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ShadowDrakken
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Joined: 29 Dec 2002
Posts: 18
Location: USA

PostPosted: Thu Jan 02, 2003 7:09 pm   

multiple zone types...
 
I'm playing on a MUD that uses square based zones for cities and towns and such, but hex based zones for the outside world. The problem I've run into, is that zMUD's mapper (even when enhanced with zMapper) won't recognise even so much as a room description when I'm out in the hexes (I've tried setting up a zone specific config, and it doesn't help, it won't recognise anything as being description) so I have to switch back and forth between "Fast" and "Safe" room stepping modes (I mapped the hex area manually already), is there any way to make a quick toggle button for this?

Also, this MUD puts a room's brightness in the description, so at night, even tho I can still see the room description, the description changes and the mapper fails to recognise the room. Is there any work-around for this sort of behavior? Also related to the room brightness, the hex map shows a number of hexes out based on distance vision and night vision... so at night, you see fewer hexes unless you have excellent night vision, meaning the "room's" description could drastically change.

I'd guess that about 90% of the MUD works fine with my current settings, there's just a few problems, and the need for a quick switch between fast and safe walking modes (or a way to continue walking hexes in safe mode would be better)

the MUD is DartMUD is any of the devs already play there, otherwise I'd be happy to email a few logs of working rooms and specific problem rooms so you can see what I'm talking about.

Thanks!
-- ShadowDrakken
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Thu Jan 02, 2003 7:13 pm   
 
Sample MUD output?

Try using #NOMAP for the parts of the description that can change.

Sorry, there is no way to change the speedwalk mode by code.

Kjata
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ShadowDrakken
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Joined: 29 Dec 2002
Posts: 18
Location: USA

PostPosted: Thu Jan 02, 2003 7:22 pm   
 
alright, I'll prepare a sample output for you tonight
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ShadowDrakken
Beginner


Joined: 29 Dec 2002
Posts: 18
Location: USA

PostPosted: Fri Jan 03, 2003 1:51 am   
 
right then... here's a sample output plus some commentary about what's going on.

http://hotsys.dnsalias.com/DartMUD-Output.html

mostly its the hexes I'm worried about, but if you also know a quick and simple way to squelch the lighting from the automapper while still displaying it on the MUD output, It'd be much appreciated.

Thanks again,
--ShadowDrakken
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Fri Jan 03, 2003 12:40 pm   
 
In the hex map, is the name of the room "The entrance to a sprawling city"? If so, will the room name always appear after the room description? Also, when walking in the part of the MUD that has hex rooms, do you get a prompt displayed after "The entrance to a sprawling city"? I'm assuming that your prompt is just ">", right? Is it ok to assume that the exits from a hex room will always be north, northeast, southeast, south, southwest, and northwest? Finally, How does the transition from hex rooms to normal rooms and back look like and how are the boundaries between these two types of room set up?

In case you are wondering, I'm thinking about having to override the whole mapper by capturing everything (room name, description, exits, and hex map if applicable), sorting out each component and giving it to the mapper. I'm not sure how effective this will be, but it's worth a try. It might also be necessary to automatically swap between two configurations when going from one type of room to another.

Kjata
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ShadowDrakken
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Joined: 29 Dec 2002
Posts: 18
Location: USA

PostPosted: Fri Jan 03, 2003 2:42 pm   
 
yeah, I already have it swapping config between squares and hexes

when you move between the two, its just like normal movement, only the commands are such like "enter city" or "enter path" to get from the hexes into the squares, while most of the time the squares just exit a normal direction into the hexes. the first example, when I move west from that room, is actually how I got the 3rd example

the prompt is just a single > on the line, what the hexes are doing, is a command called "survey" that displays the hexes, then at the prompt, its automatically does the normal room walking "look" that most MUDs do... since both are forced, there's no way to have it not display that prompt in the middle

you are correct on the movement directions

also something I didn't get an example of because there wasn't any readily available at the time... the objects in a room start after the exit lines and go until the next prompt, zMUD already correctly handles them so I didn't think it was too important

Edit: oh, I was just informed that I can turn the automatic text wrap off and let the telnet client handle it
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Fri Jan 03, 2003 4:19 pm   
 
Turning the MUD text wrap off would make things a lot easier.

I will work a bit on this and post again later with what I have.

Kjata
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Sat Jan 04, 2003 8:10 am   
 
I had found/improved map scripts to get it working in v5.x a few years back. I'll check my CD tomorrow to see if I can find any of my DartMud stuff.

Ton Diening
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ShadowDrakken
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Joined: 29 Dec 2002
Posts: 18
Location: USA

PostPosted: Sat Jan 04, 2003 4:57 pm   
 
Thanks Ton, much appreciated!
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ShadowDrakken
Beginner


Joined: 29 Dec 2002
Posts: 18
Location: USA

PostPosted: Tue Jan 07, 2003 5:03 am   
 
any luck on this one? not in a huge hurry, but also don't want to get lost in the mix, lol =^_^=
soon as i hunt down some free cash from my budget, I'm going to get zMapper, but I think its gonna expire first *pouts* will my zMapper edits still be there after zMapper stops working for when I get a chance to purchase?
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Fri Jan 10, 2003 12:49 am   
 
I recently found out about %walkmode. This function lets you change the speedwalk mode.

quote:

walkmode

Syntax: %walkmode( i)

Return the current speedwalk mode. Fast is 0, Safe is 1, Slow is 2. You can set the speedwalk mode by specifying parameter i. Use either a numeric value of the mode you want to set, or the strings "fast", "safe", or "slow".



Kjata
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