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Setepth
Novice


Joined: 17 Dec 2001
Posts: 34
Location: USA

PostPosted: Thu Dec 20, 2001 7:32 am   

Mapping trouble again:(
 
Hello all you great mapping gurus out there. I need your help. I finally got the mapper to start working with elysium. However, when i start mapping, everything seems fine, and than out of nowhere when i go check back on my map, it has gone on some crazy trip through the map, and it is in no way accurate. So i tried having it map back to an old room, but it didn't even recognize the room and just kept adding more rooms. Is this common? I would hate to have to edit every single room, since i might as well be just mapping it by hand. I don't know if it is because alot of the rooms have the same name, description, and even some of the same "industries" (might be considered an item through the mapper) and so far it has been alot of trouble for all of us in elysium. Also, while mapping the city, the rooms that were being created were overlapping other rooms that are in no way whatsoever connected to that area. If you need more "data" to experiment with, you can try the mud out at hakarren.mudservices.com port:7777 (or Elysium RPG in the mudlistings) and select the cyclops race. From there you should end up in the city of "olbaron" and outside the gates is where I am finding the most trouble. This is a 100% unique mud, and is so detailed that it takes a dedicated server to run with 256 mb. So if it seems a little "distorted" it is probabbly because it is very big. I am however not trying to map the whole thing but a small portion of it, if any of you great mapping gurus are able to help that would be great. (also deselect the autodoor thing because it seems to find doors where they are not supposed to be. Code problem?) By the way using version 6.16. You'll also need to include:
#TRIGGER {Light illuminates the surroundings.} {#NOMAP}
to be able to map the "dark" areas when you have a light source.
Thank you for any help.

Hey meet my character:
Prince Basher, Of Que-Hagan.

At http://www.hakarren.mudservices.com port:7777!
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Acaila
Apprentice


Joined: 30 Aug 2001
Posts: 187
Location: Netherlands

PostPosted: Thu Dec 20, 2001 9:15 am   
 
Sounds like an inability to recognize the room name and description properly...

Could you post an example room output, since I don't have zMUD here.

Acaila
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Setepth
Novice


Joined: 17 Dec 2001
Posts: 34
Location: USA

PostPosted: Thu Dec 20, 2001 3:51 pm   
 
quote:

Sounds like an inability to recognize the room name and description properly...

Could you post an example room output, since I don't have zMUD here.

Acaila


here ya go
Olbaron Gates
Two colossal mountains tower over you here, while a path leads through the
gap between them to the city of Olbaron, which lies to the west, beyond a set
of sturdy wooden gates. Huge boulders have been rolled into place either side
of the gates, blocking off the rest of the pass.
Obvious exits: east west
A pair of open wooden gates tower above you to the west.
,
a room lamp which is not lit, a streetlamp
>e
Dark Stone Road
You are standing near a set of gates which block the way through a mountain
pass to the west. Beneath your feet is a dark stone paved road, which leads
away to the east. The road is covered by a light layer of dirt.
Obvious exits: south east west

>s
Scrubland
You are at the corner of an area of scrubland, next to a road, which is
north, and the sheer side of one of Olbaron's twin Gate Mountains to the
west.
Obvious exits: north east southeast southwest
A mine has been built into the ground here, A pine grove grows here,
a legion of knights is attempting to destroy an industry here
>se
Orange Plain
You are in the middle of a wide plain, with a strange orange coloured soil.
There are occasional clumps of weeds and tufts of grass growing here, but
they look quite sickly, at best.
Obvious exits: south west northeast southeast southwest northwest
A mine has been built into the ground here, An oak grove grows here
>s
Orange Plain
You are deep within a plain made up of fine, grainy, orange soil. Small
clumps of yellow brown grasses grow here, but there is as much dead grass
around as there is live.
Obvious exits: north south west northeast southeast
A brick sawmill, An oak grove grows here, a Cow stands here
>ne
Orange Plain
This is a weed infested, bone littered, orange soiled plain. The bones are
from some long dead creature, and have become almost one with the soil they
are so firmly imbedded.
Obvious exits: northeast southeast southwest northwest
A mine has been built into the ground here, An oak grove grows here,
an Ox stands idle here
>se
Scrubland
This is a section of scrubland in the middle of the orange plains. While the
barren, sandy plains stretch away all around you, this place is almost an
oasis, with a light covering of white leaved trees.
Obvious exits: northeast southeast southwest northwest
A mine has been built into the ground here, An oak grove grows here
>sw
Orange Plain
You are on the wide, windswept plains of this area. The characteristic
orange coloured soils of this region stretch out far into the distance in
all directions.
Obvious exits: south west northeast southeast northwest
A mine has been built into the ground here, An oak grove grows here
>s
Orange Plain
The plains that stretch around you in all directions consist of a strange,
fine, grainy soil, orange in colour. There are a few clumps of yellowing
grass growing amongst the orange.
Obvious exits: north east west northeast southeast northwest
A small brick greengrocers, An oak grove grows here
>se
Orange Plains
This area is a point in the orange plains of this region, where the sandy
soil is, as the name of the area suggests, orange in colour, and is
perforated with small tufts of half dead grass.
Obvious exits: east northeast southeast southwest northwest
A wild bee hive, a plot of crops stretches out before you,
An oak grove grows here
>ne
Edge of the Plains
You are standing on the edge of a plain made of orange soils, at a point where
it meets a fertile stretch of grassland directly southeast of here. Other than
this dividing line, which stretches off in either direction as far as you can
see, not much else is here.
Obvious exits: west northeast southeast southwest northwest
A mine has been built into the ground here, An oak grove grows here
>w
Orange Plain
The plains that stretch around you in all directions consist of a strange,
fine, grainy soil, orange in colour. There are a few clumps of yellowing
grass growing amongst the orange.
Obvious exits: north east west northeast southeast northwest
A small brick greengrocers, An oak grove grows here
>Cold air blows up about you, causing you to catch your breath for a moment.
Also weird problems happen where it is not mapping in the right direction and/or doesn't grab all the exits.

