Eldanien2008-01-24 13:09:25
Not sure if pertains to what you're talking about, but it sounds like it could be related.
Emotes. Long emotes seem to crash me a lot, and I have no idea why. I don't have them colored the same as room titles, my current one or the default. Melanchus's music sheet quest in the Celest collegium, Ashtorath's huge emote I witnessed during a raid, the Celestine's Ordainment ceremony, text sex... gah.
Even short stock emotes will sometimes hiccup the mapper while I'm in the middle of speedwalking. It catches the emote and tries to interpret it as a room title. Then it tries to keep going, but if the next room's title has multiple locations, it seldom picks up on the right one and often winds up trying to walk in a direction that doesn't exist and halting. (speedwalk halt, not application halt)
Failing that, this one might do it:
Before I changed the room title color, any time a demigod was the first name on QWHO it would crash. After changing room title color, that problem went away.
Emotes. Long emotes seem to crash me a lot, and I have no idea why. I don't have them colored the same as room titles, my current one or the default. Melanchus's music sheet quest in the Celest collegium, Ashtorath's huge emote I witnessed during a raid, the Celestine's Ordainment ceremony, text sex... gah.
Even short stock emotes will sometimes hiccup the mapper while I'm in the middle of speedwalking. It catches the emote and tries to interpret it as a room title. Then it tries to keep going, but if the next room's title has multiple locations, it seldom picks up on the right one and often winds up trying to walk in a direction that doesn't exist and halting. (speedwalk halt, not application halt)
Failing that, this one might do it:
Before I changed the room title color, any time a demigod was the first name on QWHO it would crash. After changing room title color, that problem went away.
Unknown2008-01-24 15:13:36
What color are your emotes then? Maybe that'll help me.
Eldanien2008-01-24 15:16:13
13 0, the bright magenta.
Chade2008-01-24 16:19:25
Ooer,
New version of LTMS coming?
I like!
Cheers Zarquan
New version of LTMS coming?
I like!
Cheers Zarquan
Unknown2008-01-24 18:30:12
I got it to pass on the ATCP messages today, so CMUD users can rejoice! There will be an option in the config called "atcp_passthrough" that you set to "yes" for it to work.
Forren2008-01-24 19:03:52
QUOTE(Zarquan @ Jan 24 2008, 01:30 PM) 480100
I got it to pass on the ATCP messages today, so CMUD users can rejoice! There will be an option in the config called "atcp_passthrough" that you set to "yes" for it to work.
YES
Unknown2008-01-24 22:11:06
i am glad i brought this topic up to get activity on lmts thing. *hum*
also when you are done with LMTS update, i will help you by including examples how thing is done in Lua in the zipfile soon.
let me know if it is finished so i can play with it. :3
i think the reason why my kmts has not crashed on me regards warpwidth is because i dont use mapper module at all.
so prehap mapper module is the problem itself.
EDIT:
nevermind, i saw some post about it already.
also when you are done with LMTS update, i will help you by including examples how thing is done in Lua in the zipfile soon.
let me know if it is finished so i can play with it. :3
i think the reason why my kmts has not crashed on me regards warpwidth is because i dont use mapper module at all.
so prehap mapper module is the problem itself.
EDIT:
nevermind, i saw some post about it already.
Unknown2008-01-25 23:21:43
QUOTE(Eldanien @ Jan 24 2008, 08:16 AM) 480062
13 0, the bright magenta.
Pretty sure that's the default colour of the exits. The exit buffer's only 256 characters.
Hence.. Boom
Eldanien2008-01-25 23:34:37
Default colour of exits is bright blue, #12.
Unknown2008-01-28 21:31:25
QUOTE(Eldanien @ Jan 25 2008, 04:34 PM) 480516
Default colour of exits is bright blue, #12.
