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dead
Joined: 21 Jun 2009 Posts: 100 Location: The Missouri Ozarks
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Posted: Fri Mar 24, 2023 12:41 am Post subject: AR Mudlet gmcp based mapper |
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What works:
Creates rooms and connects them
Creates areas for said rooms
Connects areas properly
Speedwalking shortest path between connected room.
Colors some room types, missing others.
Recall, assuming you have mapped your temple prior to recall.
Doors!
What doesn't:
Manual special exits - like jump balcony, etc.
Limbo
Proper speedwalking aliases.
This is a work in progress. I plan to add the remaining room terrains, and work on door/special exit functionality. The mapper does pretty well in most cases, but can get confused. I don't have a solution for this other then just delete the BS and remap from a known room.
To install: Install the package
To use: Click the map icon at top to display map if not already. Then type 'start_mapping' to begin creating the map.
To stop: 'stop_mapping' to stop creating new rooms. Will still follow movement in already mapped locations.
Speedwalk: So far just double click a room on the map.
Suggestions/advice welcome.
https://drive.google.com/file/d/151ggfybUBVVjVafdznpiqRVGLQUnvaZV/view?usp=sharing
Last edited by dead on Sat Mar 25, 2023 9:40 am; edited 1 time in total |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10368 Location: 0x0000
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Posted: Fri Mar 24, 2023 7:26 pm Post subject: |
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Correct me if I am wrong, but since your script supercedes it, I think you would be better off to disable (ideally, delete entirely) the packaged generic_mapper script and the exit triggers for generic_mapper.
Otherwise, as soon as you typo the "start mapping" you will have the generic mapper trampling crap all over your gmcp map.
great work. Also it seems obviously better as a standalone package so I guess I won't chase putting that into our main package download |
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dead
Joined: 21 Jun 2009 Posts: 100 Location: The Missouri Ozarks
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Posted: Fri Mar 24, 2023 7:33 pm Post subject: |
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I purposefully used `start_mapping` to avoid conflicts with "generic mapper". There is still to many problems to consider it being working good enough to include in anything but a test. BUT, once it is stable and working well, I think it could slot right in with any GUI. I can easily disable "generic mapper" on instal, but for the moment I am going to disable the triggers/aliases of generic mapper when `start_mapping`. |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10368 Location: 0x0000
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Posted: Fri Mar 24, 2023 7:59 pm Post subject: |
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its kinda amusing that you can double click rooms to walk to them... super lazy. It seems like it'd be better for noobs if it displayed the letters like the minimap, if it can do that. That's all I can think of. Looks pretty decent.
Just let me know if there anything else I can help out with on the server side. |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10368 Location: 0x0000
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dead
Joined: 21 Jun 2009 Posts: 100 Location: The Missouri Ozarks
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Posted: Sat Mar 25, 2023 9:39 am Post subject: |
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Doors now work. Just unlock/open and it will be added in to map DB for any speedwalking etc. There could be cases of doors I didn't catch, but so far so good. Download is updated. |
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Zooka
Joined: 23 Nov 2020 Posts: 38 Location: Independent
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Posted: Thu Apr 20, 2023 4:42 am Post subject: |
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Thanks Dead, based on this I now have a fully functioning MSDP mapper script.
I liked your idea of auto adding doors and locks. I extended this idea to compare MSDP info and Mapper info on each move to highlight any inconsistency between the two so I can fix. |
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