Hey meet my character:
Prince Basher, Of Que-Hagan.

At http://www.hakarren.mudservices.com port:7777!
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Acaila
Apprentice


Joined: 30 Aug 2001
Posts: 187
Location: Netherlands

PostPosted: Thu Dec 20, 2001 8:14 pm   
 
On second thought, that output seems pretty normal to me.

I took some time to check your mud out and it showed no problems with me. Everything mapped perfectly once you run the autoconfigure. The only thing that messed it up was the occasional door. Things like that are easily fixed by creating some triggers like:
#TRIGGER {There is a door in your way and it is shut!} {#OK}
#TRIGGER {Alas, you canot go that way} {#OK}
Or anything else you need.

I was happy to see the diagonal exits working fine too (I've never played muds with anything but just north/south/east/west/up/down).

Acaila
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Setepth
Novice


Joined: 17 Dec 2001
Posts: 34
Location: USA

PostPosted: Thu Dec 20, 2001 10:12 pm   
 
quote:

On second thought, that output seems pretty normal to me.

I took some time to check your mud out and it showed no problems with me. Everything mapped perfectly once you run the autoconfigure. The only thing that messed it up was the occasional door. Things like that are easily fixed by creating some triggers like:
#TRIGGER {There is a door in your way and it is shut!} {#OK}
#TRIGGER {Alas, you canot go that way} {#OK}
Or anything else you need.

I was happy to see the diagonal exits working fine too (I've never played muds with anything but just north/south/east/west/up/down).

Acaila



Did you try by any chance mapping the outside area? because for some wacko reason it still goes out of the way for me and it should be in that room when it isn't, kinda weird. oh well.
thanks for trying to help!

Hey meet my character:
Prince Basher, Of Que-Hagan.

At http://www.hakarren.mudservices.com port:7777!
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Setepth
Novice


Joined: 17 Dec 2001
Posts: 34
Location: USA

PostPosted: Thu Dec 20, 2001 11:46 pm   
 
Hmmm, if anyone is willing than to help me map the land outside, I would be absolutely grateful. And if you decide that you like the mud because of the economics, government, and orders, than I'll also get you started off as a good character, if you successfully map the land i need. Anyways, hope you guys can help!


Hey meet my character:
Prince Basher, Of Que-Hagan.

At http://www.hakarren.mudservices.com port:7777!
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Fri Dec 21, 2001 2:06 am   
 
Your mud should be no problem for the automapper. There are a few items I would recommend. First is try to make your prompt a little more complex. The automapper uses the prompt to detect completeion of room data.
Another thing that would be wise is to do a little bit of manual configuration with it. I would recoomend the following item: "#TR {^Obvious exits~:*$} {#TAG EXIT;#OK}" This will force the mapper to detect the exits from that line (it is doing it right anyway) and tell it that room information is complete. This way it won't pick up the nonmappable item information that is displayed before your prompt.
The automapper automatically flags a passage as a door if you walk through an exit it doesn't know exist and room information is displayed by the mud. Acaila suggestions would help, however I would recommend slightly different commands be attached to them:
#TRIGGER {There is a door in your way and it is shut!} {#DOOR %lastdir;#SEND %lastdir}
#TRIGGER {Alas, you canot go that way} {#NODIR}
The door command creates a door in the given direction, and the send does just what its name implies but the automapper doesn't get a chance to see what was sent and check to see if it was a direction. NODIR removes the direction from the map queue so a room will not be created in that direction.
Two more things to definitely do. Make sure you have the diagonal directions defined. They are by default, but you may have turned them off.
The other thing is realize that even when one person builds all the areas for a given mud they quite often do not map it out enough to make sure parts do not overlap. Furthermore some mud designers think of some exits having a shorter distance than others. Most importantly most muds are not designed and built by one person. So what does all that mean...rooms may well overlap and be valid. It is up to you to use your judgement and shift portions of your map around so that they fit and still make sense to you. I have 8590 rooms in my mud mapped and figure I still have to map just as many. I have tons of places where I had to move whole cities, mountain ranges, and other conspicously heavy things in order to make some portions meet up nicely. In general I try to spread such moves out so the fewest rooms are afftected without distorting the displayed links. It takes a little while but having a working map is better then one that doesn't work. There are times when you will want to use the move command under the edit menu to move a room up and down. Such as that bridge right near the main town of my mud (actually I made the river go down), ever look at a realworld bridge? They general form an arch so make your mapped bridge the same way and it suddenly makes more sense.
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Setepth
Novice


Joined: 17 Dec 2001
Posts: 34
Location: USA

PostPosted: Sat Dec 22, 2001 12:46 am   
 
thanks alot man, that really helped. Thank you for also taking the time to find out the problems. It has helped so much.

Later,
Setepth

Hey meet my character:
Prince Basher, Of Que-Hagan.

At http://www.hakarren.mudservices.com port:7777
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