Unknown2008-02-05 21:46:31
I haven't posted any updated code yet. I'm still working on it. It won't be available on SourceForge this time, though. I'm just modifying the latest IMTS and I'll post it on my web site when it's ready (and notify everyone via the forums here).
Valaria2008-02-05 22:16:03
thanks i am looking forward to it.. and oh you are on my friend list. hmmhmm. thank you for your hard work.
Forren2008-02-13 14:27:52
QUOTE(Zarquan @ Feb 5 2008, 04:46 PM) 484353
I haven't posted any updated code yet. I'm still working on it. It won't be available on SourceForge this time, though. I'm just modifying the latest IMTS and I'll post it on my web site when it's ready (and notify everyone via the forums here).
How's the update coming? Why not on Sourceforge btw?
Unknown2008-02-13 17:10:09
I've got the code in a usable state, but I haven't gotten to add in the requested abilities to the mapper and there are a couple of bugs I need to fix, like seeing the movement directions multiple times on retries (screws up my zMUD mapper triggers).
It's not going up on SourceForge because it's more of a pain in the butt for me to put it there and many people get lost on the SourceForge pages. Just making it a zip downloadable from my site works better for everyone, I think.
It's not going up on SourceForge because it's more of a pain in the butt for me to put it there and many people get lost on the SourceForge pages. Just making it a zip downloadable from my site works better for everyone, I think.
Unknown2008-02-15 22:57:34
Zarq, will the lua's functions be similar to lastest cvs version of Imperian or different? just to ask you that. on second thought, you are only modifying the mappers module? thanks!
Unknown2008-02-16 12:07:59
This code will include the newest ILua module from the IMTS CVS, yes. The only modifications I'm making to that module is to include the Lusternia ATCP variables.
Judging from a previous post (regarding the 'exit special list' command), I'm guessing that Whyte might have newer code than what's in CVS. It's also possible that there are just so many variants floating around now that it's hard to distinguish one from another. At any rate, my code does not have the 'exit special list' command in it, nor does the very latest CVS code.
Judging from a previous post (regarding the 'exit special list' command), I'm guessing that Whyte might have newer code than what's in CVS. It's also possible that there are just so many variants floating around now that it's hard to distinguish one from another. At any rate, my code does not have the 'exit special list' command in it, nor does the very latest CVS code.
relaren2008-02-16 18:37:43
Just a thought, but why not host on SF and just give people a tinyurl link?
Unknown2008-02-16 22:14:00
SF still has the mirror thing, and it still requires me to actually put the file on SF to host it. Their file process is just more painful than a simple upload and hyperlink. I do not need to use SF, therefore I will not use SF. You can stop asking now.
relaren2008-02-16 22:24:05
Hehe, had a bad experience with them, or something? I really don't know, I have always hosted from my own box, so am really not one to comment. Was just an idea, really.
Unknown2008-02-16 22:35:09
My bad experience was working with a dozen developers on a project (the first free combat system for Achaea) and none of them really using CVS to make changes or answering questions on the forums or helping with anything other than a few ideas or code tweaks here and there. The project became a burden because bringing new developers on had a higher learning curve than they could handle, unfortunately. So, now I work solo and keep it simple. More fun, less headaches, all good.
relaren2008-02-16 22:37:54
Haha,. yes, I can definetly identify with that. Would get me pretty worked up to, I think.
You know, if there are any parts to this project you would like help with just to get it finished, I would be more than happy. Would be a one-off, mind. Just have a pretty quiet week, this time round.
EDIT: Just noticed, I have 60 posts, and all but 2 are in Mechanic's Corner. Does that make me a geek?
You know, if there are any parts to this project you would like help with just to get it finished, I would be more than happy. Would be a one-off, mind. Just have a pretty quiet week, this time round.
EDIT: Just noticed, I have 60 posts, and all but 2 are in Mechanic's Corner. Does that make me a geek?
Felutha2008-02-20 04:01:12
Seems like this might be the best place to ask since it's full of the LMTS geeks
I just got back into Lusternia and was planning on using LMTS -- I use IMTS on Aetolia and enjoy it.
Anyway, I decided to start with an empty file. The one that's on the SourceForge site doesn't have any of the land types so I'm trying to add them...
..now the question.. can somebody tell me the proper syntax to mark land as water that you need to swim into/outof? I tried several different things and they all crash the mapper! No rush, but the lack of ANY documentation in that version is a bit of a pain. Heh.
Thanks all!
I just got back into Lusternia and was planning on using LMTS -- I use IMTS on Aetolia and enjoy it.
Anyway, I decided to start with an empty file. The one that's on the SourceForge site doesn't have any of the land types so I'm trying to add them...
..now the question.. can somebody tell me the proper syntax to mark land as water that you need to swim into/outof? I tried several different things and they all crash the mapper! No rush, but the lack of ANY documentation in that version is a bit of a pain. Heh.
Thanks all!
Unknown2008-02-20 12:38:06
Sure! By default, an empty map file is created with a comment line at the beginning of the terrain type listing. There are options you can add to any terrain type for it being swim, underwater, or avoid.
The underwater option is not supported in the same way as in other games simply because our waterbreathing defense is different. IMTS tries to automatically eat pear when you go underwater without the defense. LMTS assumes you're smart enough to stay above water until you have the waterbreathing defense up. My own LMTS map and settings assumes that I'm smart enough to use waterwalking all the time, and therefore I never swim anywhere.
CODE
# "Name" color
Env: "river" bright-cyan swim
Env: "deep ocean" blue underwater
Env: "river" bright-cyan swim
Env: "deep ocean" blue underwater
The underwater option is not supported in the same way as in other games simply because our waterbreathing defense is different. IMTS tries to automatically eat pear when you go underwater without the defense. LMTS assumes you're smart enough to stay above water until you have the waterbreathing defense up. My own LMTS map and settings assumes that I'm smart enough to use waterwalking all the time, and therefore I never swim anywhere.
Felutha2008-02-20 13:22:31
Aha! I was trying things like:
# "Name" color
Env: "freshwater" bright-blue yes no no
and
Env: "freshwater" bright-blue 1 0 0
...so...
does underwater naturally assume swimming? Or do you have to stack them?
Is this proper syntax?:
Env: "freshwater" bright-blue swim underwater avoid
Thanks again for the help!
# "Name" color
Env: "freshwater" bright-blue yes no no
and
Env: "freshwater" bright-blue 1 0 0
...so...
does underwater naturally assume swimming? Or do you have to stack them?
Is this proper syntax?:
Env: "freshwater" bright-blue swim underwater avoid
Thanks again for the help!
Unknown2008-02-20 16:06:56
Being underwater does not assume swimming. They're separate flags. You can specify swim, underwater, and avoid in your configuration in any order you want, too.
Valaria2008-03-04 05:31:34
Sorry to bump this thread, what the current status?
Unknown2008-03-04 12:49:57
I've got most of the bugs fixed and features added. I can release the current source and binaries, I think, as soon as I get time to properly archive and post it all. I haven't put in all the Acrobatics stuff because those abilities aren't as straightforward as most movements, and I've just had lots of other things taking my time lately.
I'll start a new thread and post the source in one archive, the 80 wrapwidth binaries in another, and the 0 wrapwidth binaries in another. Support will likely only be provided on that thread, so ask your questions there.
I'll start a new thread and post the source in one archive, the 80 wrapwidth binaries in another, and the 0 wrapwidth binaries in another. Support will likely only be provided on that thread, so ask your questions there.