GMCP

by Ssaliss

Back to Common Grounds.

Sior2010-08-12 02:20:47
There are a few bugs in the queue about this. They are in the list to be resolved, don't worry!
Ssaliss2010-08-13 14:03:32
Could someone doublecheck something for me? I never get the "details" field in Room.Info, even though I run into shops and banks (the two examples given in the docs). Anyone else ever get it?
Unknown2010-08-13 14:13:18
The Lusternia map/room info is lagging behind Achaea (and maybe the others, but I don't know them). It would be awesome if the map.xml included things like the shop/bank/newsroom/post office and the terrain types, too.
Sior2010-08-13 14:35:06
QUOTE (Zarquan @ Aug 13 2010, 09:13 AM) <{POST_SNAPBACK}>
The Lusternia map/room info is lagging behind Achaea (and maybe the others, but I don't know them). It would be awesome if the map.xml included things like the shop/bank/newsroom/post office and the terrain types, too.

I'm looking into this.
Ssaliss2010-08-13 16:51:22
Oh, and if I can suggest a small addition to the protocol: A response whenever Core.Supports.Set/Add/Remove is used to make sure one plugin in MUSH/Mudlet (or other clients) don't silently disable a module another plugin relies on.
Prav2010-08-13 16:51:46
QUOTE (Zarquan @ Aug 13 2010, 10:13 AM) <{POST_SNAPBACK}>
The Lusternia map/room info is lagging behind Achaea (and maybe the others, but I don't know them). It would be awesome if the map.xml included things like the shop/bank/newsroom/post office and the terrain types, too.


The map.xml does contain this stuff...

CODE

      
      


CODE

      
      
      
      
      


CODE

      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
Unknown2010-08-13 16:53:45
For the other games, yes! The Lusternia map.xml does not yet contain that, however. tongue.gif

And, while we're diverting slightly, let's add the special exits in there properly, pretty please!
Prav2010-08-13 16:54:36
QUOTE (Zarquan @ Aug 13 2010, 12:53 PM) <{POST_SNAPBACK}>
For the other games, yes! The Lusternia map.xml does not yet contain that, however. tongue.gif

I just copy and pasted that directly from the Lusternian map.xml...
Ssaliss2010-08-13 16:54:38
The one I'm looking at don't...

QUOTE





EDIT: But the one I downloaded on the fourth does!

QUOTE




Which means it's been removed recently. Intriguing.
Prav2010-08-13 16:56:22
Not sure what XML you are using, but all my info comes from this one:

http://lusternia.com/maps/map.xml
Unknown2010-08-13 16:56:31
Oh, snap, there are two different files on the site. sad.gif
Ssaliss2010-08-13 16:57:33
Ah... www.lusternia.com/map.xml doesn't contain environments, but www.lusternia.com/maps/map.xml does!
Prav2010-08-13 16:58:37
QUOTE (Zarquan @ Aug 13 2010, 12:53 PM) <{POST_SNAPBACK}>
And, while we're diverting slightly, let's add the special exits in there properly, pretty please!

This would be awesome.
Unknown2010-08-13 17:05:36
So, just need to delete the incorrect map.xml for those of us who find that one by accident, and then add in the special exits to the other map.xml and to ATCP/GMCP.

For anyone who doesn't already know, the special exits come through as "x" and a room ID, and they can only send one special exit per room. I just want to see things like "transverse prime," "enter archway," and so on going to the proper room ID.


Thanks for pointing out the other map.xml. My mapper looks AMAZING now!
Sior2010-08-13 17:12:42
QUOTE (Ssaliss @ Aug 13 2010, 10:51 AM) <{POST_SNAPBACK}>
Oh, and if I can suggest a small addition to the protocol: A response whenever Core.Supports.Set/Add/Remove is used to make sure one plugin in MUSH/Mudlet (or other clients) don't silently disable a module another plugin relies on.

Not sure what you mean but I forwarded the request to Garryn, the IRE coder, and he's looking into it.
Ssaliss2010-08-13 17:17:37
QUOTE (Sior the Anomaly @ Aug 13 2010, 07:12 PM) <{POST_SNAPBACK}>
Not sure what you mean but I forwarded the request to Garryn, the IRE coder, and he's looking into it.

Right now, you'd send Core.Supports.Add "Char.Skills". No response from the server.

My suggestion is to get a response that either says Core.Supports.Added "Char.Skills" or simply Core.Supports.List . That way it's easier for plugins to keep track of if the modules they rely on are still active or if there was another plugin or something that disabled them.
Ssaliss2010-09-02 18:52:16
Just to make an addition to the latest announce:

The new vitals:

QUOTE
Char.Vitals { "hp": "5110", "maxhp": "4810", "mp": "6600", "maxmp": "6600", "ego": "6000", "maxego": "6000", "ep": "21900", "maxep": "21900", "wp": "30900", "maxwp": "30900", "nl": "0", "string": "NL:0/100 H:5110/4810 M:6600/6600 E:6000/6000 P:10/10 N:21900/21900 W:30900/30900 " }


The new "wrong direction notification":

QUOTE
Room.WrongDir "sw"
Unknown2010-09-02 19:03:30
Are the bugs with the toggling of messages fixed, too?
Ssaliss2010-09-02 19:10:02
QUOTE (Zarquan @ Sep 2 2010, 09:03 PM) <{POST_SNAPBACK}>
Are the bugs with the toggling of messages fixed, too?

It depends on which of them you mean. You still get the "does not compute" messages when activating the Comm package, but it seems the list of active modules is empty when you activate GMCP now (I only tested this now and very briefly, so I'm not 100% certain, but it seems like it).
Sior2010-09-02 19:31:36
QUOTE (Ssaliss @ Sep 2 2010, 03:10 PM) <{POST_SNAPBACK}>
It depends on which of them you mean. You still get the "does not compute" messages when activating the Comm package, but it seems the list of active modules is empty when you activate GMCP now (I only tested this now and very briefly, so I'm not 100% certain, but it seems like it).


The clearing of modules was fixed. The series of 'does not compute' messages should be fixed soon.