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Clpence Newbie
Joined: 29 Aug 2011 Posts: 3
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Posted: Mon Aug 29, 2011 10:11 pm
Problems with mapper |
I've been trying to configure the mapper to work with the MUD I play (Final Realms)
For some reason the way rooms are displayed and CMUD's mapper (V2) just don't get along so well.
Now, it works fine if I have VERBOSE walk set, but I've seen most of the room descriptions 1000 times and its a bit spammy so what want is to have the mapper work in brief mode. Additionally it has problems with many many rooms that have strange syntax (and there are alot on the MUD I play especially in the Underdark).
The configuration wizard won't detect exits in brief mode... they're on the same line as the room name and use single letters wrapped in [] separated by ,
Some examples of syntax:
A dark dark cave: Deadend [se].
> l rubble
>you see some rubble on the floor covering a hole
>move rubble
>you move the rubble
>enter hole
Is there anyway to detect and auto enter such information?
I'd also like to know if I can have it detect and not create a room when an incorrect direction or invalid syntax is typed.
Here is a sample of Output on the MUD
> t silbago you there?
Silbago has been idle for 13 minutes, 27 seconds.
You ask Silbago: you there?
> gl
Avengers of Darkness: Mainroom [n,nw,ne,u,s,se,w,e,d].
Sign of Home Sweet Home.
Sign of power.
Bulletin board [ 10 notes ].
> n
> Army of Darkness: Treasury [s].
> s
> Avengers of Darkness: Mainroom [n,nw,ne,u,s,se,w,e,d].
Sign of Home Sweet Home.
Sign of power.
Bulletin board [ 10 notes ].
> u
> Avengers of Darkness: Preparation Chamber [d,out].
Dark Mithril Stage.
> d
> Avengers of Darkness: Mainroom [n,nw,ne,u,s,se,w,e,d].
Sign of Home Sweet Home.
Sign of power.
Bulletin board [ 10 notes ].
> w
> Depository of the Darkness [e].
A small happy sign.
> e
> Avengers of Darkness: Mainroom [n,nw,ne,u,s,se,w,e,d].
Sign of Home Sweet Home.
Sign of power.
Bulletin board [ 10 notes ].
> missed direction
The attempt to missed direction didn't really work out.
>
[Drusilla enters the Realms]
[Drusilla left the Realms]
You feel lucky no longer.
Thanks in advance! |
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Clpence Newbie
Joined: 29 Aug 2011 Posts: 3
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Posted: Tue Aug 30, 2011 12:10 am |
update:
got it mapping somewhat...
However it doesn't follow me at all in follow mode... I haven't changed any of the default paths
If the room is already created it doesn't follow in mapping mode either
Not having any issue where the room doesn't already exist when I walk to it except intermittently and that issue seems to be resolved by typing out the direction fully (like north instead of just n). |
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4795 Location: Pensacola, FL, USA
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Posted: Tue Aug 30, 2011 11:34 am |
Well if you initially started mapping in verbose and switched to brief.... did you try to reconfigure the mapper?
If that doesn't work, you could always switch back to verbose when mapping.
As for not following... try adding your own step confirmation trigger, i suggest using the exit line. According to the examples you posted, this should work:
| Code: |
| #TR {* ~[[%w,]~].} {#OK} |
And no, there is no way for the map to automatically collect unknown direction commands.
You can make custom directions, but that is tedious and usually not used often enough to be worth the time.
An easy work around though: In the 'Room Properties' window, on the 'exits' tab, you can select an exit and the edit the 'Name' field with any commands required to use that exit.
A bit of effort once, and then you can easily assign it to a cardinal exit and move through complex areas with just the keypad. |
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Clpence Newbie
Joined: 29 Aug 2011 Posts: 3
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Posted: Wed Aug 31, 2011 11:58 pm |
| shalimar wrote: |
Well if you initially started mapping in verbose and switched to brief.... did you try to reconfigure the mapper?
If that doesn't work, you could always switch back to verbose when mapping.
As for not following... try adding your own step confirmation trigger, i suggest using the exit line. According to the examples you posted, this should work:
| Code: |
| #TR {* ~[[%w,]~].} {#OK} |
And no, there is no way for the map to automatically collect unknown direction commands.
You can make custom directions, but that is tedious and usually not used often enough to be worth the time.
An easy work around though: In the 'Room Properties' window, on the 'exits' tab, you can select an exit and the edit the 'Name' field with any commands required to use that exit.
A bit of effort once, and then you can easily assign it to a cardinal exit and move through complex areas with just the keypad. |
Yes, I've tried reconfiguring, new configurations, and manual config...
what happens is this (example)
>Someplace in the underdark: A scary tunnel [s,se,ne,n,w,sw]
An umber hulk is here
Worn out sign.
>
"Someplace in the underdark" get grabbed as room name - fine
"A Scary Tunnel [directions]" ends up ad the room description
and "An umber Hulk is here." and "Worn out sign" which are things in the room end up being detected as exits... it seems almost no matter what I change settings to, and if I do get something changed and make a difference in how its detected its usually for the worse :)
Is there a way to manually script what is the Room Desc, and exits?
And the trigger you posted... what exactly does that grab?
If it works exactly like you posted it I thank you, but I kinda like to understand why too :)
I'm an IT professional and usually this type of thing comes so naturally to me... don't understand why I'm having so much trouble :(
Thanks for your patience and help. |
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geniusclown Magician

Joined: 23 Apr 2003 Posts: 358 Location: USA
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Posted: Thu Sep 01, 2011 4:55 pm |
Select Config->Configuration settings... from the mapper's menu to see how the mapper is currently configured. Since your MUD's brief mode gives all information in one line, you should be able to set "Descriptions Start Line" and "Exits Start Line" at zero.
I believe the command you're looking for to manually report to the mapper is #TAG. I've been trying to get this to operate the mapper with limited success. I'm very interested in using #TAG to run the mapper instead of its internal configuration. |
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_________________ .geniusclown |
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shalimar GURU

Joined: 04 Aug 2002 Posts: 4795 Location: Pensacola, FL, USA
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Posted: Thu Sep 01, 2011 5:37 pm |
As far as i know, #TAG is only there to help the mapper during configuration, so it know what goes where.
If you really want to just do it yourself when it comes to maps, there is #MAKEROOM, #LOOK, %roomdesc, %roomexits, %roomname, %roomid and a whole slew of other map related functions just waiting to be #CALLed. |
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