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D_Master Beginner
Joined: 05 Jun 2003 Posts: 17
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Posted: Thu Jun 05, 2003 7:14 pm
Suggestion |
Not sure if I am posting in the right place but I really like this zMapper. I think it would be really useful if you could import various .are files directly into the mapper. I realize that each MUD might have a slightly different ARE file config. but all one would really need is the Vnum, Roomname, Room Desc, Exits and exit type. The rest of the infomation such as MOBs and Objects really aren't necessary and if someone would want that they could add it in manually via room properities in Zmapper itself.
And to be able to write out to ARE files would be better yet. I am attempting to setup my own mud and it's so much easier to have a visual referance when mapbuilding. |
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Lalaynya Wanderer
Joined: 23 Aug 2002 Posts: 96
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Posted: Thu Jun 05, 2003 10:07 pm |
This would be 100% possible with the way things are currently set up... it would just require some effort on the part of whoever wanted to do it.
You'd have to write the scripts in zmud to loop through and do all the parsing and writing/reading of the .are files, but it wouldn't be all that difficult to do, considering the power and flexibility of the scripting in zMud. |
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D_Master Beginner
Joined: 05 Jun 2003 Posts: 17
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Posted: Thu Jun 05, 2003 10:14 pm |
doing it in Zmud or zMapper? Where would I even start for that?
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bortaS Magician
Joined: 10 Oct 2000 Posts: 320 Location: Springville, UT
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Posted: Thu Jun 05, 2003 11:37 pm |
quote:
doing it in Zmud or zMapper? Where would I even start for that?
You actually don't need zMUD to do what you want. zMapper stores its info in Microsoft Access databases. Access comes with several technologies that you could take advantage to do importing and exporting.
Exporting to .are files would probably be the easier of the two. You could probably write a query in Access to do this for you. You could also use your favorite programming to language to create a program that does both the exporting and importing.
I don't know what the format of .are files are, but I bet if somebody posts a test .are file some of us could whip something for ya.
bortaS
~~ Crusty Klingon Programmer ~~ |
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D_Master Beginner
Joined: 05 Jun 2003 Posts: 17
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Posted: Fri Jun 06, 2003 12:34 am |
You know I didn't think of that...
I knew that the files were saved as a Access file, but totally forgot that I could mostlikey export the info out to a standard text file. ARE files are just ASCII-text files with the .ARE extention. Most MUDs use a simular method of saving the data. Just shuffled around a bit. I don't have an example at the moment, (on a different computer) But will post something tomorrow for everyone to take a peek at.
And I could whip something up in VB...::Grins:: just a bit lazy...that and I thought it might be a nice feature, I know that alot of more people might be interested in writing new mudding areas if it were easier then typing it in though a telnet prompt. |
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D_Master Beginner
Joined: 05 Jun 2003 Posts: 17
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Posted: Fri Jun 06, 2003 1:24 pm |
here is a sample of the ARE file....just in case someone wanted to look at it.
------------------------
#AREA
@@WThe City of @@yMidgaard@@N~
Q 16
K midgaard~
L @@W{@@r ALL @@W}@@N~
N 23
I 1 120
V 3001 3200
X 0
F 15
U @@WThe Mayor stumbles by, acting drunk.@@N~
O diku~
R stephen ~
W stephen ~
P This is a pay area.
T You can teleport into here
B Currently building area.
M No bad room spells allowed.
#ROOMS
#3055
Entering the @@eSyringe@@N~
@@NWoW!!! That was...different. You are very disoriented..suddenly, a crazed
man with unkempt hair and the smell of cheap wine on his breath appears, and
shouts: "Oh my, another victim to experiment on!!! MUAHHAAAAA!!" He waves his
hands and mutters loudly, and suddenly, you begin to shrink!!! Smaller and
smaller you become, until you are smaller than the dust particles around you..
It seems the only way to go is DOWN.