Not in the base IMTS code IIRC. It's set for bright magenta. I'll doublecheck and edit
Edit: Huh, nope! Weird. Still it's a buffer issue. Most of hte buffers are only 257 chars so you get overflows here and there. Try incrementing them up to fix the crash
Unknown2008-01-29 02:38:55
The new code base might just take care of the buffer crash issues, as it's setup to take in multiple lines at a time and hold more over when you have network troubles. Most of the buffer variables seem to be set at 64k. If I release the new code and you guys find somewhere specific that makes it crash, let me know exactly what happened and I'll try to fix it.
Unknown2008-01-29 05:00:14
i will try help you with that.
Gregori2008-02-03 22:08:54
LMTS doesn't recognize 'exit special' commands:
It should be listing the special exits in the room, instead it is ignoring the argument and assuming you are creating a new special exit.
This works fine in IMTS, btw, which I normally use.
CODE
exit special list
map create
exit special list
stop
map follow
exit help
exit link      - Link room # to this one. Both ways.
exit stop      - Hide rooms beyond this exit.
exit length    - Increase the exit length by #.
exit map      - Map the next exit elsewhere.
exit lock      - Set all unlinked exits in room as locked.
exit unilink  - One-way exit. Does not create a reverse link.
exit destroy  - Destroy an exit, and its reverse.
exit joinareas - Show two areas on a single 'map'.
exit special  - Create, destroy, modify or list special exits.
exit special
Sparkling motes of bright light surround the Moonhart Mother Tree.
4080h, 4329m, 4350e, 10p, 18400en, 21100w elrx<>-
map create
exit special list
stop
map follow
exit help
exit link      - Link room # to this one. Both ways.
exit stop      - Hide rooms beyond this exit.
exit length    - Increase the exit length by #.
exit map      - Map the next exit elsewhere.
exit lock      - Set all unlinked exits in room as locked.
exit unilink  - One-way exit. Does not create a reverse link.
exit destroy  - Destroy an exit, and its reverse.
exit joinareas - Show two areas on a single 'map'.
exit special  - Create, destroy, modify or list special exits.
exit special
Sparkling motes of bright light surround the Moonhart Mother Tree.
4080h, 4329m, 4350e, 10p, 18400en, 21100w elrx<>-
It should be listing the special exits in the room, instead it is ignoring the argument and assuming you are creating a new special exit.
This works fine in IMTS, btw, which I normally use.
CODE
exit special list
  0 - L: 6055 A: 'none' C: 'ward mother' M: 'the growth of the Moonhart, before appearing before the Heart of the Moonhart.'
  1 - L: 6033 A: 'none' C: 'transverse ethereal' M: 'You place your hands on the Moonhart Mother Tree and find the link to the ethereal plane. Pulsating energy flares throughout your field of vision, and you find yourself tumbling through the aether pathways.'
  0 - L: 6055 A: 'none' C: 'ward mother' M: 'the growth of the Moonhart, before appearing before the Heart of the Moonhart.'
  1 - L: 6033 A: 'none' C: 'transverse ethereal' M: 'You place your hands on the Moonhart Mother Tree and find the link to the ethereal plane. Pulsating energy flares throughout your field of vision, and you find yourself tumbling through the aether pathways.'
Unknown2008-02-03 22:40:17
The new LMTS should work that way, too, but I wasn't even aware that particular syntax existed until now. Heh. I'll make sure it works before I post my code. Thanks for the tip.
Just for fun, here's the list of changes I've made so far:
If anyone has any special requests (within reason), get them in now and I'll do my best to implement them.
Just for fun, here's the list of changes I've made so far:
CODE
- Added: Riding Mounts locate ability.
  - Added: artifact seeing stone locating.
  - Fixed: recognizes room titles with numbers in them.
  - Fixed: parsing room titles while following someone.
  - Fixed: check for 'area off' setting when calculating speedwalk paths.
  - Added: Cosmic Farscout locate ability.
  - Added: Lusternia-specific elevation prefixes on room names.
  - Fixed: sprinting/dashing now just sets the mapper into its "lost" mode and
    doesn't look for lines between the sprint line and room name.
