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Re: Dump of mudlet related things for y'all

Posted: Tue May 12, 2020 9:46 pm
by Elyse
Tried to play today, after a long absence, and had a couple of problems.

1. Mudlet said it had an update to version 4.8.0 (from my current 4.1.2), and it downloads and extracts fine, but when I click the install button, it then says that an error occurred when extracting the update and to try again later. This a common issue? Anything I should do, or is it something where trying again later really will change things?

EDIT: In case it's relevant, I'm on a MacBook Pro running OS 10.14.6.

2. I tried to update my map to the newest file from Adael's github, and mudlet crashes when I select it. Is this related to my now-outdated version of mudlet?

Any help on either of these issues would be appreciated.

Re: Dump of mudlet related things for y'all

Posted: Tue May 12, 2020 11:34 pm
by Adael
I don't use a Mac unfortunately. My only suggestion would be to uninstall mudlet, and do a clean install of it again.

Re: Dump of mudlet related things for y'all

Posted: Wed May 13, 2020 10:53 am
by Elyse
Yup. A fresh install (rather than update) looks to have done the trick. Bonk self for not trying that first. But thanks as always, Adael!

Re: Dump of mudlet related things for y'all

Posted: Thu Oct 08, 2020 9:30 am
by Anushe
Mudlet newbie here (but not new to wotmud)....

How do I add a room that does not currently exist on Adael's map? (Already did map update today.) Using the visual editor, I can add the room and connect it to the adjacent rooms with the appropriate exits. But when standing in the new room, I cannot connect my current location to the square I created on the visual map. And I see this: (wotmudmapper): (error): No matches found.

The Chachin Stables
Rows of horse stalls accommodate the city's inhabitants' steeds. There are
bales of fresh hay piled in a corner, and shelves piled high with horse
tackle such as new saddles, horseshoes, ropes, and bridles. Also hanging
next to various stalls are harnesses for use in drawing carriages.
[ obvious exits: W ]
(wotmudmapper): (error): No matches found.
West: A man is here.
A man walks among the horses here feeding them and rubbing them down.
A tall dust-colored gelding prances in a circle here.
A tall dust-colored gelding prances in a circle here.
A tall dust-colored gelding prances in a circle here.
A tall dust-colored gelding prances in a circle here.


Also, after doing "map update", I also get "(wotmudmapper): (error): No matches found" after typing "look" in some rooms. How do I fix this?

Square of Chachin
Small elaborate residences and buildings surround what is apparently
the town's square. The distant clatter of a wagon or a man's voice can
often be heard originating from somewhere beyond. Thin tendrils of smoke
top many of the houses. A thriving town, the only civilization for miles.
[ obvious exits: N E S ]
(wotmudmapper): (error): No matches found.
A man is here.

Re: Dump of mudlet related things for y'all

Posted: Thu Oct 08, 2020 7:59 pm
by Adael
Typing "mapping" till turn mapping mode on/off. All you have to do then is walk into rooms for the mapper to create them, assuming you come from a room whose location is already known. Granted, that's the one sentence explanation. There's a few other settings you can then fiddle with to affect the rooms you're creating, but that's a start.

Adding things via the visual editor doesn't work as well, because then you have to manually add the exits (as you seem to have figured out), along with the room name and description (which require both some extra Mudlet commands, as well as knowing how my map files and the map scripts store/use the room descriptions).

For your second question, assuming you walk into a room that exists on your map, but the mapper is showing that error, that usually occurs when a room name or description has been updated/changed. If you walk into the broken room, look at it so the scripts can capture the name/description, and then "update roomname xxx" or "updateroomdesc xxx" (where xxx is the numerical room ID visible in the map window when you click on the room) to fix it.

For what it's worth, I fixed the room you showed and added the new stables in Chachin, and posted an updated map on github. Also happened to fix all the new gate names in TV, along with removing the room Itesh deleted along Northharbor Boulevard. "map update" should have you all set :)

Re: Dump of mudlet related things for y'all

Posted: Thu Oct 08, 2020 9:23 pm
by Anushe
Thank you Adael for all of the above! You're the best :)

Re: Dump of mudlet related things for y'all

Posted: Tue Oct 13, 2020 1:19 pm
by stela
how do i add multiple commands to an alias? i.e. diagnose h.dark, bash h.dark ?

Re: Dump of mudlet related things for y'all

Posted: Tue Oct 13, 2020 6:55 pm
by Adael
Put one of the following in the large white space for code underneath.

This will definitely work:

send(“diagnose h.dark”)
send(“bash h.dark)

This might work:

sendAll(“diagnose h.dark”, “bash h.dark”)

Though I may have the syntax wrong on it.

Re: Dump of mudlet related things for y'all

Posted: Sat Oct 31, 2020 4:04 pm
by Malov
Hey adael, is there a mudlet counter for bash/charge/back?

Re: Dump of mudlet related things for y'all

Posted: Fri Dec 04, 2020 4:54 pm
by Mhaliah
Adael the mapper is giving me a lot of spam as it captures things. I think it might be a setting in my mudlet i need to change. Here is an example

(wotmudmapper): (debug): Added command (l) to queue.
An Outer Road
(wotmudmapper): (debug): Room name (An Outer Road) captured.
This is the perimeter road which circles the entire outer city of Caemlyn.
The road leads both north and south. There are some houses to the west and
the perimeter wall towers overhead to the east. A tall stone guard tower
looms to the south, casting deep shadows like a sundial. An ornately worked
door sits in the freshly painted facade of a building to the west.
[ obvious exits: N S W ]
(wotmudmapper): (debug): Room exits ( n s w ) captured.
(wotmudmapper): (debug): Removed command (l) from queue.

Zone: Outer Caemlyn
Door west: ornatedoor
The corpse of a rat is lying here.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
An immaculately clad doorman awaits clientele here.

* HP:Healthy MV:Fresh >
n
(wotmudmapper): (debug): Added command (n) to queue.
An Outer Road
(wotmudmapper): (debug): Room name (An Outer Road) captured.
[ obvious exits: N S W ]
(wotmudmapper): (debug): Room exits ( n s w ) captured.