problems with CMUD 3.12 when the map contained shape and bitmap data from zMapper.

I'm going to clean up a few more bits of this program and will try to release a version of this map converter tomorrow so people can play with it. If it is successful at converting all zMUD maps, then I'll replace the algorithm in CMUD 3.13 with this new algorithm.

ReedN: I think you are still talking about the "vNum" room number, and not the internal database key that I was referring to. You can renumber the vNum field however you want. But you cannot change the ID key field via any scripting.
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wrym
Magician


Joined: 06 Jul 2007
Posts: 349
Location: The big palace, My own lil world

PostPosted: Fri Jan 22, 2010 12:18 am   
 
I think I have a fair understanding of the database structure you use for the mapper, and the script I wrote to copy a zone was somewhat crude... and yeah that does take a little time but using lua I forget exactly how fast/slow it was but certainly never 20 minutes let alone Reeds 4 hours.

But thats half easy, if the map DB your importing into last zone was 89 all the new zones are 90, same for roomID's and such, I'm thinking it was Reeds script went a step farther, if you create rooms and then delete some, your numbers might go 1-112 then skip to 117 and go to 200, if you cut out those skipped numbers and go 1-195 that takes more thinking and sorting time, additionally you *could* put rooms from zone 1 between 1-20 and rooms from zone 2 between 21-80, ect...

And i don't play on a mud where i can assess the room vNUM, so by roomnum I meant room key
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wrym
Magician


Joined: 06 Jul 2007
Posts: 349
Location: The big palace, My own lil world

PostPosted: Fri Jan 22, 2010 12:29 am   
 
EH you guys posted while i was slowly writing mine :(

Reed: yeah but unless you've been doing a LOT of room deleting and recreating your still going to have a fairly high ratio of number rooms/max roomkey, atm after having used my zone import script to import duplicate zones i'm still at 65% and your example sounds like a prime example for a trigger/alias/mxp or something, but yes, it is definitely a preference thing.

Zugg, sounds good! looks like you really made progress!
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"To the engineer, all matter in the universe can be placed into one of two categories: (1) things that need to be fixed, and (2) things that will need to be fixed after you've had a few minutes to play with them" - Scott Adams, The Dilbert Principle
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ReedN
Wizard


Joined: 04 Jan 2006
Posts: 1279
Location: Portland, Oregon

PostPosted: Fri Jan 22, 2010 1:39 am   
 
Zugg: I was referring to internal db numbers. I used the perl script I created to access the db outside of Cmud and to reorder things.
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bothkill
Apprentice


Joined: 13 Mar 2005
Posts: 125
Location: Bucharest

PostPosted: Wed Feb 03, 2010 10:48 am   
 
I can confirm that ReedN's script is very useful to me. I personally don't like having a total of 8,000 rooms and when creating a new room it is assigned the #15,000 because of previous map editing which involved deletion of lots of rooms.

And this script also runs extremely fast! Exclamation

Hey ReedN, is this script still freely available, or will you get some royalties from Zugg once the map utility is launched? Wink


P.S.

Oh, I see your script is still available here:
http://forums.zuggsoft.com/forums/viewtopic.php?t=33703&postdays=0&postorder=asc&start=25
Thanks!!!
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ReedN
Wizard


Joined: 04 Jan 2006
Posts: 1279
Location: Portland, Oregon

PostPosted: Wed Feb 03, 2010 3:06 pm   
 
If the file sharing web site is still hosting it, it should still be available. If it isn't I can repost it.
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bothkill
Apprentice


Joined: 13 Mar 2005
Posts: 125
Location: Bucharest

PostPosted: Wed Feb 03, 2010 3:23 pm   
 
It's still there!

Thanks.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Wed Feb 03, 2010 7:31 pm   
 
Ok, think I'm missing something here. Am I supposed to run this from the commandline?
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ReedN
Wizard


Joined: 04 Jan 2006
Posts: 1279
Location: Portland, Oregon

PostPosted: Wed Feb 03, 2010 7:39 pm   
 
Yes, from the commandline. It isn't part of Cmud. It's a 'compiled' perl script. By compiled I mean that it's formed into an .exe so that you don't have to have the specific packages installed, you need only execute the command at the command-line.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Thu Feb 04, 2010 1:06 am   
 
I assume it's not aware of CMud packages? Having to manually hunt down and find the new room numbers to manually change the map scripts isn't very fun. Confused
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ReedN
Wizard


Joined: 04 Jan 2006
Posts: 1279
Location: Portland, Oregon

PostPosted: Thu Feb 04, 2010 5:38 am   
 
All it does is renumber your db file. It won't modify your cmud package, do your dishes, wash your car or anything else. If you've loaded your package with db references instead of using aliases then perhaps you should take a pass on using it.
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