Ardmore2008-12-22 15:25:19
Here's a SS with LMTS running...
and without...
and without...
Aramel2009-02-13 00:11:31
I'm having the exact same problem as Ardmore. LMTS 2.5 doesn't give me this problem (but it does crash whenever I try to do QW). This issue only seems to come up in Mushclient.
Edit: It only seems to strip dark colours on dark backgrounds. This isn't hugely annoying, except for when I'm in aetherspace. When I am in aetherspace, ship look just shows a big black screen due to the colours getting stripped, and I get lost.
Edit: It only seems to strip dark colours on dark backgrounds. This isn't hugely annoying, except for when I'm in aetherspace. When I am in aetherspace, ship look just shows a big black screen due to the colours getting stripped, and I get lost.
Simimi2009-03-08 06:18:20
I'm having the same problem...
and my colors are default for Lusternia, using the wrapwidth 80 install (and the 0, neither work) wrapwidth is configured and the default color is there for the room title, using Rika's map.
CODE
3704h, 3372m, 2988e, 10p, 16080en, 15120w ex-<00:15:30.903>
lmap
LOOK
Approaching the Pool of Stars on Whelk. (road).
lmap
lmap
LOOK
Approaching the Pool of Stars on Whelk. (road).
lmap
and my colors are default for Lusternia, using the wrapwidth 80 install (and the 0, neither work) wrapwidth is configured and the default color is there for the room title, using Rika's map.
Eamon2009-03-14 05:01:41
I'm having trouble compiling mudbot with the mapper modules on Mac OS 10.4. Here's what happens when I try to compile:
The only changes I have made to the code have been what Gartinua suggested a few pages back to get it compiling on a linux machine, specifically:
1. removing imperian.so from the list of files to build in Makefile
2. uncommenting the sense_message definition in i_mapper.c
I don't see anything immediately wrong with header.h, but I could be missing something. Anyone done this on a Mac have any suggestions?
PS I can 'make bot' and it compiles on its own and I can point my client to it, but I get the impression that I'd need the mapping module to use an LMap, which is really why I'm trying to install this in the first place. Thanks!
CODE
$ make clean
Cleaning up.
$ make
bin 'bot'
main.c: In function 'main_loop':
main.c:5764: warning: passing argument 2 of 'get_first_timer' from incompatible pointer type
mod 'i_mapper.c'
In file included from module.h:32,
                from i_mapper.c:28:
header.h:170: error: parse error before 'time_t'
header.h:170: warning: no semicolon at end of struct or union
header.h:171: warning: type defaults to 'int' in declaration of 'fire_at_usec'
header.h:171: warning: data definition has no type or storage class
header.h:180: error: parse error before '}' token
make: *** Error 1
$
Cleaning up.
$ make
bin 'bot'
main.c: In function 'main_loop':
main.c:5764: warning: passing argument 2 of 'get_first_timer' from incompatible pointer type
mod 'i_mapper.c'
In file included from module.h:32,
                from i_mapper.c:28:
header.h:170: error: parse error before 'time_t'
header.h:170: warning: no semicolon at end of struct or union
header.h:171: warning: type defaults to 'int' in declaration of 'fire_at_usec'
header.h:171: warning: data definition has no type or storage class
header.h:180: error: parse error before '}' token
make: *** Error 1
$
The only changes I have made to the code have been what Gartinua suggested a few pages back to get it compiling on a linux machine, specifically:
1. removing imperian.so from the list of files to build in Makefile
2. uncommenting the sense_message definition in i_mapper.c
I don't see anything immediately wrong with header.h, but I could be missing something. Anyone done this on a Mac have any suggestions?
PS I can 'make bot' and it compiles on its own and I can point my client to it, but I get the impression that I'd need the mapping module to use an LMap, which is really why I'm trying to install this in the first place. Thanks!
Unknown2009-03-14 11:15:22
Try adding "#include " at the beginning of the file?
Charune2009-03-14 16:15:34
And make sure you have the XCode+Developer Tools pack.
Eamon2009-03-14 16:28:40
Thanks! Adding that allowed i_mapper.so to compile without trouble. The i_script.so and i_lua.so are spitting out loads of errors, but I think I'm just missing some libraries (it's asking for pcre.h and lua.h, among other things). But for now, I've just removed them from the makefile and am having fun playing around with the mapper.
Unknown2009-03-17 14:26:46
Greetings,
I have a problem with LMAP LOAD, everytime I try this command mudbot crashes.
Section - Processing client data.
Section - Processing client aliases.
Module - LMapper.
Section - Reading from...
Descriptor - Client.
"lmap load#"
(0) destroy_map
(1) get_string
(2) i_mapper_process_client_aliases
(3) strip_unprint
(4) module_process_client_aliases
(5) process_client
I have a problem with LMAP LOAD, everytime I try this command mudbot crashes.
CODE
Section - Processing client data.
Section - Processing client aliases.
Module - LMapper.
Section - Reading from...
Descriptor - Client.
"lmap load#"
(0) destroy_map
(1) get_string
(2) i_mapper_process_client_aliases
(3) strip_unprint
(4) module_process_client_aliases
(5) process_client
Unknown2009-03-17 19:04:12
Yeah... don't do that. It's something in Whyte's code causing the map to try and destroy something that has already been destroyed, but I spent a couple weeks once trying to track it down and had no success. For now, you'll have to live with editing the map using the aliased commands or updating it in a text editor offline and then loading it in MudBot.
Unknown2009-04-06 06:20:20
Can someone please pin this? It took me half an hour to find it. Searching for "LMTS2" doesn't find it, and the forum search engine reports an error if you try to search for "LMTS 2".
Its a fairly important file, in my opinion.
