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Dangazzm Beginner
Joined: 06 Nov 2010 Posts: 11
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Posted: Sat Nov 06, 2010 9:41 pm
Automapping in Carrion Fields [Help][SOLVED] |
First of all I am new to MUDDING and well... all the clients. I am technically capable so I am not helpless but I cannot for the life of me figure out why the Automapper continues to get the wrong sections as the room description and name.
Also the exits it shows the last square bracket as red also, didn't seem to be an issue but don't know for sure.
I hope thats descriptive enough, if not I could take screenshots. Thanks in advance. |
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Last edited by Dangazzm on Sun Nov 07, 2010 1:24 am; edited 1 time in total |
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darmir Sorcerer

Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Sat Nov 06, 2010 9:44 pm |
Please post an out from your mud. For example:
Code: |
An Open Room of a Farmhouse
Exits: north (open door) south (closed door) west (closed door)
The overwhelming scent of pine betrays just how new this
central room of the farmhouse is. In contrast to the newly
finished walls on the west and east, the rooms to the north and
south appear to be much older. Adorned on the western wall is a
simple window looking out into the backyard. A pair of heavily
reinforced oak door lies on the west with heavy metal bands
securing the western door. To the north and south smaller pine
doors lead further into the house.
<****** / ||||||>
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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Dangazzm Beginner
Joined: 06 Nov 2010 Posts: 11
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Posted: Sat Nov 06, 2010 9:48 pm |
Entrance to the Vast Cavern
Before you opens a huge cavern. Stalactites and stalagmites cover the
ceiling and floor making walking treacherous. A dripping noise can be
heard as well as a moaning, and the sounds of battle echoing from the
distance. A soft glow comes from a strange fungus all around you. The
cave opens to the north and returns to the Veteran's Post to the south.
[Exits: north south]
civilized <100%hp 100%m 98%mv 1237tnl (62.29%)> |
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darmir Sorcerer

Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Sat Nov 06, 2010 10:18 pm |
I just tried to log into Carrion Fields I get the mud is down. What is the port and name to connect to it?
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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Dangazzm Beginner
Joined: 06 Nov 2010 Posts: 11
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Posted: Sat Nov 06, 2010 10:20 pm |
carrionfields.net port 4449
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darmir Sorcerer

Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Sat Nov 06, 2010 10:40 pm |
Dangazzm
I created an account on Carrion Fields and used the configuration wizard for the mapper and it detected it just fine. Here are the steps I followed.
1) Click the map button - brings up the map
2) Select Config - New Configuation from the menu
3) From the Automapper Setup Wizard Window I selected a direction (Make sure it shows in the mud text)
4) For the delay I noticed it is a little slow. So I selected a 7 second delay
5) Click Next (Make sure the text for the next room shows up)
6) Click next
7) The next window show display the output of the mud with the correct colors for Room Descripton, Room Name and exits.
8) Finish.
I walked around and it mapped just fine. |
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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Dangazzm Beginner
Joined: 06 Nov 2010 Posts: 11
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Posted: Sat Nov 06, 2010 11:22 pm |
Sorry, should have been more clear but... it worked at FIRST like in that starting area. When I left the academy and was thrown in the world people and signs are showing up in the description.
Maybe I messed something up though when I was jacking around with stuff. Is there a way to revert everything back to when I installed? Maybe thats it.
Thank you for assisting though! |
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darmir Sorcerer

Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Sun Nov 07, 2010 12:34 am |
Dangazzm wrote: |
Sorry, should have been more clear but... it worked at FIRST like in that starting area. When I left the academy and was thrown in the world people and signs are showing up in the description.
Maybe I messed something up though when I was jacking around with stuff. Is there a way to revert everything back to when I installed? Maybe thats it.
Thank you for assisting though! |
Okay.. I also messed up for me when I left the academy.. I went to the caverns and had to reconfigure it. Select Config - Recofigure from the menu options.
After it reconfigures then select Config - Configuration Settings from the menu option. Then select the Room Name Tab and select the checkbox "Parse vnum in Name"
goto your command line again and type #look. This will reload the room.
I haven't been able to figure out how to get the door to map correctly since if the direction has a door in put brackets around the direction in the exit string, but I will figure it out.
Make sure you create a #trigger for the pattern "Alas, you cannot go that way." and put the #nodir in the the script text. |
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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Dangazzm Beginner
Joined: 06 Nov 2010 Posts: 11
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Posted: Sun Nov 07, 2010 12:42 am |
darmir wrote: |
Dangazzm wrote: |
Sorry, should have been more clear but... it worked at FIRST like in that starting area. When I left the academy and was thrown in the world people and signs are showing up in the description.
Maybe I messed something up though when I was jacking around with stuff. Is there a way to revert everything back to when I installed? Maybe thats it.
Thank you for assisting though! |
Okay.. I also messed up for me when I left the academy.. I went to the caverns and had to reconfigure it. Select Config - Recofigure from the menu options.
After it reconfigures then select Config - Configuration Settings from the menu option. Then select the Room Name Tab and select the checkbox "Parse vnum in Name"
goto your command line again and type #look. This will reload the room.
I haven't been able to figure out how to get the door to map correctly since if the direction has a door in put brackets around the direction in the exit string, but I will figure it out.
Make sure you create a #trigger for the pattern "Alas, you cannot go that way." and put the #nodir in the the script text. |
Really appreciate it! Sadly I have no idea how to do MOST of this mostly what has to do with # stuff... But I will look around try to figure it out and get back to you, thanks again! Hope this will fix it all :D |
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Dangazzm Beginner
Joined: 06 Nov 2010 Posts: 11
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Posted: Sun Nov 07, 2010 12:54 am |
Ok, that was simple enough... just had to take it one step at a time (sick day today so not the sharpest knife in the drawer right now) It seems AMAZINGLY PERFECT! THANK YOU!
One thing is just bugging me and my acute OCD, sometimes when I go to a room a second time it makes a tile on top of that one... overtime it will be polluted and impossible to see the map! How do I prevent this? Or is there a reason for it? |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Mon Nov 08, 2010 5:07 pm |
Usually the reason for new rooms incorrectly created on top of old ones is because the name or description is different. This could be because the mapper accidentally grabbed the wrong information the first time, or it could be because the information really is different. Check the room settings. Does one of the room names or descriptions include the wrong information, such as messages about people leaving or entering, objects in the room, etc.? Was one room created with an earlier configuration, and thus got different information than the later room? Alternatively, do room descriptions in your mud include things like weather, day/night, lighting, or other changes to the environment? If so, you will need to change your mapper configuration to account for this. In an extreme case, you may have to use #tag commands to grab consistent information for the mapper to handle.
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