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tofof
Newbie


Joined: 05 Oct 2006
Posts: 1

PostPosted: Thu Oct 05, 2006 8:35 pm   

Mapper maps backwards
 
I'm considering purchasing zmud, mainly for its features like the mapper. However, I'm having incredible difficulties actually getting it to work.

As far as I can tell, it's getting tricked up by rooms that have descriptions of different numbers of lines. I have tried setting up triggers on 'obvious exit' phrases using the '#tag exit' command. I did the same for my prompt. I have tried many different values for the 'exits start on line' and other settings.

After removing those triggers and trying to start from scratch with a fresh reconfigure, the mapper is now literally mapping things backward. If I go north, it connects the south exit of the room I was leaving to the north of the new room it draws. Same with west/east. It's also labeling the exits as 'doors' when they are not (previously it was just simple lines). This is, obviously, bizarre and at this point I've given up trying to fix this myself.

It's never capturing the actual description correctly with any setting I've tried. It does seem to find my prompt correctly, with both 'auto-prompt' checked or manually specifying one of two patterns:
^\w+\:\d+\/\d+ \w+\:\d+\/\d+ \w+\:\d+\/\d+ \> (regex)
or
Hp:(%d)/(%d) Sp:(%d)/(%d) Ep:(%d)/(%d) > (not)


What am I doing wrong?

Sample output (Batmud) displaying a couple types of rooms :

You have entered a hall that is elegant, in an archaic way. The hall of
Questing is a place where information about quests is given and some quests
are granted. This is an important place. There are numerous quests in the
Realms, and here you can get information about them.
There is a large sign on the wall explaining how things work.
You should also talk with Amandine.
Obvious exit is: west.
Amandine Azalea, the mistress of Questing
Hp:262/262 Sp:132/132 Ep:190/190 >west

p.# You are in the southern side of the Sparchak Road. The road
... is plated with tiles made of all the different colors in
#.# # the realms, plus several new ones. Very chaotic but also
#.# very stimulative. The road seems to end in south. You can
#@/ # see a clearing in the north, it is the Village Square.
..# There is a doorway and a sign over it in east.
.###



Rusty iron door (open) leads east.
Obvious exits are: n, sw, s and e.
Hp:262/262 Sp:132/132 Ep:188/190 >n

&&.# You are in the southern side of the Sparchak Road. The road
p.# is plated with tiles made of all the different colors in
... the realms, plus several new ones. Very chaotic but also
#.# very stimulative. The road seems to end in south. You can
#@# see a clearing in the north, it is the Village Square.
#./
..#
### #


Obvious exits are: n and s.
a streetlamp (lit)
Hp:262/262 Sp:132/132 Ep:188/190 >[/i]
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Fri Oct 06, 2006 11:10 pm   
 
Your MUD is going to be very difficult to map. First is the map display that is shoved in front of the descriptions, next is the wide array of spacing for the exit line that you showed. In one case it was right there in the next it was 3 blank lines away. I am going to suggest that the only way to completely map that particular MUD is through the use of my complete mapper override script. However, there are many changes that would be required by you and more often then not no one can understand the scripts I write. Also I will not work to help you adjust the script to handle your specific MUD and it requires that you have zMapper installed and functional. If you want to go that route the best I can say at this time is good luck and the base script is in the Finished Scripts forum somewhere.
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