Its a fairly important file, in my opinion.
Unknown2009-04-09 13:44:01
My threads are somehow immune to the sticky option.
Really, we should unpin some of the really old threads here, though, and start replacing them with the currently active ones. The MUSHclient GUI thing is obsolete now. The free MUSHclient system from Ethelon is so old it's not funny... (Okay, maybe a little amusing.)
Really, we should unpin some of the really old threads here, though, and start replacing them with the currently active ones. The MUSHclient GUI thing is obsolete now. The free MUSHclient system from Ethelon is so old it's not funny... (Okay, maybe a little amusing.)
Esano2009-04-22 06:48:27
The problem with mudbot stripping colours seems to occur when you have black foreground text, not background, at least in some cases. It just cuts the text out entirely (doesn't even print it black-on-black, unless mushclient is stripping it when it is).
With mudbot, I'm aetherspace colourblind.
With mudbot, I'm aetherspace colourblind.
Isuka2009-05-02 06:44:55
Well, I'm trying to get this program working, because it'd be fantastic to be able to find people and walk places with less effort on my part, but I've run into a few problems.
First and foremost, I can't seem to get Rika's map to properly find my room. But, i may just be in an area she hasn't mapped (magnagora?) so I'm not critically concerned about that right now.
The bigger irritation is that LMTS2 is screwing with my regular MAP output. From what I can see, it looks like if you have a room on the map that looks like: "" it cuts the "X]" out. I'm sure it has something to do with LMTS, because it looks fine if I connect directly to lusternia with no other changes to my system.
I've attached examples so you can see what I'm talking about.
I know, it's nit-picky, but I want the regular map to look right.
First and foremost, I can't seem to get Rika's map to properly find my room. But, i may just be in an area she hasn't mapped (magnagora?) so I'm not critically concerned about that right now.
The bigger irritation is that LMTS2 is screwing with my regular MAP output. From what I can see, it looks like if you have a room on the map that looks like: "" it cuts the "X]" out. I'm sure it has something to do with LMTS, because it looks fine if I connect directly to lusternia with no other changes to my system.
I've attached examples so you can see what I'm talking about.
I know, it's nit-picky, but I want the regular map to look right.
Rika2009-05-02 06:48:47
Have you configured the LMAP room name colour to room? Zarquan says it's the default, but I've had a few people with that problem, which got fixed once they changed the colour.
Isuka2009-05-02 06:53:33
QUOTE (rika @ May 1 2009, 11:48 PM) <{POST_SNAPBACK}>
Have you configured the LMAP room name colour to room? Zarquan says it's the default, but I've had a few people with that problem, which got fixed once they changed the colour.
Yeah, I just changed the color and it now follows me properly.
Thank you, very much, for putting the effort into mapping, Rika. I find the process frustrating (though, the last time I did it was in Aetolia before they had built in maps to help).
Still having the problem with the in game map being distorted, though. it looks like it is, indeed, the X causing the problem. If I enter that room (overriding the X with a +) the problem goes away. I can verify the problem in other areas as well.
Isuka2009-05-02 07:05:02
Woah, here's another one for you.
I select a path to speedwalk, type 'go', and it spams my prompt over and over again between actually moving directions, very quickly. I'm assuming it has something to do with speedwalking command delay. How do I change this?
I select a path to speedwalk, type 'go', and it spams my prompt over and over again between actually moving directions, very quickly. I'm assuming it has something to do with speedwalking command delay. How do I change this?
Unknown2009-05-02 11:35:15
Hmm. LMTS2 (like Whyte's own system, which I didn't modify a very large amount) will spam the movements and gag the extra lines, so you move as quickly as possible. If you're actually seeing these extra lines, something is not configured quite right, though I honestly don't know what that would be off the top of my head.
There's also absolutely no reason LMTS should be messing with your in-game map. Mine's always displayed just fine. I don't use any other module besides the mapper, though, so I don't know if ILua or anything might mess with it.
There's also absolutely no reason LMTS should be messing with your in-game map. Mine's always displayed just fine. I don't use any other module besides the mapper, though, so I don't know if ILua or anything might mess with it.
Isuka2009-05-02 17:37:36
QUOTE (Zarquan @ May 2 2009, 04:35 AM) <{POST_SNAPBACK}>
Hmm. LMTS2 (like Whyte's own system, which I didn't modify a very large amount) will spam the movements and gag the extra lines, so you move as quickly as possible. If you're actually seeing these extra lines, something is not configured quite right, though I honestly don't know what that would be off the top of my head.
There's also absolutely no reason LMTS should be messing with your in-game map. Mine's always displayed just fine. I don't use any other module besides the mapper, though, so I don't know if ILua or anything might mess with it.
There's also absolutely no reason LMTS should be messing with your in-game map. Mine's always displayed just fine. I don't use any other module besides the mapper, though, so I don't know if ILua or anything might mess with it.
I'm not using anything but the mapper either.
None the less, I connect through mudbot and my map is screwy. I connect directly to lusternia and it's not.... with absolutely no changes to my configuration; Which leads me to believe it has to be something with LMTS.
Isuka2009-05-02 17:43:46
Just as a reference, this is what I see when I move, with map in the corner.
Unknown2009-05-02 22:25:20
Is that my mapper plugin (to render the map in the corner) or your own? It's possible that there's just some small difference in the encoding coming through LMTS that makes it display that way.
Does your prompt have the CONFIG PROMPT ADD LINEBREAK option on? It's not really necessary, but I don't know where to even begin to debug something as screwy as this, especially when it never happens to me...
Does your prompt have the CONFIG PROMPT ADD LINEBREAK option on? It's not really necessary, but I don't know where to even begin to debug something as screwy as this, especially when it never happens to me...