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Haldrik
Wanderer


Joined: 03 Sep 2007
Posts: 88

PostPosted: Tue Apr 28, 2009 2:20 pm   

[3.06] Dragonrealms + Automapper
 
Any chance someone has a config setup for the Dragonrealms automapper?

I managed to map about 10 rooms, but it seems to randomly not work.


The speedwalk does not walk through the map either.


I know its difficult to get this working because of the GSL tags. I had it working fairly well before... I just cannot seem to figure out the right config this time around.

Any help would be appreciated!

Thanks :)
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Tue Apr 28, 2009 9:47 pm   
 
Quote:

I know its difficult to get this working because of the GSL tags.


Actually, the GSL tags should be making it easier. Check your configuration settings and make sure the start line numbers are correct? CMud seems to depend on those a lot more, and for me the correct values are Name = 0, Description = 1, and Exits = 2 (paragraph values for all three remain at 0). If they are set differently, CMud doesn't recognize a thing.

Another thing you need to check is your prompt. It's very simple and CMud should be detecting it automatically, but if you're doing anything at all to change the standard "> " to something much more useful you will need to manually change the mapper prompt to match. The configuration wizard doesn't seem to be communicating with non-mapper Preferences, so it won't pick up on any GSL/Simutronics prompt changes you may be making (at least, this was my problem with earlier attempts to use the GSL prompt).

Lastly, the Room Description Changes option needs to be checked if you want to record and properly navigate through rooms that have day/night descriptions (they, umm, change...). With this option checked, you will need to be responsible for keeping track of where you are and what results you got as you move. The mapper essentially ignores any description validation, so if you still have a bogus direction in the mapper queue or the room info doesn't match the mapper will go ahead and move you to where it thinks you went. A small handful of rooms in DR are incorrectly formatted such that you can't walk through them in mapping mode, and at least one area is or formerly was not yet on the GSL format (which means the mapper won't see any rooms in that area).

Aside from cosmetic options like being in SLOW speedwalking mode or using Center Map while speedwalking, nothing else should need to be bothered with (and might actually be changing for no apparent reason). They don't come up in DR, so it really won't matter if you leave them checked/unchecked.
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Haldrik
Wanderer


Joined: 03 Sep 2007
Posts: 88

PostPosted: Wed Apr 29, 2009 3:10 am   
 
Awesome, I'll give it a shot when I get home.

What are your thoughts on being able to use ranger trail markers? How would you set them up? It makes me drool thinking about clicking on the map and using the best/fastest trail marker automatically as part of a slow walk.
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Haldrik
Wanderer


Joined: 03 Sep 2007
Posts: 88

PostPosted: Wed Apr 29, 2009 2:14 pm   
 
It seems to be working really well now. the 0/1/2 variables were off. it was 0/0/1

I posted the ranger trail marker Q in a different post too.

The only problem i seem to be having is in creation mode. Sometimes when a player leaves/enters a room it creates a room using that string, instead of the room name/room description.

And i had some weird key errors and invalid pointer stuff, but a quick reboot took care of it.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Wed Apr 29, 2009 8:44 pm   
 
Quote:

The only problem i seem to be having is in creation mode. Sometimes when a player leaves/enters a room it creates a room using that string, instead of the room name/room description.


This is the hidden fun of the automapper. It works great (for most games) to get you to the 99% point, but then it's up to you to handle that %1 that fools the mapper. Take a look at the #NOMAP and #NODIR commands, they are meant to handle false-positives like this (bear in mind that because room info is really just a small, microscopic part of the DR experience this is going to be a really tedious process).

Other issues you will run into will be having to handle the ferries, rooms that give you RT (the road to ker'leor, swimming rooms, the ice road in Forfedhdar, etc), and scripted exits like the aesry stairs.

Phase 2 of the mapper rewrite should make this a whole lot easier due to the rework of tagging and such, but for now expect to use a long list of triggers, variables, and other settings that #NOMAP and #NODIR things.
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Haldrik
Wanderer


Joined: 03 Sep 2007
Posts: 88

PostPosted: Thu Apr 30, 2009 10:37 am   
 
Quote:
This is the hidden fun of the automapper. It works great (for most games) to get you to the 99% point, but then it's up to you to handle that %1 that fools the mapper. Take a look at the #NOMAP and #NODIR commands, they are meant to handle false-positives like this (bear in mind that because room info is really just a small, microscopic part of the DR experience this is going to be a really tedious process).


Lovely. I'll definitely check those commands out. You should have seen me trying to configure the mapper outside the crossing gate. I was completely baffled... Then I moved somewhere a lot quieter.



Quote:
Other issues you will run into will be having to handle the ferries, rooms that give you RT (the road to ker'leor, swimming rooms, the ice road in Forfedhdar, etc), and scripted exits like the aesry stairs.


Ahhh. I had forgot about all that stuff. Before I was using my own speedwalking paths and split them up at RT rooms. i.e. the MUD on the NTR.

Quote:

Phase 2 of the mapper rewrite should make this a whole lot easier due to the rework of tagging and such, but for now expect to use a long list of triggers, variables, and other settings that #NOMAP and #NODIR things.


I am very excited for this. I LOVE the automapper. It's just the coolest damn thing to have a map and to be able to click anywhere and off ya go... I was SO stoked when I actually got the ranger paths to work... its just damn fantastic.



Thanks Matt!
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