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Stainless
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Joined: 20 Oct 2005
Posts: 13
Location: Wyoming

PostPosted: Thu Oct 20, 2005 3:28 am   

zMud 7.21 AutoMapper Feature
 
Hi I have the Zmud 7.21 Demo and I was wondering how in the heck do you get the thing to map. I have read the documentation and read some of the forum to no avail. I configure, then get it to where it likes the room name, description, and exits. When I move to a different room I get no new addition even when I started out in Map Creation Mode... It just seems the instructions are too vague for the novice Zmudder. I know you guys have been around for a while with Zmud but I really haven't. Please help. Thanks
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Thu Oct 20, 2005 1:15 pm   
 
When your connected to your mud, you need to launch the mapper. Then go into map creation mode (by clicking the icon the pencil next to the steps.) The next step, is the one I suspect your missing. You have to configure zMud to automap. You do this by going to Config->New Configuration on the menu. If you follow the propmpts zMud will try to detect the room name, description and exits as selected.
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Stainless
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Joined: 20 Oct 2005
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Location: Wyoming

PostPosted: Thu Oct 20, 2005 1:31 pm   Question is What am I missing to Move and make rooms?
 
Yes I have configured the mapper. In fact all the colors showed up where they needed to be. I figured now I'll I need to do is walk around and it will Automagically create my rooms. Wasn't the fact though. So I reread the directions oh 10 times and still can't figure the sucker out. I tried moving with the keypad.. Nothing. Its almost like once you leave the configuration wizard it doesn't register anything else. So I'm stuck there like a lump on a log with one room mapped. Lots a help here. Thanks
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OmegaDeus
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Joined: 14 Sep 2005
Posts: 121

PostPosted: Thu Oct 20, 2005 1:40 pm   
 
Have you tried leaving the map creation mode and going into follow mode? I've always had to go into follow mode to get it to map while I walked, though for all the random exits and scripts in my game it's damn near impossible to automap the game.
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Stainless
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Joined: 20 Oct 2005
Posts: 13
Location: Wyoming

PostPosted: Thu Oct 20, 2005 2:15 pm   
 
Well I have tried Follow and Map Creation Mode. I have been moving only with the numberpad and I have the mapper in dockable mode. Dunno, I'm dumbfounded. I remember a long time ago I had gotten this working when I tried a old version back when I was running Windows 98. Long time ago.. Smile Anyway I just want it to map as I move around on my MUD. By the way looking for any Ivan's OLC builders that will work for the satisfaction of making areas? Anyone interested? Also looking for a couple of good coders that like doing the same thing... ;-) Running a BBS and a MUD kinda takes a bit outta ya. Anyway thanks for any info in advance that you guys can give.
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Tech
GURU


Joined: 18 Oct 2000
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Location: Atlanta, USA

PostPosted: Thu Oct 20, 2005 3:56 pm   
 
Are you not being followed around the map? Or is the map not creating rooms as you walk around the mud?

If it's the former, make sure that you've indicated the room you are currently in. The blue locator icon on the menu.

If it's the latter, then the advice given previous should work. Check to make sure you don't have any triggers over-riding the mapper. Also you can try mapping offline (based on a saved mud session). When you go New Configuration, and the 'Automapper Setup Screen' comes up select Offline Configuration in the upper right hand corner.
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Vijilante
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Joined: 18 Nov 2001
Posts: 5182

PostPosted: Thu Oct 20, 2005 8:03 pm   
 
I have tried to tell some others about this, but to no avail. The Configuration Wizard and the actual automapping system behave slightly differently. In fact the configuration wizard is more tolerant in how it detects room info then the regular automapping system, and because of this it has some things it won't even detect correctly; meaning it doesn't color that room right in the confirmation screen. As is more often the case it detects perfectly, but the configuration produced is too rigid to cover most of the rooms.

I would suggest you start by positing a log of you first 'look'ing in your current room (be sure to include the prompt showing the actual command for your mud), then walking through 3 rooms. Feel free to send an incorrect direction along the way. This will provide plenty of information on what tweaks are required to get the automapper to work, or other solutions.

My solution on 2 muds has been my own personal complete mapper override script. Which handles everything from verifying movements to building the rooms, and in its most recent form is actually handled in a child window after the main window sends over the properly reformatted room text. Believe me when I say there is nothing that can not be mapped.
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Stainless
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Joined: 20 Oct 2005
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Location: Wyoming

PostPosted: Thu Oct 20, 2005 8:27 pm   
 
The South Bridge [Room: 3254 ] [Flags: law ] [Sector: city ]
You are standing on a small, rickety bridge leading from the Midgaard
City Dump to the much more attractive promenade of the southern parts of
Midgaard. You can smell the stench of the dump to the north, the fresher
air of the promenade seems preferable. Below you are the swift-moving
currents of the Midgaard river.

[Exits: north south]

<20hp 100m 100mv>n

The Dump [Room: 3030 ] [Flags: no_mob law ] [Sector: field ]
The dump, where the people from the city drop their garbage. Through the
garbage you can see a large junction of pipes, looks like the entrance to the
sewer system. South of here you see the river and to the north is the common
square. A rickety old bridge leads south to the promenade.

