Mudlet Mapper preview

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b00mslang
Posts: 12
Joined: Thu May 20, 2010 3:11 am

Re: Mudlet Mapper preview

Post by b00mslang »

ok, so i just uninstalled (and then re-installed) mudlet again. would it be asking to much for a step by step instruction of how and where to install the autowalker, just in case i was simply doing something wrong?
thanks for all the help so far

b00mslang
Posts: 12
Joined: Thu May 20, 2010 3:11 am

Re: Mudlet Mapper preview

Post by b00mslang »

now i have most of it up and working, i just have a few more questions-
when the mapper encounters a block of some kind, how do i get it to stop saying "waiting for new room"?
how do i embed the mapper inline? the script hasnt worked for me...
and finally, the tells box extends beyond my screens width... how do i format it?

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Vadi
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Joined: Sat Mar 14, 2009 3:13 pm

Re: Mudlet Mapper preview

Post by Vadi »

try doing 'ql' for it to get to continue. I haven't tried embdding it myself yet. the chat script question doesn't belong to this thread, though

b00mslang
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Joined: Thu May 20, 2010 3:11 am

Re: Mudlet Mapper preview

Post by b00mslang »

sorry about that. what thread should i post it to?

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Vadi
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Re: Mudlet Mapper preview

Post by Vadi »

Bug: in room 2577 on Lusternia, there is no green connector room to the NE. There is one if at the NE room to SW, though.
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Vadi
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Re: Mudlet Mapper preview

Post by Vadi »

Same for 2491
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tsuujin
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Re: Mudlet Mapper preview

Post by tsuujin »

I've noticed this quite frequently.

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Vadi
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Re: Mudlet Mapper preview

Post by Vadi »

Both of those rooms has exits to the NE, perhaps it's an issue with that direction.

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tsuujin
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Re: Mudlet Mapper preview

Post by tsuujin »

Vadi wrote:Both of those rooms has exits to the NE, perhaps it's an issue with that direction.
I can think of at least two in Midkemia Online, and I do believe they're both NE as well.

I've also noticed that some diagonal directions do not display that way. I often times see NW or SE going straight E or W, or E going SE...

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Vadi
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Re: Mudlet Mapper preview

Post by Vadi »

I'm not sure if the latter is mappers problem, because the room placement coordinates are provided by the map data.

There's one terrible case on Lusternia as well where a room in the middle of the map connects with a mini-area halfway across and the exit stretches across the whole thing. But the coordinates dictate the map to be drawn so :?

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