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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Wed Jul 14, 2010 9:41 am   

My thoughts/complaints concerning Cmud as a player and long time user/tester.
 
Firstly, I really enjoy Cmud. I have, over the course of time, gotten a lot of other people to use it as well. However, I am going to list some of the complaints I have and the complaints I hear.

My number one and biggest complaint is trying to use the mapper. In fact this is the largest complaint I hear from other people as well. I don't want to sound rude, but I thought all these changes and stuff were to get the mapper working better. It seems like that just got thrown on the back burner somehow? I know there are reasons for adding JSON and such. However, every mud I try to use it on I have nothing but problems either trying to extract the room data because the mud is not sending it or Cmud is not handling it or something. See my Midkemia post that only one person even responded to so far.

Secondly, it is almost impossible to use the built in walk commands because these muds implement restrictions on how fast you can walk. YET there is NO place in Cmud that you can add a delay between each walk that I can find. Even in slow walk mode it walks too fast. Therefore, you have to end up creating an entire script just to do what the internal commands already do! This makes no sense at all and is very frustrating to myself and most of the people that talk to me. They just give up trying to use it because their walk is always aborted after walking a few rooms. It seems to me this entire problem would be solved by simply including somewhere a delay timer for slow walking.

I actually asked someone in the game earlier about the speed walking problem. Their response was oh well I use Mudlet and I just set the delay in Mudlet for walking. I can't believe Mudlet is even able to compete with Cmud already. Now I know all of the people involved with it, and going back to the complaints I hear, their usual complaint is they couldn't use the mapper that was available from the guy involved with Mudlet with Cmud.

I realize that with the new GMCP protocol the mapping will be much easier, but some of the IRE Muds don't even use it yet. In fact the mud I am playing now, Midkemia, doesn't even send the ATCP room info and if it does, then Cmud is perhaps stripping it before I can view it in the debugger? Because I sure don't see it.

Other than this I really have no problems other than the bugs that have been created by adding JSON. In fact I use the beta to help test and play at the same time and really have no problems at all. Most complaints people make to me are usually because they messed up their scripts. Yet when it comes to the mapper even I don't understand why I can't even walk 5 rooms without screwing it all up. Granted I am myself not used to using it because I have always just went by memory. However, BECAUSE I am relatively new to using it I thought I would provide my opinion on it and where I am having problems.
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Wed Jul 14, 2010 10:02 am   
 
Example of the slow walk problem:

Quote:
2775h, 243e xb A:50% -w
Passing crude residences.
You see exits leading east and north.
2775h, 241e xb A:50% -n
Now now, don't be so hasty!
Slow walking aborted
2775h, 242e xb A:50% -n <-- double click room again to walk
Now now, don't be so hasty!
2775h, 241e xb A:50% -n
Surrounded by fish markets.
A simple fisherman stands here, a confused look on his face.
You see exits leading south and north (open door).
2775h, 241e xb A:50% -n
A flop house.
There is a simple doorway here, tiny silver fragments glinting and catching your eye.
You see exits leading west (open door) and south (open door).
2775h, 245e xb A:50% -w
Between fishtown and harborside.
You see exits leading south and east (open door).
2775h, 245e xb A:50% -s
Now now, don't be so hasty!
Slow walking aborted
2775h, 244e xb A:50% -s <-- double click room again to walk
A cramped harborside street.
You see exits leading south and north.
2775h, 242e xb A:50% -s
A cluttered side street.
You see exits leading west and north.
2775h, 245e xb A:50% -w
Overlooking the waterfront.
A filthy beggar sits on the ground, waiting on the charity of others.
You see exits leading west, east, and north.
2775h, 245e xb A:50% -w
A winding harbor-side street.
You see exits leading east and north.
2775h, 243e xb A:50% -n
Outside a large warehouse.
You see exits leading south, east, and north.
2775h, 245e xb A:50% -n
A seedy cul-de-sac.
You see exits leading south and north.
2775h, 245e xb A:50% -n
Now now, don't be so hasty!
Slow walking aborted
2775h, 244e xb A:50% -n <-- double click room again to walk
Overlooking the docks.
You see exits leading west, south, and east.


I can't walk anywhere with this thing.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Wed Jul 14, 2010 3:40 pm   
 
So in this mud, you cannot even type the next direction even after arriving in a room? Odd. I've never seen another mud do that. How long do you have to wait? In your previous messages about having problems with slowwalk, you did not make that clear. Or, at least, it was not clear to me.

[edit] And does this time restriction apply to other commands?
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Wed Jul 14, 2010 5:40 pm   
 
Quote:
but I thought all these changes and stuff were to get the mapper working better. It seems like that just got thrown on the back burner somehow?

Yes and no. Yes, the changes were to get the mapper working better, but that is the main reason I have not released a PUBLIC version of 3.x yet. The problems with the mapper are holding it back because the mapper in 3.x does not work up to my standards of satisfaction yet. So I agree with you on this. Has it been thrown on the back burner? Yes, for now. Because I'm trying to get TeSSH released, which does not have the mapper so it doesn't have these issues. I need to get TeSSH released, marketed and selling to boost our income because CMUD sales are no longer paying the bills. It's a "catch-22"...if more people would buy CMUD, then I could focus more on CMUD instead of trying to create new products like TeSSH. But as you said, because of some issues, people are not buying CMUD. More and more MUD players are going with free clients instead, even if they are no-where near the quality of CMUD.
Quote:
Secondly, it is almost impossible to use the built in walk commands because these muds implement restrictions on how fast you can walk.