The cold wind howls and blows around the rain.

[Exits: north south down]

<20hp 100m 98mv>w
Alas, you cannot go that way.

<20hp 100m 98mv>e
Alas, you cannot go that way.

<20hp 100m 98mv>n

The Common Square [Room: 3025 ] [Flags: law ] [Sector: city ]
The common square, people pass you, talking to each other. To the west
is the poor alley and to the east is the dark alley. To the north, this
square is connected to the market square. From the south you notice a nasty
smell.

[Exits: north east south west]
A cityguard stands here.
A vagabond is here, looking for victims.

<20hp 100m 98mv>

K 3 rooms with wrong directions in there.. ;-) Thanks for your help I really appretiate it.

This mud was built up on QuickMUD with Unlimited Bits. I added stuff like Archery, Mounts, etc.. If interested I could type up a list of changes but Its quite long. Thanks again.
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Stainless
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Joined: 20 Oct 2005
Posts: 13
Location: Wyoming

PostPosted: Fri Oct 21, 2005 6:49 am   
 
I looked at the online manual that Zugg is composing and I must of missed the part about directions.. Although I cannot see how Zugg got to that part and how to make duplicate entrees. Kinda confusing. Like how did you get there and is this what I see after I do this. Does it automatically give you a new entry field or do I need to right click on the window or something to that effect. Uggg. Thanks for any help you can muster.
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Fri Oct 21, 2005 9:22 am   
 
I am going to suggest use #TAGs for this because of this line "The cold wind howls and blows around the rain." It looks suspiciously like a message that can randomly appear in any room and will throw the mapper off everytime such a message appears.

#CLASS MapperTag
#TRIGGER {^Alas, you cannot go that way.$} {#NODIR}
#TRIGGER {^(*) ~[Room: (%d) ~] ~[Flags: (*) ~] ~[Sector: (*) ~]$} {#TAG name "%1";RoomVnum=%2;RoomFlags="%3";RoomSector="%4"}
#COND {*} {#TAG descpara}
#COND {^~[Exits:*~]$} {#TAG exit}
#COND {~<%dhp %dm} {#TAG prompt} {prompt}
#ALIAS onroomcreate {#NOOP %roomflag(,@RoomFlags) %roomcol(,%db(@RoomColors,@RoomSector))}
#ADDKEY RoomColors {city} {darkgray}
#ADDKEY RoomColors {field} {gold}
#CLASS 0

You should be able to pop that into the command line and hit enter. Check to make sure the class was properly created and the trigger has all it proper states since I just type out scripts here. Then reconfigure the mapper and it should let the triggers do all the work.
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Stainless
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Joined: 20 Oct 2005
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Location: Wyoming

PostPosted: Fri Oct 21, 2005 12:33 pm   
 
Command Line? You mean the area you put in directions so you can navigate around the mud? I know there are a couple more areas to put scripting but this looks more like trigger code right? I don't wanna mess anything up is the reason I'm asking. Thanks

Okay nevermind it did go on when I clicked on classes it was currently in the bottom part of the screen. Another question should I check any of those options at the bottom ie...

Enable class when logging onto the MUD. etc?

Thanks again.
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Fri Oct 21, 2005 2:27 pm   
 
It is trigger code, but triggers can be created at the command line as well. Not to worry, unless you already have a class/folder named 'MapperTag' you'll be fine.
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Stainless
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Joined: 20 Oct 2005
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PostPosted: Fri Oct 21, 2005 3:21 pm   
 
So say if I messed up and its not working again I need to repaste that bit of code into the command line and hit enter then reconfiger the automapper correct? Thanks alot for all the input I really appretiate it.
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Sat Oct 22, 2005 1:56 pm   
 
Yes.. depending on how you messed it up (give it the wrong name or something) you may have to delete the old ones so there are not two triggers trying to do the same thing.
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Sinema
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Joined: 14 Nov 2001
Posts: 27
Location: USA

PostPosted: Sun Oct 23, 2005 6:56 am   
 
I'm going to just attach my question onto this one as it's simliar..

Here is exact log as requested for the last persons question.
I was going to try to trigger off ANSI Color but if you type WHO then the same ANSI color is used for other things as well.

So I'm a bit unsure what way to go..

if you type look this is what you get..

