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
Mudlet Mapper preview
Re: Mudlet Mapper preview
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?
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?
Re: Mudlet Mapper preview
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
Re: Mudlet Mapper preview
sorry about that. what thread should i post it to?
Re: Mudlet Mapper preview
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.
Re: Mudlet Mapper preview
I've noticed this quite frequently.
Re: Mudlet Mapper preview
Both of those rooms has exits to the NE, perhaps it's an issue with that direction.
Re: Mudlet Mapper preview
I can think of at least two in Midkemia Online, and I do believe they're both NE as well.Vadi wrote:Both of those rooms has exits to the NE, perhaps it's an issue with that direction.
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...
Re: Mudlet Mapper preview
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
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