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rythin
Beginner


Joined: 12 Jul 2011
Posts: 13

PostPosted: Fri Nov 04, 2011 12:34 pm   

#NODIR in FAST mode, workaround.
 
Hi.

Due to the nature of the mud I'm playing (changing room names and descs) it's impossible (or at least very difficult) to configure a mapper to work differently than in FAST mode. That's fine for me, but somehow I need to get #NODIR and #NOMAP to work in this mode.

And I have no idea how to do that. Let's say a mob blocked me from moving. I need to check if the mapper actually moved (sometimes it doesn't move, because it's in follow mode and there's no room in that direction) and then move it back in a trigger.

Any ideas? Thanks in advance,
r.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Fri Nov 04, 2011 1:33 pm   
 
You can't do it in FAST mode. In FAST mode, Cmud sends the entire movement command to the mud at one time, and moves your location to the end point. It does not wait to see whether you actually succeeded in moving, so #NODIR and #NOMAP don't affect it.

You could probably rig up something to tell you that the movement failed somewhere along the trip, but it will be very difficult in FAST mode to tell exactly where you ended up. Essentially you would have to completely duplicate the effects of SAFE mode. It would probably be a lot easier for you to figure out how to get SAFE mode working for your mud. If you tell us what problems you have had getting SAFE mode to work, we can try to help.
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rythin
Beginner


Joined: 12 Jul 2011
Posts: 13

PostPosted: Fri Nov 04, 2011 2:00 pm   
 
In safe mode:

1. When I doubleclick a room to speedwalk to it, the commands are sent immediately, but the map doesn't update, or only moves a room or two.
2. When I spam commands (don't wait for mud after each step) the mapper sometimes gets lost on the way. I can't predict when that happens, but only when I spam commands manually.

edit: In configuration settings I have room name, room descs and exits all off.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Fri Nov 04, 2011 3:33 pm   
 
I believe the first problem has been reported as a bug. The second problem can probably be fixed with #NODIR and #NOMAP commands. But, SAFE mode won't work if you have room name, room descs, and exits all turned off. Cmud needs to have some clues if you want it to figure out when the character actually enters a room. How are you telling Cmud that you've successfully moved? Do you have other triggers trying to control movement?

Unless your mud is very odd, I would suggest reconfiguring the mapper--it should turn room name, desc, and exits back on. If you have sufficient #NODIR and #NOMAP settings, reconfiguring should work.
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rythin
Beginner


Joined: 12 Jul 2011
Posts: 13

PostPosted: Fri Nov 04, 2011 4:00 pm   
 
Exits change or don't appear, depending on the time of the day. Same with room names. And I don't play with room descs on, because they can be up to 15-20 lines, and there's no way I'm flooding my screen with them. They also change, depending on the time of a day and current season.

I tried aliasing direction commands (n s e w etc) with (#send n;#move n), but #NODIR still doesn't work.. A trigger fires, but #NODIR does nothing.

Basically, I want the mapper to move every time I enter a move command, without ever checking anything, except for the times when one of the fail responses appear, which then I want to undo with #NODIR. That's it.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Fri Nov 04, 2011 8:09 pm   
 
Mm, it does sound like the mapper won't work well for that mud, if there is no reliable way of identifying that you have successfully entered a room.

#NODIR won't work in the situation you are describing. #NODIR only works if the mapper is waiting for an #OK message to move your location, and you are completely sidestepping that. I believe you will have to completely write your own code to handle failed moves, creation of new rooms, and everything else that the Cmud mapper normally handles automatically. Is there no consistent method at all of determining that the move was successful, other than a lack of a failed-move message?
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ins0mnia
Novice


Joined: 23 Jan 2011
Posts: 42
Location: United States

PostPosted: Fri Nov 04, 2011 8:14 pm   
 
In other words, do the names/descs change predictably so you can write your own #TAG triggers? You can always #GAG the roomdesc as long as you can capture it.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Fri Nov 04, 2011 8:14 pm   
 
Can you show us some of the variations in "look" response. It would be especially interesting to see some variations in the "look" of a single room. Perhaps we can help figure out some method of recognizing when you enter a room.

One possibility I considered for one mud was extracting just the first sentence of a room description and #TAGging it. Is at least the first sentence of a room description consistent independent of season and time?
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rythin
Beginner


Joined: 12 Jul 2011
Posts: 13

PostPosted: Fri Nov 04, 2011 8:57 pm   
 
Yeah, that mud is notorious for working very poorly with zmud mapper. Also, it not in English, so I guess presenting different variations of look and ql outputs would be gibberish to you guys :) There are no repetitive or predictable patterns in room names, like brackets that are used in manual example (oh, how much I would like that!).

I have been trying to figure it out for some time now. I have a different idea that I may incorporate in order to get the mapper to work (to some extent, at least) but I need your help with something different then. I have switched room names on, and exits and descs off. A line number for room names is set to 0 (it's the first line provided), but for some reason the mapper takes the exits line, (the second one), even though it's switched off and set to -1. Any ideas?
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ins0mnia
Novice


Joined: 23 Jan 2011
Posts: 42
Location: United States

PostPosted: Fri Nov 04, 2011 9:11 pm   
 
Rahab: Haven't tested this, but could he make a prompt trigger fire #OK and toggle it with entering directions? Or something similar with firing his own #OK?

This really does kill a lot of use of the mapper (capturing name/desc/exits), but it sounds like you're at the last straw anyway.

For the exits line, one thing that comes to mind is if there's an Exits prompt in preferences it might still grab them.
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rythin
Beginner


Joined: 12 Jul 2011
Posts: 13

PostPosted: Fri Nov 04, 2011 9:33 pm   
 
Nope, it's unchecked. Funny thing is, if I use reconfigure and check both room names and exits on, it indeed finds a room name, but if I leave only room names checked on, it doesn't find it.

I hate to be a burden like that, but frankly, this mapper issue has been killing me.
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