Mudlet 3.1.0 Released

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Jomin
Posts: 160
Joined: Thu Feb 19, 2015 3:54 pm
Location: White Tower Libraries or Deepest Wiltshire, UK

Mudlet 3.1.0 Released

Post by Jomin » Fri Mar 24, 2017 11:05 pm

The Accepted carefully wiped the tip of her quill pen dry and laid it down to the side of the pile of manuscripts now neatly stacked on the desk in her study/bedroom; she sat up a little straighter and attempted to ease the kinks out of her, by now weary, limbs.

"Well that should be at least, usable, now!" she said to herself, "Cousin Jath will find it useful if I can persuade him that his previous way of doing things with just text and simple lettered pictures that he calls 'maps' can be made much better with this system. Its maps can be much more detailed and if you hold it just right you can just about imagine that it actually includes a sensation of things being above or below the level of other things. It is a pity that I could not spend the time to get it to go better but the way it was done is very old and I can't see how to get it to work as well as the flat pictures that only show one level at a time - and both of them will need to be redone better and faster in the future."

Reaching across for a fresh sheet of paper she picks up the quill to write just one more page, 'Vadim' she starts, 'we still have so much more to do with this.' She pauses to think: "I'm never going to meet this Gentleman, or the others in our society, but I am glad I got to work with them on this project where we collaborate openly and each bring our strengths for something that anyone can have just by asking and that they can pass on to others only with the restriction that they too pass on all the details of how it is made so both they and anyone else who gets it from them too, can inspect and improve it." 'We do need to try and merge the "Release 3.0.0" version that we are publishing now with the version that has already gained some improvements and future ideas. Some of those last minute fixes we found necessary for Release 3.0.0 will have to be included in the "Development" one but I am excited by the thought that finally we will start working on something that will work for those not using the same language as we do.'

After pausing to rest a little she lets her gaze wander around the plain white room which has become very familiar over the last few years but also quite lonely, she tries to think back to the last visitor she had actually spoken to face to face rather than by writing or to the last Accepted that had come to this study. Sadly she realises that even their names have faded. "It is not good, I have lost track of what is going on within even The White Tower, Light knows how the battle with the Dark One is going at present. I am going to have to get back out there and find out what is going on; besides, I have not heard anything from anyone about my request for more up to date Mudlet Maps that can be used with this."

Then a flash of thought of different languages provoked a recollection of hearing about the strange large grey creatures that the drawling, barely comprehensible invaders in the South-West were reputed to use - and of details of their breeding cycle; with a wicked smirk she quickly pens a post-script on her missive to her collaborator:
'P.S.
Q: Why is getting a Mudlet release out like mating S'redit?

A: Because it is done at a high level;
Because it is accompanied by a lot of yelling and shouting
Because it takes several years to produce results....!'

[O.O.C.] It is official, Mudlet 3.0.0 is out, follow our work at GitHub.

Jomin al'Bara
Tower Accepted
{a.k.a. Slysven, Mudlet Maker}

Edit: some further modifications/improvements/bugfixes in 3.0.1 and now in the 3.1.0 version recently released (2017/05/04)... :D
Last edited by Jomin on Wed May 10, 2017 11:27 pm, edited 1 time in total.

Treach
Posts: 226
Joined: Mon Feb 27, 2017 10:23 am

Re: Mudlet 3.0.0 Released (at long last)

Post by Treach » Sat Mar 25, 2017 3:56 am

Congrats on finishing and releasing.

I noticed on the mudlet forums they have a thread for GUI screenshots.

Wanna show us a screenshot of how you have setup mudlet for when you play wotmud?

Jomin
Posts: 160
Joined: Thu Feb 19, 2015 3:54 pm
Location: White Tower Libraries or Deepest Wiltshire, UK

Re: Mudlet 3.0.0 Released (at long last)

Post by Jomin » Sat Mar 25, 2017 9:26 am

Play WoTMUD... Light, I haven't done that for far too long - if I ventured out of my Study I suspect I might get sent to The Farm! :o

To Be Honest: I badly need to spend some time refreshing my skill-set; there are some weaves that I really need to practice and there is a whole slew of things that I need to write scripts for.

