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kyros
Novice


Joined: 26 Jan 2005
Posts: 33

PostPosted: Sat Jul 29, 2006 10:12 pm   

Automapper Configuration
 
Since arguing a losing battle, I have decided to help beta test til I can no longer beta test anymore. Anyway... the automapper doesn't recognize the type of mud I play, it would be cool if it could. The old zmud didn't either. This is an example output:

Quote:


A Hallway NW N NE
(-------------------------------------------------) W <-U-(M)-D-> E
SW S SE

You are walking along a narrow passage. These halls are not used as much as the main halls so they are not as big or as decorative. There are candle holders provided for light and the walls are bare stone.

[Mail][SAFE]<315hp 972sp 390st>




The other directions are supposed to be above the whole thing. It's a compass, When I posted it wouldn't do the spaces. anyway..

It is something smiliar to this nature. Now it would be nice if the autoconfigure of the automapper would recognize this.

Alot of people that play materia have a similar problem, seeing your client is the most used there.
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bortaS
Magician


Joined: 10 Oct 2000
Posts: 320
Location: Springville, UT

PostPosted: Sat Jul 29, 2006 10:50 pm   
 
Thanks for your input!

Zugg is not working on the mapper in this cycle of beta testing. See here for details:

http://forums.zuggsoft.com/phpbb/viewtopic.php?t=22660
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bortaS
~~ Crusty Klingon Programmer ~~
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Zugg
MASTER


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

PostPosted: Sat Jul 29, 2006 10:51 pm   
 
kyros, I appreciate your help with the beta testing.

But I need to make sure you are aware of some things. First, you should make sure and read the sticky posts here in the CMUD forum, especially the one called "Known Issues in CMUD". In this article you will find a list of things that I'm already aware of. One of the things it says in that article is that the mapper used in CMUD is currently exactly the same as the one in zMUD, so it shares all of the known issues.

Rewriting the mapper for CMUD is planned for after the first public release. I will be rewriting it to change the annoying MDAC/ADO stuff into the SQLite database code that I use in the rest of CMUD.

At the time of the rewrite I will also be improving the mapper.

So, while I appreciate the feedback, by the time I start working on the new mapper (which probably won't be until 2007), this post will probably be long forgotten.

It's better to send feedback like this using the Help/Send Feedback menu within CMUD itself, since that sends it to our bug tracking system where it won't get lost.

OK, those are the general comments (again, please read all the sticky topics). Now let me address the specific mapper issue that you raised:

There isn't any way for zMUD or CMUD to "detect" what type of MUD you are playing. There are many different types of MUDs, and many custom subtypes where someone has taken a known code base and then modified it. In the MUD List that comes with zMUD/CMUD there is a field for the MUD type, but this isn't standardized...it comes from whatever the MUD admin entered into the MUD Connector database. You'll see all sorts of wierd MUD types in that list.

So, given that it's impossible to determine what kind of MUD you are playing, and the "type" of the MUD isn't even well-defined, what zMUD/CMUD does is provide all of the hooks and options you need to customize it yourself. There is just no way for zMUD/CMUD to accurately try to guess what you want.

In order to deal with the compass output on Materia, you simply need to make triggers that look like this:
Code:
#trigger {%s%s%s%s} {#NOMAP}
#trigger {----} {#NOMAP}

This tells the mapper to ignore any lines from the MUD with more than 4 spaces together, or 4 - characters together, which indicates a compass line. And actually, to pick up the room name in the first compass line, a better trigger would be:
Code:
#trigger {^(*)%s%s%s%s} {#TAG name %1}

The gurus over in the main zMUD Discussion Forum can probably do a better job than this. In fact, I know there are already older threads you can search for in the forums that talk about how to map on Materia, and there are several zMUD users who can probably help with this.

So even though it's impossible to zMUD to autodetect this, you can always define triggers to fix it. And that's the approach that both zMUD and CMUD take...they do whatever they can to make the defaults work with as many MUDs as possible, but for a complex task like Automapping, you should always expect to have to tweak it for your specific MUD.
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