Creating large grid zones

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5 years 8 months ago - 5 years 8 months ago #5603 by evorg
Creating large grid zones was created by evorg
Forgive my ignorance, but is there an easy way to create a rectangle-shaped forest zone? I feel like there's a smarter way to approach this other than buildwalking a line of rooms and connecting it room by room to another line of rooms.
Last edit: 5 years 8 months ago by evorg.

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5 years 8 months ago #5604 by WhiskyTest
Replied by WhiskyTest on topic Creating large grid zones
I'd like to know this as well, previously I'd buildwalk each line of rooms and then dig to each adjacent room. Might see if there is a way to code something up.

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5 years 8 months ago - 5 years 8 months ago #5605 by Rumble
Replied by Rumble on topic Creating large grid zones
Unfortunately buildwalk isn't that smart and doesn't assume your exits are of uniform length. So N E S W does not bring you back to the same room. To create a rectangular zone you'll have to create it in one walk through like a snake. E E E E E E N W W W W W W N E E E E E etc. Then use dig to make the rest of the connections.

The helpfile:
BUILDWALKING BUILD-WALKING DIGWALK WALKDIG

Builders working on their trial vnum do not need to learn this command, yet.

Usage: buildwalk

BuildWalk is an OLC utility that will allow a builder to enable a
"buildwalking" mode. In this mode, walking in a direction that doesn't exist
will find the next free room in the zone, create the room, and make a two-way
exit between the room the builder was standing in, and the new room. This way
a builder can create a framework of their zone by walking around.
Buildwalking can be a little misleading. A builder can not walk n, e, s, w,
and end up in the same room they started. Buildwalk is not spatially aware of
other rooms. It will always create a new room if you walk in a direction
without a current exit. It is often necessary to backtrack to prevent
overlapping rooms.

NOTE: Buildwalk does not autosave on exit. You must type SAVEALL. This way if
you mess up and want the rooms deleted we can just reboot and wipe them.
Be careful using buildwalk. If you mess up you will have a lot of rooms
to delete.

See also: TOGGLE, SAVEALL, REDIT, OLC, RLIST, DIG

Rumble
The Builder Academy
tbamud.com 9091
This email address is being protected from spambots. You need JavaScript enabled to view it.
Last edit: 5 years 8 months ago by Rumble.

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5 years 8 months ago - 5 years 8 months ago #5606 by Krell
Replied by Krell on topic Creating large grid zones
This is probably not recommended, but if you know what you're doing in terms of layout, bitvectors and the like, you could manually edit your world files for that zone in a text editor. If you're not willing to learn the proper format to manually edit these files or risk crashing your mud because of any mistakes you may have made then stick to buildwalk as the OLC tools are pretty reliable.

If you do manually edit your world files and your mud crashes, don't blame me. I did warn you. :P

:-)
Last edit: 5 years 8 months ago by Krell.

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5 years 8 months ago - 5 years 8 months ago #5607 by evorg
Replied by evorg on topic Creating large grid zones

This is probably not recommended, but if you know what you're doing in terms of layout, bitvectors and the like, you could manually edit your world files for that zone in a text editor. If you're not willing to learn the proper format to manually edit these files or risk crashing your mud because of any mistakes you may have made then stick to buildwalk as the OLC tools are pretty reliable.

If you do manually edit your world files and your mud crashes, don't blame me. I did warn you. :P

:-)


Thanks! By the time I read your post I just learned that modifying the world files makes it a bit easier. Replacing numbers with a new set seems to be working great, just have to create the original template that can then be reused for all "large" zones.
Last edit: 5 years 8 months ago by evorg.

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5 years 8 months ago #5608 by WhiskyTest
Replied by WhiskyTest on topic Creating large grid zones
if you could upload that template... that would be super awesome ;)

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5 years 7 months ago #5610 by Parnassus
Replied by Parnassus on topic Creating large grid zones
This is probably an example of me doing everything the weirdest way imaginable. To start with, I work out most things in a text file such as WordPad. Next, I don't use buildwalk because whenever I do, I make too many problems. I use a client with a text window so I can work in bulk. I do a lot of the building using variables so I can easily make changes if I need to switch the zone to another mud. For example, I might build it on TBA, my home computer and possibly another mud that has requested it. I can even make changes to port the info to or from Smaug format.

This gives me an output something like this:
goto areanumber04
redit
1
Shiloh Road
2
/c
The road stretches on to the east and the west, leaving rotting
buildings to testify that all things die in time, even towns.
More evidence of the passage of time lies to the north, in the
form of a cemetery.
/fi
/s
4
3
q
y
dig east areanumber05

Then I take my file and globally replace areanumber for the real area number.

I then take sections of the file (from one to five room sections, depending on complexity), feed it into my client and just send it off. If anyone out there has listened to me work on TBA, it sometimes sounds like fairly regular messages saying that I've done something or other since I can copy and paste while the client is working.

Sometimes the exits are difficult to do this way so I leave them out and do them later. Using the previously made maps, it's not so hard to work out what exits I need. If I'm doing a simple zone with 4 exits, I might do the exits using a client alias such as

goto areanumber%1
redit
dig north areanumber%2
dig east areanumber%3
dig south areanumber%4
dig west areanumber%5

with areanumber being the actual number and exits/ being the alias name. Then I input
exits/ 87 77 88 97 86
and again, off it goes.

This is probably way too weird to work with most people. Also, there may be some errors in this because I build for a few different mud types so I usually have to set a few off just to make sure it's in the right format before I add them all in.

Now here's a really long and boring example of a basic dull city street with nothing of interest on it:
goto areanumber13
redit
1
The Intersection of South Main Road and Diamond Street
2
/c
Here the residential Emerald Street meets the commercial South Main Road.  
To the east and west are rows of broken down houses while to the south is a street areanumberof closed shops.
/fi
/s
4
2
5
1
areanumber03
2
The outskirts of town lie to the north.
/fi
/s
0
6
1
areanumber14
2
A residential street lies this way.
/fi
/s
0
7
1
areanumber23
2
The commercial part of town lies to the south.
/fi
/s
0
8
1
areanumber12
2
A residential street lies this way.
/fi
/s
0
q
y

But sure, buildwalk east from 01 to 20, south to 21, west to 40 and so on, then go back later and dig the others. If you're looking for an easier way, mine probably isn't it :)

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