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Question Map issues

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02 May 2016 18:15 #5821 by rudeboyrave
Map issues was created by rudeboyrave
Is this a common issue with the tbamud map. i did a map 100 and i see myself in 3 spots and rooms are making connections on the map that do not exist. i am using the exact copy of asciimap.c from latest svn.
Code:
-tbaMUD Map System- .-.__--.,--.__.-. | + Up | | - Down | | [!] You | | [.] Inside | | [C] City | [C] - [C] | [,] Field | | | | + | [Y] Forest | - [C] - [C] - [C] [C] | [m] Hills | | | | | - | [M] Mountain | [C] [C] - | [~] Swim | | | | | + | [=] Boat | - - [C] - [C] - [!] [C] - [C] | [U] Flying | | | | | | [^] Underwater | - [C] [C] - [C] - [!] [C] [C] | | | | | | | | [Y] - [C] - [C] - [C] - [C] - [C] - [C] - - [C] | | | | | / | | | - | | | [?] [C] [C] [C] - [C] - [!] [C] | | | | | | | | | [Y] - [C] - [C] - [C] [C] - [C] - [C] | | | | \ | / | | | `.-.__--.,-.__.-.-'

CyberASSAULT
www.cyberassault.org
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A post-apocalyptic, sci-fi MUD.

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02 May 2016 19:11 #5822 by JTP
Replied by JTP on topic Map issues
If you see yourself in 2-3 Places on the map, it means that the zone is poorly made. Its not a map problem.

If the creator dont focus when linking the rooms together it happends.

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02 May 2016 23:20 #5824 by rudeboyrave
Replied by rudeboyrave on topic Map issues
amen, thats what ive been telling them!

CyberASSAULT
www.cyberassault.org
cyberassault.org 11111
A post-apocalyptic, sci-fi MUD.

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16 May 2016 06:17 #5888 by WhiskyTest
Replied by WhiskyTest on topic Map issues
I know first hand that tracking down erroneous exits can drive you crazy and waste so much time!
So I dropped this little bit of code into zcheck.

It adds two simple checks:
does this exit have a way back?
if it does, is it back to the same room?


in act.wizard.c, find the zcheck() function and change the very bottom to:
Code:
} /*is room in this zone?*/ } /*checking rooms*/ send_to_char(ch, "\r\nChecking exit consistency and logic..\r\n"); for (i=0; i<top_of_world;i++) { if (world[i].zone==zrnum) { m++; for (j = 0, k = 0; j < DIR_COUNT; j++) { if (!world[i].dir_option[j]) k++; else { if (world[i].dir_option[j]->to_room != NOWHERE) { if (!world[world[i].dir_option[j]->to_room].dir_option[rev_dir[j]]) send_to_char(ch, "-[Room %d]- Exit %s has no reverse direction.\r\n",world[i].number, dirs[j]); else if ( world[world[world[i].dir_option[j]->to_room].dir_option[rev_dir[j]]->to_room].number != world[i].number ) send_to_char(ch, "-[Room %d]- Exit %s does not return to this room.\r\n",world[i].number, dirs[j]); } } } if (k == DIR_COUNT) l++; } } if (l * 3 > m) send_to_char(ch, "More than 1/3 of the rooms are not linked.\r\n"); }

I hope this will help you and your builders sanity remain intact ;)

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16 May 2016 23:03 #5896 by rudeboyrave
Replied by rudeboyrave on topic Map issues
i added this thank you. it is very helpful for finding bad exits but my real mapping issue is that the rooms are placed logically. we have overlaps when it comes to squaring out the area and i think it just prints badly when it goes to output the map because theres rooms literaly on top of each other....

CyberASSAULT
www.cyberassault.org
cyberassault.org 11111
A post-apocalyptic, sci-fi MUD.

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16 May 2016 23:11 - 16 May 2016 23:12 #5898 by JTP
Replied by JTP on topic Map issues
Consider yourself in room 1, make an exit east to room 2, from there make an exit north to room 3, from there make an exit west to room 4, from there make exit south to room 5. Where would map show you to be, if some of the other rooms also went elsewhere.
Last edit: 16 May 2016 23:12 by JTP.

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