Go to Preferences, Scripting page, then adjust the "Delay between sending lines". That will change how fast the speedwalk commands are sent to the MUD. Also keep in mind that several MUDs do this on purpose to specifically prevent exactly what you are trying to do.

With Slow walking, you can code the delay into your own script. The idea when using slow walk is that you have some other trigger that fires the #OK command to confirm each step. So just delay sending the #OK command. Or, in the Preferences, Scripting, Slow walking page you can set a slow walk timeout value and then *uncheck* the "Timeout aborts walk" option and this will cause each slowwalk step to automatically confirm after the timeout expires.

With Mudlet, remember that the guys writing Mudlet specifically play IRE games. So their client will probably handle IRE-specific issues (like the walking problems) a bit better than CMUD and might work better "out of the box". I try to keep CMUD more generic and less specific to certain MUDs. But certainly on IRE games you'll find many more people using Mudlet than on your "average MUD".

Finally, keep in mind that people will complain about CMUD for all sorts of reasons. Most of them will complain because they want a free client. Some old-time zMUD users are still mad that they didn't get a free copy of CMUD. Some people just don't like change. There are more politics about MUDs and MUD Clients out there than I care to even think about. But not all arguments that you will hear are rational. Thanks for at least providing rational feedback about this.

But to summarize, the issues you mention are exactly why v3.x is still a beta.
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dbosst
Apprentice


Joined: 15 Jun 2010
Posts: 121

PostPosted: Wed Jul 14, 2010 8:57 pm   
 
For your second problem: I don't know if this applies to your mud, but this is what I do with Achaea, setup a variable called wdelay and tune it to how much you want to spam the commands after getting a too hasty message (I use 0.2). Also set your slow walking abort timeout in the settings to very high (like 20 seconds):

Code:

#TRIG {^Now now, don't be so hasty!$} {
#nodir
#nomap
#alarm {+@wdelay} {#STEP}
}


If I ever get a slowwalking abort timeout its because my map is not up to date with the exact case sensitive room name (they change the map once in while in game to fix spelling/grammer misakes), or because of uncommon lag...

Regarding your first problem.. I suppose GMCP will fix all of those problems once it is setup with the mapper, at this moment I still prefer using GMCP to override the mapper to work it how I want with my map, i.e. I can do cool stuff like this in gmcp trigger without relying on ansi triggers at all (in fact just using the GMCP trigger with the mapper's has never been more reliable in terms of slowwalking (I can reliably slowwalk a path of 400+ rooms)):

Code:

room_name = %concat(%trim(%gmcp.Room.Info.Name),".")
room_name = %subregex(@room_name,"^Flying above\s*","")
room_name = %subregex(@room_name,"^In the trees above\s*","")


These rooms are the same VNUM in Achaea but have different room names, so according to Zugg when GMCP is integrated it will work off vnum and he will finally get rid of #tag completely, so even this code will be useless when that happens which is great. The only problem I forsee in the future, is I already have a great map, but all the VNUMs are wrong... and the only way to update them is to walk your existing entire map in creation mode and use the onroomenter event to update the correct vnums... the problem is minor, but if your map is out of date, you will have to spend some time backtracking and deleting rooms and fixing links... I am doing this myself, but its slowgoing since my map is really out of date since I have been using it in read only mode for years with out room name matching which was a mistake on my part :)
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Wed Jul 14, 2010 11:59 pm   
 
@dbosst there is just one problem. That does not work. It didn't work in Achaea and doesn't work in Midkemia. I did the same thing and after the delay when it entered #step it would only send 1 direction and never finish walking the path. I've never been able to get something like that to work. Also with Midkemia they don't have GMCP yet apparently and I'm not seeing ATCP room info either.
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dbosst
Apprentice


Joined: 15 Jun 2010
Posts: 121

PostPosted: Thu Jul 15, 2010 2:08 am   
 
Hmm I think I mentioned this bug in another post about the mapper, but I don't remember:

when you double click on a room, it does not setup a slow walk correctly, because I never have problems with #SLOW but I tend to have problems with double clicking on a room, the reason for this is #nodir or #nomap do not work when you double click on a room, but they do work perfectly if you use #slow ...

Also right now in Achaea, there is a small mxp bug I believe, it worked at one time perfectly but now it doesn't seem to load mxp settings for the player for me at start (so I have to send config mxp off, and then on to force it to send mxp)


I imported only my mapper stuff from a brand new session and package, and made sure it worked fine and tested it after setting these settings:

map preferences
configuration
disable roomname,description,roomexits
mudprompt, uncheck everything

speedwalking: slow, disable automatic confirmation


main options
mxp> force remote mxp
session->emulation->disable ATCP
make sure GMCP and MXP is enabled


my colour scheme in Achaea (need it for picking up room_desc at least):
config colour Room_Title 15 6
config colour Room_Desc 11 6
config colour Things 6 0
config colour Plants 14 6
config colour Players 14 0
config colour Exits 10 0

The room description parsing is for 0 screenwidth, since that's the simplest

Here is the xml file for the whole package:

http://www.mediafire.com/?4nnj1zbmgziqln1

I generally use the "wz" or "wr" aliases to walk to a zone or a room key, then if I get lost or something I use "tc" alias to try to set me to the right room

If you have a good map you generally have short room names for most of your places,.. so you can just do wr shallamherbs to goto your favorite shallam herb shop or something, this pretty much makes double clicking on the map mostly useless (although it would be nice if it got fixed eventually)
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