  - Added: tracking of galloping on a mount (auto-locate through "lost" mode now).
  - Improved: updated movement blocking messages to include many Lusternia
    blocking lines.
  - Fixed: autowalking now goes past cows, sheep, closed doors, and other little
    things that block you temporarily.
  - Added: Elementalism Scry locate ability.
  - Added: Cosmic Deathsight locate ability.
  - Added: Cosmic Window locate ability
  - Added: artifact seeing stone locating.
  - Fixed: recognizes room titles with numbers in them.
  - Fixed: parsing room titles while following someone.
  - Fixed: check for 'area off' setting when calculating speedwalk paths.
  - Added: Cosmic Farscout locate ability.
  - Added: Lusternia-specific elevation prefixes on room names.
  - Fixed: sprinting/dashing now just sets the mapper into its "lost" mode and
    doesn't look for lines between the sprint line and room name.
  - Added: tracking of galloping on a mount (auto-locate through "lost" mode now).
  - Improved: updated movement blocking messages to include many Lusternia
    blocking lines.
  - Fixed: autowalking now goes past cows, sheep, closed doors, and other little
    things that block you temporarily.
  - Added: Elementalism Scry locate ability.
  - Added: Cosmic Deathsight locate ability.
  - Added: Cosmic Window locate ability
If anyone has any special requests (within reason), get them in now and I'll do my best to implement them.
Eldanien2008-02-03 22:57:46
Requests:
Autocleanup/convert LMap files on load/save (where possible). A lot of people are using Shamarah's map file, or edit their map file in a text editor that doesn't use/preserve unix-style newline markers.
Treat gliding as sprinting. Include GO GLIDE, perhaps?
Track rooms by somersault/handspring/airpike. (someone needs to give trigger text for this)
Would be nice to get room numbers on WHO, too.
Autocleanup/convert LMap files on load/save (where possible). A lot of people are using Shamarah's map file, or edit their map file in a text editor that doesn't use/preserve unix-style newline markers.
Treat gliding as sprinting. Include GO GLIDE, perhaps?
QUOTE
You look off to the northeast and glide speedily away.
(destination room title goes here)
(destination room title goes here)
Track rooms by somersault/handspring/airpike. (someone needs to give trigger text for this)
Would be nice to get room numbers on WHO, too.
Unknown2008-02-04 03:39:48
I think I can take care of all of that except room numbers on WHO (no leading line to trigger from, unfortunately) and converting EOL characters to/from Windows/UNIX style. Get me the lines for somersault, handspring, airpike, and any others, and I'll include them.
Eldanien2008-02-04 03:45:53
May as well get backflip and barrelroll too. Unfortunately, I have no acrobat characters at the moment to grab trigger text from. I'll try digging through my logs later but if anyone else happens to catch this and is able, please share the messages here.
Gregori2008-02-04 06:10:28
Somersault
Handspring
Airpike
CODE
You prepare yourself to somersault to the north.
4080h, 4329m, 4350e, 10p, 17900en, 21100w elr /00:01:08.750/<>-
Your somersault takes you out of the room.
Within the fulgent ganglion.
4080h, 4329m, 4350e, 10p, 17900en, 21100w elr /00:01:08.750/<>-
Your somersault takes you out of the room.
Within the fulgent ganglion.
Handspring
CODE
You expertly spring from your handstand to the south leaping over all obstacles in your path.
Before the lambent threshold.
Before the lambent threshold.
Airpike
CODE
airpike north south
You leap into the air, spinning in a mid-air pike  to change your course entirely.
Iraen thinks of cooler room names than I.
You see a single exit leading south.
Within the fulgent ganglion.
You leap into the air, spinning in a mid-air pike  to change your course entirely.
Iraen thinks of cooler room names than I.
You see a single exit leading south.
Within the fulgent ganglion.
Unknown2008-02-04 12:32:47
Cool! Thanks.
Valaria2008-02-05 21:38:37
where is the file you just updated on? i thought it was probably on sourceforge.net. hmm.