~
12 1
S
#3039
The Mad Scientist's Lab~
@@NThe scent of chemicals, burning fires, and bubbling fluids overwhelm you as
you enter. Scattered about on various tables and workbenches are wierd glass
flasks, tubes, and unusual pieces of equipment, with what seems to be some
sort of strange experiments being performed..all with no apparent rhyme or
reason. Who ever works here is absent, but you are drawn towards the center
workbench, where a large @@eSyringe@@N lies next to a covered glass dish
filled with a dark @@Rfluid@@N--maybe it's blood!
~
12 1
D2
~
~
0 -1 3024
D5
~
~
0 -1 3055
E
syringe~
Go Down to enter the @@eSyringe@@N!!!~
S
#3038
The Midgaard Post Office~
This is the Midgaard branch of the Global Post Office.
From here you may read or write letters to friends
and enemies alike...
There is a large SIGN here... perhaps you should look at it?
~
17436 11
D1
~
~
0 -1 3005
E
sign~
@@WTo send notes use the following commands:-
Note to (name)
Note subject (subject)
Note + (msg) for each subsequent line of text.
Note show to see your note
~
S
#3085
The quiet room~
This is a room where players can come and sleep with no interuptions. There is
a sign on the wall.
~
25886 11
D5
~
~
0 -1 3054
E
sign~
Sssshh! No talking in this room.
~
S
#3086
The Power Trivia Room~
This room is used by the players of the mud, to engage in the totally
pointless pursuit of trivial knowledge.
~
8 11
D4
~
~
0 -1 3054
S
#3004
The Undead Shrine to Cyberlich.~
This horrid place is predominately black. If you look closely, you see that blood seeps from the walls, pools here and there on the floor. This is where Cyberlich's devout followers come to worship him, and where they come to hire his minions.~
18 11
D1
~
~
0 -1 3002
S
#3017
The Miscellaneous Donation Area~
You are in the part of the donation area used to hold items other than
weapons or amror.
~
12 11
D0
The central donation area.
~
~
0 -1 3021
S
#3018
The Armor Donation Area~
You are in part of the donation area used to hold armor items.
~
12 11
D3
The central donation area.
~
~
0 -1 3021
S
#3019
The Weapons Donation Area~
You are in part of the donation area used to hold weapons.
~
12 11
D2
The central donation area.
~
~
0 -1 3021
S
#3021
The Donation Area~
You are standing in a cross-shaped room. To the west you can see the Temple.
To the North, East and South, you see the various donation locations. These
are used to house unwanted equipment, donated by players who no longer need
them.
~
12 11
D0
You see the Weapon donation area.
~
~
0 -1 3019
D1
You see the Armor donation area.
~
~
0 -1 3018
D2
You see a room used for various donations.
~
~
0 -1 3017
D3
You see the Temple of Midgaard.
~
~
0 -1 3001
S
#3022
On the River~
The river enters from a hole in the eastern city wall. The hole has been
blocked by several vertically positioned iron bars set into the wall.
~
0 7
D3
~
~
0 -1 3023
S
#3023
On the River~
You see the warehouse on the northern riverbank. East of here you see the
city wall. The river flows west towards the levee.
~
0 7
D1
~
~
0 -1 3022
D3
~
~
0 -1 3027
S
#3027
On the River~
The levee is directly north of here. The river flows in an east west
direction.
~
4 7
D0
~
~
0 -1 3049
D1
~
~
0 -1 3023
D3
~
~
0 -1 3028
S
#3028
On the River~
North of here you see the dump. The river flows from east to west. The
riverbanks are too steep to climb.
~
0 7
D1
~
~
0 -1 3027
D3
~
~
0 -1 3036
S
#3036
On the River~
North of here you see the miserable buildings of the poor alley. The
river flows west towards the bridge. The riverbanks are too steep to climb.
~
0 7
D1
~
~
0 -1 3028
D3
~
~
0 -1 3200
S
#3200
Under the Bridge~
The arch under the bridge is covered by seaweed for one foot above the
surface of the river. The water gently flows through an opening in the lower
part of the city wall.
