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Aarlot
Adept


Joined: 30 Dec 2003
Posts: 226

PostPosted: Sat Jan 10, 2004 4:40 am   

Mapper not working....
 
My mapper (the built in one, not zmapper) is having a really strange problem. I have a map that someone gave me to download, and the mapper works fine when it's in follow mode. But some new areas have been added to our mud recently, and I want to map them.

Strangely, the mapper will not add any new rooms while i'm walking around on the mud. I did the auto-configure thing, put the mapper in map editing mode, and tried both with keyboard creation on and off. Still didn't work.

The mapper captures the room name, description, and exits fine, but only on rooms that I put in manually. It will not create any new rooms. When I go into a new room from one that is already there, it will just act as if i hadn't moved.

Is there some setting or something that i'm not aware of? Please help.
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Aarlot
Adept


Joined: 30 Dec 2003
Posts: 226

PostPosted: Sat Jan 10, 2004 11:35 pm   
 
Nobody can help? :(
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sun Jan 11, 2004 4:09 am   
 
you haven't given us anything to work with.
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Aarlot
Adept


Joined: 30 Dec 2003
Posts: 226

PostPosted: Sun Jan 11, 2004 6:33 am   
 
Well, I've told you everything that's happening... I have no idea what the problem is. What else do you need to know?
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sun Jan 11, 2004 10:01 pm   
 
We need something mud-specific, whether it be the typical room output or the name/address to the mud so we can see for ourselves (not likely to be your best bet, so stick with the room output). In addition, if you have created any triggers that involve #TAG or #NOMAP, we probably should see those as well. Finally, just in case we can't get the above to work, you should provide your mapper configuration.

These three items will allow just about anyone to offer suggestions that have a good chance of working.
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Kronas
Wanderer


Joined: 28 Dec 2003
Posts: 62
Location: Australia

PostPosted: Mon Jan 12, 2004 5:46 am   
 
The map you have.... will have a different configured setting since you downloaded from a friend..you have to match that setting for you to now enter new rooms.Peace
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Aarlot
Adept


Joined: 30 Dec 2003
Posts: 226

PostPosted: Mon Jan 12, 2004 6:24 am   
 
Ok, here's an example of mud output:

Caemlyn Central Square
You are in a large stone square, right in the middle of Caemlyn's outer
city. You see a wide boulevard to the north, and the path to the inner
city. There are a number of shops around you. The density of the population
is really quite incredible. It's almost impossible to relax as you are
being constantly bumped and jostled. From here you can really get a good
view of the outer city, and this just makes you appreciate the older inner
city all the more.
A large banner hangs nearby, depicting a map of Caemlyn's outer city.
[ obvious exits: N E S W ]
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
You notice a shortsword is hidden here.
You notice a lantern is hidden here.
A shifty looking fellow patrols the streets picking up discarded belongings.
A shifty looking fellow patrols the streets picking up discarded belongings.
A shifty looking fellow patrols the streets picking up discarded belongings.
A Knight of Andor strides by, hand close to his weapon.
Urban of Shienar is resting here.


I don't have any triggers using #TAG or #NOMAP.

I'm not sure exactly what you need for configuration, so i will go through everything i have :P

On room name section: Room Name - checked
Name Paragraph - 0
Name Start Line - 0
Match Room Name at End of Line - checked
Nothing else checked on this page

Room Description: Room Description - checked
Description Paragraph - 0
Description Start Line - 1
Multiline Description - Checked

Room Exits: Room exits - checked
Exits Paragraph - 0
Exits Start Line - 5
Use short exit names - checked
Exit line contains key - checked
Exit line keyword - exits:
Nothing else checked

Mud Prompt: Auto Prompt detect - checked
Allow string> prompts - checked
Prompt char - *
Nothing else checked


That's everything i can think of, hope you can help.
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Kronas
Wanderer


Joined: 28 Dec 2003
Posts: 62
Location: Australia

PostPosted: Mon Jan 12, 2004 7:32 am   
 
ok this is my set up that should work on yours being a Zmud 6.62
on the map window open config...Go to config settings..
open room name
check the box room name
have 1 name at start of line
check match room name at start of line
open room description
check room description
1 description start line
check multiline description
open room exits

check room exits
check multiline exits
open mud prompt
check auto prompt detect
check complex prompt
open interface
under auto connect
dot all directions

check only auto connect stub exits
close window....re-open config..choose save config...as new master eg me...save close it.
now you must remember to be in map mode when editing..and when the room is edited after you have moved into it and there is no response..eg no exits..dont move just click on the actions up top and select reload room info. Cause as you walk in a room a bird or butterfly, animal etc will give that room of that culprit whilst your editing ..therefore just reload room after executed.and dont forget to exit the edit mode if you have finished and want to walk around. If so you will double your rooms and be in a predicament. No dramas though just the the rooms you have doubled and renew the exits from the original rooms.
see how ya go
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Cassandra
Newbie


Joined: 12 Jan 2004
Posts: 6
Location: USA

PostPosted: Mon Jan 12, 2004 9:41 am   
 
I have this same problem. I've configured everything the way that the last poster suggested, and it still doesn't work. However, my problem with it is a little different...I can map fine for a while, but then sometimes if I try to walk over a room I've already mapped (be it either in follow mode or in map mode) the little blue dot refuses to move into the room. If I try to remap it, it doesn't work. I end up having to delete it, and add it by hand, which wouldn't be a big deal, but it seems that after I start having to do it to one room, all the rooms around it start having the same problem and I end up remapping about 10-15 rooms at a time by hand. Any more suggestions?
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Cassandra
Newbie


Joined: 12 Jan 2004
Posts: 6
Location: USA

PostPosted: Mon Jan 12, 2004 9:42 am   
 
I have this same problem. I've configured everything the way that the last poster suggested, and it still doesn't work. However, my problem with it is a little different...I can map fine for a while, but then sometimes if I try to walk over a room I've already mapped (be it either in follow mode or in map mode) the little blue dot refuses to move into the room. If I try to remap it, it doesn't work. I end up having to delete it, and add it by hand, which wouldn't be a big deal, but it seems that after I start having to do it to one room, all the rooms around it start having the same problem and I end up remapping about 10-15 rooms at a time by hand. Any more suggestions?
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Cassandra
Newbie


Joined: 12 Jan 2004
Posts: 6
Location: USA

PostPosted: Mon Jan 12, 2004 9:43 am   
 
Heh, wonderful, now lets add on my posts not working right. *flails her arms into the air* Sorry for the double post.
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Kronas
Wanderer


Joined: 28 Dec 2003
Posts: 62
Location: Australia

PostPosted: Tue Jan 13, 2004 5:10 am   
 
Ummmm....What do you mean trying to walk over a room you already mapped?
Double check that it is the same room you are in before you reload room.
and if it doesnt move then your in a wrong room.check similarities to your actuall position of the now room
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