Mudlet Mapper.

by Rael

Back to Mechanic's Corner.

Rael2010-04-30 14:28:02
With the change in the Hallifax map this seems like a good time to introduce an upcoming feature in Mudlet. Earlier I posted a screenie of what Hallifax looks like in the Mudlet mapper, but now there is a demo courtesy of Vadi.

Here is a link to a video so you can get a better idea of what the mapper is capable of and why it is very useful. You basically point to a room, click, and you'll speedwalk to your destination. Wow, pretty cool! By the way you're not limited to Hallifax. Anything that is shown on CONFIG AUTOMAP ON is also available to the mapper so 90% of the mud is already mapped. This is both good and bad.

You can open up the video in Windows Media Player but you might need to download this from here first.

If you're a noncombatant then it's your lucky day. Download Stygian, import it (it's a lot easier than Mushclient so don't worry) and you're pretty much all set to mud! Woohoo!

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TRYING THE MAPPER OUT FOR YOURSELF (<15 minutes, maybe 1 minute if you're fast)

You can get the Mudlet installer here:
http://sourceforge.net/projects/mudlet/fil...w1.exe/download I'm not aware of a Mac binary.

After installation, connect to your respective game, click on the trigger icon and then the import icon in the trigger editor dialog. Import the yourgame_map_pack.xml file and then do the same with the file map.xml. These files are included in mappack.zip.

You currently have to import the file yourgame_map.xml every time you start mudlet to start the mapper as the map isnt yet saved at this point. The file yourgame_map_pack.xml only needs to be imported once if you save your profile on exit.

Heiko (the developer) wants your feedback and is interested primarily in usability things. ie) what needs to be improved etc so you can post your feedback here or on the Mudlet forums. Make sure you are on the default Lusternia profile and there is no mudbot in between or there will be pain for everyone. If you find any bugs report those too!

If you're using linux the video was recorded using gtk-recordmydesktop. There are lots of options for Windows and Mac users too.
Unknown2010-04-30 21:39:40
Very cool. It automatically incorporates the in-game maps? Or you guys already inserted them yourselves? I will definitely give it a try!

Mudlet is the futureeee
Vadi2010-04-30 21:47:09
It downloads the map that Lusternia generously provides from lusternia.com/maps/map.xml, which seems to be generated from the same data that the in-game maps have.
Unknown2010-04-30 23:23:38
QUOTE (Vadi @ Apr 30 2010, 10:47 PM) <{POST_SNAPBACK}>
It downloads the map that Lusternia generously provides from lusternia.com/maps/map.xml, which seems to be generated from the same data that the in-game maps have.

shocked.gif
Acrune2010-05-01 22:31:54
Very cool! I'd want a second monitor before using it though, would be kind of awkward on my laptop.

Also, I'd like to take the opportunity to state that whoever designed hallifax is on my do-not-like list. I had an alt there for a while, and I had to make aliases to walk everywhere mad.gif
Ardmore2010-05-02 03:34:53
I like the feature, but I find the map too hard to comprehend. I can't tell if there's an exit to the up/down/in/out, etc. It'd have to be awfully good to replace Mudbot, even though I have to map new areas myself.

Maybe the layout will change as beta progresses, though.
Eldanien2010-05-02 04:38:19
I'm too lazy to locate the developer. So I'll post my feature request here, and maybe someone will pass it on.

Intuitive room icons/coloring for rooms you've visited versus rooms you haven't.
Ability to turn off areas so that you don't path through them. (avoiding enemy areas)
Ability to path by room number rather than mouseclick.
Ability to add to the map in a simple manner, for areas that don't have mapping, for manses, for custom cubix rooms, et cetera.
Pathing should take advantage of sprint/glide/gallop/surfboard/etc to reduce travel times.
Pathing should know how to handle aethermanse/rift/pathway hopping.
Pathing should know to watch for changing portals (rifts, nature pathways) from one spot to another. Ideally, should automatically look through them to ensure they still go where the system expected.
Rael2010-05-02 05:35:25
@Ardmore: I had the same complaint.
@Eldanien: The thread for this kind of thing is at http://forums.mudlet.org/viewtopic.php?f=5&t=1412 . But it's ok to post it here because Vadi will likely see and forward your request and a lot of the details are IRE/Lusternia specific.

Thanks for the feedback, I was a little worried when the Starcraft 2 thread was getting more pageviews than the Mudlet Mapper so keep it coming. rolleyes.gif By the way did the rolleyes smilie change?
Eldanien2010-05-02 05:39:49
On the topic if in/out and other special exits, perhaps a picture-in-picture map that shows up, that shows the map area around the room to the in/out/etc
Eldanien2010-05-03 13:09:34
I thought of more.

Room number and area name added to WHO lists, deathsight, scrying, windows, scent, mindsense, scan, psionics scan, magical map and other artifacts. This one's pretty crucial.

pathtoarea and pathnear x - pathtoarea should take you to the nearest room just outside the area that the target room is located in. pathnear should move you to within x number of rooms to the target room.

Toggled transparent compass arrows that overlay the map to indicate north and up, so when you rotate the map you still have a visual cue to orientation.
Eldanien2010-05-03 13:10:00
Bother. I'm going to go try this thing out.
Okin2010-11-24 12:19:07
Sorry to necro, but all the more recent posts about the Mudlet mapper just pointed back here. The mappack.zip link seems to be broken - it just points to the filedropper frontpage.
Calixa2010-11-24 18:25:04
Siam2010-11-29 09:37:03

object: function:
<:75: attempt to call global 'searchRoom' (a nil value)>

Hi, I can't seem to use the room find alias, although the rest of the aliases are working. Does anyone know how to fix this? If so, please help me, thanks!
Aramel2010-11-29 14:58:11
You have to load the map, then reload the script. I wish there was some way to have it so the map always opens the moment you open Lusternia.
Siam2010-11-29 15:57:29
QUOTE (Aramel @ Nov 29 2010, 10:58 PM) <{POST_SNAPBACK}>
You have to load the map, then reload the script. I wish there was some way to have it so the map always opens the moment you open Lusternia.

I'll try this as soon as I can. Thanks!
Unknown2010-12-01 03:08:56
What version of mudlet are others using to use this map?

Currently using 1.2.0 pre 3, and it's pretty buggy. Got into an infinite loop trying to auto walk somewhere.
Unknown2010-12-01 13:14:39
QUOTE (Aramel @ Nov 29 2010, 09:58 AM) <{POST_SNAPBACK}>
You have to load the map, then reload the script. I wish there was some way to have it so the map always opens the moment you open Lusternia.


What exactly do you mean by this - I'm having the same problems as the above person. Do you mean click the map button, then remove the mapper script, then reimport the mapper .xml file?
Calixa2010-12-01 13:18:03
Pre6 is the latest for Windows (and I think Linux?) and pre7 for Mac. Instead of room find, I just use the search box above the big listbox of the mapper. Map always open would be a nice feature though, and maybe even maximize to screen so no need to drag and resize it onto a second screen if you have that.
Unknown2010-12-01 13:54:49
QUOTE (Calixa @ Dec 1 2010, 08:18 AM) <{POST_SNAPBACK}>
Pre6 is the latest for Windows (and I think Linux?) and pre7 for Mac. Instead of room find, I just use the search box above the big listbox of the mapper. Map always open would be a nice feature though, and maybe even maximize to screen so no need to drag and resize it onto a second screen if you have that.


I tried pre6, but it didn't work with m&m. I'm on pre5 now...I'll give the mapper another shot when I get home.