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Reuptake
Newbie


Joined: 03 Dec 2008
Posts: 1

PostPosted: Wed Dec 03, 2008 9:00 pm   

Cmud newbie with mapper problem
 
Hey all, I'm new to Cmud and mudding in general, so forgive me if this question has been asked a lot or is common knowledge. I did some forum searches and couldn't find anything specific to my issues.

I'm having a difficult time with the mapper. I can map out areas, but half the time when I move between different rooms the map fails to update my position, regardless of whether I'm in map mode or walk mode. It's pretty frustrating as I can end up mapping a large area, and yet it's all basically useless because the mapper doesn't know where I am or update my position from room to room. Merging rooms doesn't seem to help either.

I configured the mapper initially, but when I went back to try and reconfigure it, the Cmud locks up about halfway through the process when I try and get past the "configure options" screen. I've tried it a few times and have had to ctl-alt-del out of the program every time.

As to the former issue, the Mud I play on is Imperian. Not sure if that makes a difference.

Any thoughts?


Much thanks,


-Re
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Fri Dec 05, 2008 2:00 am   
 
Imperian = IRE mud, right? That means you'll have to use a heavily-scripted #TAG system. You can probably find this somewhere on the forums, as IRE mud mapping questions are pretty frequent. One of the Gurus plays one of their games, as I recall.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Fri Dec 05, 2008 2:54 am   
 
You don't actually need to use #tag any more with the addition of ATCP. Make sure you follow the instructions here for configuring the mapper.

The chief culprit of this is having the Room Description box checked when you configure the mapper and then having weather turned on. With the description box checked, CMUD checks the description against the one in the mapper, and with weather on, those two don't always match. You might be able to configure the weather messages not to appear, but that'll mean you'll have to reload descriptions for every room on your map, so that CMUD isn't looking for any weather message any more. Much easier would be to reconfigure with Room Descriptions turned off.
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Mondor
Novice


Joined: 26 Nov 2008
Posts: 33

PostPosted: Fri Dec 12, 2008 4:16 am   
 
I am having problems, just with Imperium, setting up the Mapper configuration. I capture the room name OK, but every room is created with ALL exits.

When I do a LOOK to update a room, I see this in the Debugging Log:
0.0803 | a Imperian #Telnet 200: Room.Brief The empty southern square
0.0016 | a Imperian #Telnet 200: Room.Exits n,ne,e,se,s,sw,w,nw,u,d,i,o
0.0013 | a Imperian #Telnet 200: Char.Vitals<LF>H:500/500 M:500/500 E:1400/1400

When I create a new room, I see this in the Debugging Log:
a Imperian #Telnet 200: Room.Brief Aryana's Spring
a Imperian #Telnet 200: Room.Exits n,ne,e,se,s,sw,w,nw,u,d,i,o
a Imperian #Telnet 200: Room.Brief Aryana's Spring
a Imperian #Telnet 200: Room.Exits n,e,s,w,d,i
a Imperian #Telnet 200: Char.Vitals<LF>H:500/500 M:500/500 E:1398/1400 W:1400/1400 NL:5/100
The second 'Room.Exits' is correct.

Again, I have no problems with Achaea, Lusternia, or Aetolia

Thanks
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Fri Dec 12, 2008 4:37 am   
 
Well, it's clear why it's screwing up - the server's sending an extra line with all the exits. Check to see if the other games do it (I doubt they do) and bug the fact. You could write some sort of script to get around it, I suppose.
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