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Mirudus Newbie
Joined: 18 Jan 2006 Posts: 4
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Posted: Mon Feb 18, 2008 11:57 pm
Automapper for ASCII-mapped games? |
Hey, folks. Just a quick question - is the automapper functional with games with ASCII maps (Nodeka, Accursed Lands, etc)? Is there some way to generate an image of the whole map as explored? Finally, if not, is anyone aware of any software out there that might be compatible? I know that's not a particularly kosher question to ask, but I've been digging, and I'm pretty desperate at this point.
Thanks in advance! |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Tue Feb 19, 2008 2:04 am |
"is the automapper functional with games with ASCII maps"
No. The MUD can use MXP to help send stuff like this to the client, but broadly speaking, no.
"Is there some way to generate an image of the whole map as explored?"
Probably. Depends on the style of the map and how it shows rooms - if you posted a few examples, we could have a go.
"is [there] any software out there that might be compatible?"
Almost certainly not, unless someone's written something specifically for your MUD (which I guess you'd know about). |
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Mirudus Newbie
Joined: 18 Jan 2006 Posts: 4
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Posted: Tue Feb 19, 2008 3:29 am |
Thanks for the speedy reply!
Here's a couple examples of the ASCII maps from the game I'm interested in. I don't care about having it 100% accurate in a room-by-room description basis - being able to look up roomdescs and the like - but just a topographical map, so to speak, of the terrain would be perfect.
Basically, in short, you can see a certain radius at any given time in the game. I want to be able to (either within the program or not) look at the entire worldmap of what I've explored, share it with my friends, etc, without having to open up a paint program/spreadsheet and manually enter every square.
Code: |
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::/\/\/\/\::::
::::/\/\/\::::::::
/\::::::::/\::::::::::
/\/\::/\::::::::::::::::::
/\/\::::::::::::::::::::::
/\/\::::::::::::::::::::::
/\/\/\/\:::::::*::::::::::::::
/\/\/\/\::::::::::::::::::
/\/\::::::::::::::::::::::
::::::::::/\::::::::::::::
::/\::::::::::::::::::
/\::::::/\::::::::
/\/\/\::::::::
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Code: |
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/\/\/\tt~~/\::
/\/\/\/\~~~~tt::::
/\/\/\/\~~~~~~tt/\::tt
/\/\/\/\#//\/\tttttttttttt
/\/\/\/\~~/\/\/\tt::tttttt
/\/\/\/\/\/\/\/\/\tt::tttt
/\/\/\/\/\/\/\/*/\/\::tttttttt
/\/\/\/\/\/\/\/\/\::tttttt
/\/\/\/\/\/\/\/\/\tt::tttt
/\/\/\/\/\/\/\/\/\tttttt::
/\/\/\/\/\/\::::::::::
/\/\/\/\::::/\::::
/\/\/\::/\/\::
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All these are color-coded, by the by - the /\ are brown and mountains, the ^^ are light tan and hills, the tt are green and trees, the TT are dark green and forest, so on and so forth. Points of interest take up a half-space with the # symbol, and the player takes up half the space he's on with the * symbol. |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Tue Feb 19, 2008 3:55 am |
Nothing at all for ZMud, ever. Well, assuming Zugg won't do a special dual upgrade when he plows through the automapper rewrite for CMud.
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_________________ EDIT: I didn't like my old signature |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Tue Feb 19, 2008 2:27 pm |
Argh, I didn't realise this was the zMUD forum. Oops!
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