[O.O.C.] I also need to do yet more Mudlet coding as it is very difficult to collaboratively work on a shared map and that annoys me! ;) There needs to be a way to have more than one map active at a time so that rooms and areas can be copied from one to another. At least in the current release it is possible to import a basic map from an XML format file - extending the system that previously only worked for a set of on-line Maps for MUDs from a specific provider - but if I can extend the XML stuff to convey ALL the data then it should be possible to allow the piecemeal import/export of such data which would make collaborating on a shared map more possible... :ugeek:

In case anyone hasn't guessed I am an "explorer" type MUDder - one of my NWIH wishes for WoTMUD is a way for mere mortals to know the vnum of the room they are in - like how in the Books a Sister learns how to travel/skim to a particular location by visiting it and spending some time on the spot.

tl;dr; I do not yet have a GUI that anyone would wish to use. :)

Nidwin
Posts: 11
Joined: Fri Mar 24, 2017 7:31 am
Location: Luxembourg

Re: Mudlet 3.0.0 Released (at long last)

Post by Nidwin » Tue Mar 28, 2017 5:44 am

Ok, time to move from telnet/putty to a mudclient and this one seems nice to fiddle with.

I'm still wondering, after all those Years, how mappers and mapping actually work/function in mud clients. :oops:

Reyne
Posts: 1425
Joined: Wed Mar 08, 2017 2:46 am

Re: Mudlet 3.0.0 Released (at long last)

Post by Reyne » Thu Mar 30, 2017 3:26 pm

Will check this out today, thanks!

Jankomatic

Re: Mudlet 3.0.0 Released (at long last)

Post by Jankomatic » Fri Apr 07, 2017 8:21 pm

Is there a mapper script for mudlet for WOTMud? I can't seem to find one if there is.

Ara
Posts: 15
Joined: Sun Nov 27, 2016 9:17 pm

Re: Mudlet 3.0.0 Released (at long last)

Post by Ara » Fri Apr 07, 2017 9:14 pm


Rok
Posts: 7
Joined: Fri Apr 07, 2017 5:35 pm

Re: Mudlet 3.0.0 Released (at long last)

Post by Rok » Fri Apr 07, 2017 11:23 pm

I was digging around yesterday and found this https://sourceforge.net/projects/wotmudmapper/files/ , from an old topic in archived wotmud forums, http://www.wotmudarchives.org/forum/vie ... =14&t=2343 , 2014 was the last map update - but the map works for me, though it's not interactive so you just have a visual reference, which i don't mind :).

Ahri
Posts: 206
Joined: Tue May 31, 2016 9:37 pm

Re: Mudlet 3.0.0 Released (at long last)

Post by Ahri » Fri Apr 07, 2017 11:47 pm

For reference - one reason I don't have an updated mapper is I can't actually figure out how to update the mapper!
So I've been using a specific map for years - and lots of room connections etc. have changed. but clicking on the map, right clicking, going through the various keys and buttons - I can't find anything to add to the map or remove etc.

Ara
Posts: 15
Joined: Sun Nov 27, 2016 9:17 pm

Re: Mudlet 3.0.0 Released (at long last)

Post by Ara » Sat Apr 08, 2017 6:53 am

I use Groderick's mapping script, I think somebody already posted the link somewhere.
The script enables mudlet to follow you on the map.

To edit your existing map
Type "mapping" to turn on mapping
Or if it was already on and got turned off, type "mapping" again
Select a room by left clicking it on the map
Right click on the background and select exits
Room exits should be displayed
Delete any room ids for exits that no longer exist
Or if there are new exits not currently set in the exits screen, just navigate to the next room and the room id should be automatically filled in

Turn off mapping when you play.

You can also move rooms to make your map cleaner.

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