~
0 7
D1
~
~
0 -1 3036
E
wall~
It is built from large grey rocks that have been fastened to each other with
some kind of mortar. Looks pretty solid.
~
S
#3143
The Jail~
You are in a dark and humid jail. The dark stone walls are hard and cold
to the touch. A heavy steel door is to the north.
~
8 11
D0
You see the heavy steel door.
~
door~
1 3137 3142
E
wall walls~
The walls are marked with lots of scratches. Some of them spell sentences
like "JAIL IS BETTER THAN SQL" and "INGRES STRIKES AGAIN".
~
S
#3142
Captain's Office~
You are in the Office of the Captain of the Guard. The Midgaard Coat of
Arms is hanging on the north wall and a heavy steel door is to the south.
~
8 11
D1
You see the Cityguard Head Quarters.
~
door~
1 3120 3110
D2
You see the heavy steel door.
~
door~
1 3137 3143
E
arms~
Although a bit dusty the Coat of Arms is an excellent piece of work.
~
S
#3141
End of Penny Lane~
You are at the end of Penny Lane. The only exit appears to be south.
~
0 1
D2
~
~
0 -1 3140
S
#3140
Penny Lane~
You are on Penny Lane. The narrow road continues north and west.
~
0 1
D0
~
~
0 -1 3141
D3
~
~
0 -1 3139
S
#3139
Penny Lane~
You are on Penny Lane. Emerald Avenue is to the west and Penny Lane
continues in eastward direction.
~
0 1
D1
~
~
0 -1 3140
D3
~
~
0 -1 3132
S
#3138
The Mayor's Office~
You are in the not very big office of the Mayor of Midgaard. A large and
polished but completely empty desk is standing in front of an armchair that
looks so comfortable that it most of all resembles a bed with the head end
raised slightly.
~
8 11
D3
The waiting room is to the west.
~
~
0 -1 3137
E
chair armchair~
This chair is really a masterpiece. A chair where one can sit as comfortably
as in a bed. All lecture halls should be equipped with these things.
~
S
#3137
The Waiting Room~
You are standing in the waiting room at the town hall. Wooden chairs stand
along the walls and a long desk is placed in the middle of the room.
~
8 11
D1
It looks like some kind of office.
~
~
0 -1 3138
D3
The exit west leads to Emerald Avenue.
~
~
0 -1 3117
S
#3136
Park Road~
You are at a bend on Park Road. To the south the road goes on and to the
west is the Road Crossing.
~
0 1
D2
~
~
0 -1 3122
D3
~
~
0 -1 3120
S
#3135
Park Road~
You are at a bend on Park Road. To the north the road goes on and to the
east is the Road Crossing. To the south, the ancient cliffs rise from deep
under the ground, forming a wall.
~
0 1
D0
~
~
0 -1 3118
D1
~
~
0 -1 3120
S
#3134
Emerald Avenue~
You are standing at a bend on Emerald Avenue. To the west the road goes on
and to the north is the Road Crossing.
~
0 1
D0
~
~
0 -1 3120
D3
~
~
0 -1 3121
S
#3133
Emerald Avenue~
You are standing at a bend on Emerald Avenue. To the east the road goes on
and to the south is the Road Crossing.
~
0 1
D1
~
~
0 -1 3119
D2
~
~
0 -1 3120
S
#3132
Emerald Avenue~
You are standing on the north end of Emerald Avenue. To the north is the
promenade and to the east is the small street Penny Lane.
~
0 1
D0
~
~
0 -1 3103
D1
~
~
0 -1 3139
D2
~
~
0 -1 3117
S
#3131
Park Road~
You are at Park Road which continues north and south.
~
0 1
D0
~
~
0 -1 3101
D2
~
~
0 -1 3111
S
#3130
On the Concourse~
You are at the southeast corner of the city wall. The Concourse leads
both north and west. A small path leads off the concourse to the South, and
is partly obscured by the overgrowth.