If you want the log with ANSI tags I can do that too.. here is the basic format
Here are 3 rooms, with Error.. includes commands..

s
1520h, 820m ei-
Old road.
The sky about you is alive with the day-time. You wander along this old
pathway, occasionally tripping over flagstones hidden by the thick meadowy
grass. The road once continued southwards towards a ruined gateway, although
little now remains except odd patches of white stone poking through the
grass. All around you are the ruins of old buildings, consumed by forest
vegetation, although one large domed building stands out as largely undamaged
to the southeast, and a ruin appears accessible to your west. There are eight
young apple trees here. An old twisted scots pine grows nearby.
The Mercinae flag, that of a snow-white swan, flies here. You notice exits
north, southeast, south, and west.
s
1520h, 820m ei-
Overgrown road.
The sky about you is alive with the day-time. The flagstones of this pathway
are long since covered by the thick wild grass and weeds of the forest,
although you guess it ran from the ruined gateway to the south, northwards
through this ancient settlement. Various crumbled buildings are in evidence
on either side of the road, but of many all that remains is a heap of white
stone covered in thick vegetation. One building to your east catches your
eye, apparently fairly intact although it seems to have a large tree growing
straight through its domed roof. There are eight young apple trees here. A
powerful display presents itself, an almond tree in full harvest.
The Mercinae flag, that of a snow-white swan, flies here. You notice exits
north, east, south, and west.
s
1520h, 820m ei-
Ruined gateway.
The sky about you is alive with the day-time. You are filled with a great
sadness as you stand in this place, surrounded by the ruins of what you guess
might have been a mighty gateway many centuries ago. Great pieces of smooth
white rock have crumbled nearby and are now being absorbed into the forest,
covered in thick layers of lichen and vine. The arch of the gate has totally
collapsed, although you make out the intricate pattern of geometric shapes
that once adorned the arch on pieces of stone lying scattered across the old
road which continues north and south. All around you the forest sighs softly
in the wind, ominous and powerful. A large stone piece of the gate lies
embedded in the ground near your feet. A sign stands here, reading "Welcome
to Ruined Gateway".
The Mercinae flag, that of a snow-white swan, flies here. You notice exits
north, and south.
w
1520h, 820m ei-
The undergrowth is too thick to pass that way.
s
1520h, 820m ei-
Deep in the forest.
The sky about you is alive with the day-time. Wandering about amongst the
shadows of the forest, you are able to pick your way onward. A shaft of light
spears down from between two thick fir trees on either side of you,
illuminating the mossy forest floor in minutest detail. Southwards, you
notice that the trees become less dense and judging by the excess of light,
there is a busy trail there. Northwards, however you spot a strange sight - a
large metallic structure, covered in most places by tight hugging lichen, but
visible nevertheless. A wild boar tramples around nearby, sniffing the
ground. A weather-beaten young man stands nearby, carrying a wide sword.
The Mercinae flag, that of a snow-white swan, flies here. You notice exits
north, and south.
s
1520h, 820m ei-
Path entrance.
The sky about you is alive with the day-time. Under a canopy of trees the
track continues westward into the gloom of the wood; as far as you can make
out, the track curves round to the left. To the south, almost concealed under
low branches, lies the entrance to a narrow path going deeper into the wood.
Although the entrance is dark and uninviting, all you can detect is an
intangible presence of peace. There are four tree seedings here. A magical
rune stave stands here, an unseen force holding it in place.
A glowing runic stave here is the first thing to catch your attention.
The Mercinae flag, that of a snow-white swan, flies here. You notice exits
north, east, south, and west.
s
1520h, 820m ei-
A glowing rune staff is the last thing to catch your attention.
Woodland path.
The sky about you is alive with the day-time. In this narrow corridor between
trees a carpet of leaf-mould underfoot deadens all sound, but the silence is
reassuring rather than foreboding. Through overhanging branches to the north
you can see the main track that runs east-west, disappearing into the depths
of the wood. High overhead, to the south, a patch of clear blue is visible
above an apparent clearing amongst the trees. (A sign stands here, reading
"BOO!".) A pair of spectacles lies on the ground nearby.
The Mercinae flag, that of a snow-white swan, flies here. You notice exits
north, and south.

one of the biggest problems if someone puts a stave up, you'll notice you'll get the message about it catching your eye before hand.

Any help is appreciated..
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Stainless
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Joined: 20 Oct 2005
Posts: 13
Location: Wyoming

PostPosted: Wed Oct 26, 2005 5:15 am   
 
I popped in to say Thank you very much for your input on this matter. I got the mapper to work but just needs a little tweeking I guess but I can expand on that script you gave me. Another idea for the mapper if Zugg reads these posts is to add code to recognize a room you have entered before so It doesn't remap.. Also it aligns its self in the appropriate area instead of having to drag a room because if someone doesn't say make a "square map" ie.. same number of rooms vertically and horizontally (in reference to looking at a map being made) the paths don't line up correctly where they intersect. Just some food for the mind. Wink Anyway great job! I was soo happy I registered my copy of Zmud. To help ol' Zugg with the bills. If you guys wanna check out my moderately modified MUD come to ratsnest.dyndns.org port 7000 check it out. You can also write me a message from my website http://ratsnest.dyndns.org Thanks again to everyone that replied to my messages.
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Wed Oct 26, 2005 1:19 pm   
 
It is possible for zMud to recognize a room you entered before. Here's a quote from Nexela's great tutorial.

Quote:
1. Some muds have changing room Descs depending on the time or weather or other Info. So we want to match on the room name instead. I think this is the default option for new maps.
In the mapper select
Config->configuration settings->Speedwalking
In Automatic step confirmation select
Match Room Name
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