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doomfyre
Apprentice


Joined: 03 Jan 2002
Posts: 152
Location: USA

PostPosted: Thu Jan 03, 2002 1:21 pm   

Distance between map squares
 
I wondered if there is a way to change the default distance between map squares. For instance, i play RoD. When mapping Darkhaven, rooms that should be back to back are stacked on top of each other. (i know i dont really need to map darkhaven, i was just doing it to get used to using the mapper).

Also, it seems to get confused alot, like when i accidentally bump a wall, it totally throws it off.

Lastly, this mud has a skill that allows you to look into a room before actually going there. This of course makes the mapper create the room, because it shows the exits in the room description. Is there some way to stop that? The text output for looking into the room is:

You attempt to scry...

I know theres going to be some ultra confusing answer, but i figured i'd ask anyway.
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Darker
GURU


Joined: 24 Sep 2000
Posts: 1237
Location: USA

PostPosted: Thu Jan 03, 2002 2:24 pm   
 
For scry and "Alas, you cannot go that way", check out the #Nodir command in the help file. The "Advanced Mapping" section is useful.

As far as the default distance, I'm not aware of any place that's defined. Email zugg@zuggsoft.com and he might be able to help, if it's configurable. If not, it'd be a nice future feature before this year's Mapper Program is released.



zMUD 6 Online Help: All the power you'll ever need.
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Crymson4
Novice


Joined: 20 Nov 2001
Posts: 35
Location: USA

PostPosted: Fri Jan 04, 2002 5:56 pm   
 
Hmm, shouldn't that come down to there being exits? I mean, they may be stacked, if the mapper thinks there is an u/d exit to/from the room. Otherwise, in my experience, it just makes room for it somewhere else.

And I'm just curious, but which rooms in darkhaven are back to back to where they'd be stacked? Perhaps somewhere in Darkhawk Castle, but otherwise, it's pretty cut and dry. Darkhaven is a grid :)

(Except of course for their Guild of Thieves, which is a strange layout, but I love em all anyway)

-=Crymson, GoT

Someone once said "Don't try to be a great man, just be a man; and let history draw it's own conclusions.".
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doomfyre
Apprentice


Joined: 03 Jan 2002
Posts: 152
Location: USA

PostPosted: Sat Jan 05, 2002 2:17 am   
 
an example of where rooms are stacked:
nearly every room on market street west is stacked on rooms on horizon street west.

every room on law avenue is stacked on top of thieves alley. could go on and on..

ive got it pretty much figured out now tho. im learning about zones and such. this was all very overwhelming at first, so many features!

thanks for a great product.

Scripts? Triggers?
Gimme a tylenol!
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Daagar
Magician


Joined: 25 Oct 2000
Posts: 461
Location: USA

PostPosted: Sun Jan 06, 2002 8:29 pm   
 

Even if you could reconfigure the distance between rooms (which I am pretty sure you can't)... it wouldn't help your problem. Rooms that stack will still stack, whether your room distance is 1 unit or 5. When you hit situations like that, you simply have to drag the rooms around to make it look right.
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