~
0 1
D0
~
~
0 -1 3104
D3
~
~
0 -1 3129
S
#3129
On the Concourse~
The Concourse continues both east and west. Park Road is north of here.
~
0 1
D0
~
~
0 -1 3126
D1
~
~
0 -1 3130
D3
~
~
0 -1 3128
S
#3128
On the Concourse~
The Concourse continues both east and west. Emerald Avenue is north of
here.
~
0 1
D0
~
~
0 -1 3125
D1
~
~
0 -1 3129
D3
~
~
0 -1 3127
S
#3127
On the Concourse~
You are at the southwest corner of the city wall. The Concourse leads
both north and east.
~
0 1
D0
~
~
0 -1 3100
D1
~
~
0 -1 3128
S
#3126
Park Road~
You are on Park Road which continues north. The Concourse is south of here.
~
0 1
D0
~
~
0 -1 3122
D2
~
~
0 -1 3129
S
#3125
Emerald Avenue~
You are on Emerald Avenue which continues north.
The Concourse is south of here.
~
0 1
D0
~
~
0 -1 3121
D2
~
~
0 -1 3128
S
#3124
End of Elm Street~
You are at the end of Elm Street. An old elm tree grows here.
~
0 1
D3
~
~
0 -1 3123
E
elm tree~
The fresh young leaves of the elm tree wave gently in the wind.
~
S
#3123
Elm Street~
You are on Elm street. Park Road is to the west and Elm Street continues
in eastward direction.
~
0 1
D1
~
~
0 -1 3124
D3
~
~
0 -1 3122
S
#3122
Park Road~
You are on Park Road which leads south and north. Elm Street is east of
here.
~
0 1
D0
~
~
0 -1 3136
D1
~
~
0 -1 3123
D2
~
~
0 -1 3126
S
#3121
Emerald Avenue~
You are standing at a bend on Emerald Avenue. The road leads south and
east.
~
0 1
D1
~
~
0 -1 3134
D2
~
~
0 -1 3125
S
#3120
Road Crossing~
You are in the middle of the road cross. Roads lead in all directions.
A road sign is here.
~
0 1
D0
~
~
0 -1 3133
D1
~
~
0 -1 3136
D2
~
~
0 -1 3134
D3
~
~
0 -1 3135
E
sign~
The sign points in all directions:
North - Emerald Avenue.
East - Park Road.
South - Emerald Avenue.
West - Park Road.
~
S
#3119
Emerald Avenue~
You are standing at a bend on Emerald Avenue. The road leads north and west.
~
0 1
D0
~
~
0 -1 3117
D3
~
~
0 -1 3133
S
#3118
Park Road~
You are on Park Road which leads north and south.
~
0 1
D0
~
~
0 -1 3111
D2
~
~
0 -1 3135
S
#3117
Emerald Avenue~
You are at Emerald Avenue which continues north and south. To the west is
the park entrance and to the east is the not very big Town Hall of Midgaard.
~
0 1
D0
~
~
0 -1 3132
D1
~
~
0 -1 3137
D2
~
~
0 -1 3119
D3
~
~
0 -1 3116
S
#3116
Eastern Park Entrance~
You are standing at the eastern end of the park. A small path leads west
into the park. Going east through the entrance you will reach Emerald
Avenue.
--------------------------
The file goes on but you get the idea... |
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Lalaynya Wanderer
Joined: 23 Aug 2002 Posts: 96
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Posted: Sat Jun 07, 2003 11:35 pm |
You also need to provide a breakdown of what the different lines mean, and the flags, as well... otherwise nobody will really know what it it that you posted.
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zaccari Beginner
Joined: 16 Oct 2000 Posts: 11 Location: USA
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Posted: Mon Jun 23, 2003 2:33 am |
You have my attention! I'm interested in hearing your suggested techniques for importing MERC area files as I would like to use it for other purposes.
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