Works fine for me, try using map config worm_warp it could be the map your on ?
Configuring worm_warp works fine and dandy - attempting to map a path via mudbot once I have configured it on and saved crashes the mudbot, regardless of how I try and map the path - map path area or simply map path vnum.
Can anyone help me with an issue with remapping Jaru .. I mapped it fine but seems the rooms are doubling up and ROOM MERGE just shows
[This room:] (n,e,s) -- Passing a glass-domed building and cottages. (26155) [Other rooms:] (n,e,s) -- Passing a glass-domed building and cottages. (26131)
I've not mapped in years so can anyone help me on how to make it NOT double up on rooms?
You could do 'room merge 26131' if you're standing in the room. If you're standing in an adjacent room, you could do 'room delete 26131' to destroy the duplicate and then 'exit link 26155' before moving back into the original room (thus telling imap that the next exit you're going through will link to 26155'). Also, geesh, 26,000 rooms. My map is only at 16,000 or so and I've mapped all zones that I'm aware of.
My mapper is around 23k for the room number. The actual number of rooms in my map is 19,430. Mudbot doesn't seem to slot in rooms in spots made free after you delete a room. Also, I have a lot of old rooms (like the old Spirean Institute) that are inaccessible now, for nostalgia and because eh, why bother going through and deleting one-by-one. That's a heaaaadache.
I'm not talking about deleting. I think I'm thinking of the wrong command - I'm talking about the one where you update an entire area's name and stuff? There are a few areas that have been changed (ie what the area name is on survey).
Edit: derp, that's area update.
Re Irruel's idea, hmm. I don't think I will want to ever use that command, since all my quick go places aliases will be changed :P I wish mudbot would just slot in NEW rooms in the empty spots the deleted rooms make. Ie, you are on room 55555 and delete 1234. Instead of the next room being 55556, it's 1234.
You could do 'room merge 26131' if you're standing in the room. If you're standing in an adjacent room, you could do 'room delete 26131' to destroy the duplicate and then 'exit link 26155' before moving back into the original room (thus telling imap that the next exit you're going through will link to 26155'). Also, geesh, 26,000 rooms. My map is only at 16,000 or so and I've mapped all zones that I'm aware of.
REALLY no way to map the area without getting double up rooms?? thats really silly the whole area doubled up
There is. You have to use the 'exit link' command to get rooms to match up properly. The mapper isn't sophisticated enough to be able to detect that the room you're mapping in is one that you've already mapped in some cases, particularly when it comes to up/down and in/out exits.
Usually it'll update if the exits and stuff are the same. If it's redoing every room, just do MAP LOAD to load the previous version and find a new room to try from.
for 50 creds, no thanks as its so not worth it when they used to be sold for half of that
It's definitely worth it, believe you me. He e-mails out updates whenever a new area comes out, or when he goes out to fix the map any (IE: hey, a shop name changed, let's fix that). I used to have Xon's map for the longest time and, honestly, Xavin's is substantially better. Cleaned up, pretty accurate, and fairly thorough.
I wrote a system. The other day I tried to fix the Shadow Keep. I'll delete my system and start again from scratch any day of the week before I try -that- again. Isn't @Xavin's on the cheaper end of maps being sold anyways? I don't really keep up.
I recall maps being sold at 50 or so credits years and years ago. That said, as far as I know, no one else who has sold an imapper map in Aetolia offers updates like I do. That said, while I do try to push my map, I don't really like to pressure people. In essence, what they're paying for is the convenience of having someone else do their mapping for them, as well as a measure of very, very low level support when it comes to questions regarding map functions, getting things set up, etc.
Edit: In the time I've been selling it (a few years now) I've sold something close to 70 copies of my map. I honestly can't say that I've heard anything but praise regarding it, too.
Anyone know the command for 'special' exits? such as city portals? I remember doing it when they first came out but forgotten ALL the commands for the map as its been soo long
'exits special <argument>' lets you set messages, commands, and vnums for rooms (so if the command and message ALWAYS link to the same room, a good way to make sure it paths intelligently).
IMapper, thankfully, still has the help module built in via "map help", "room help", "area help", and "exit help" to find a list of all commands.
You would need to turn on mapping prior to using the command, use "room create" to create an entirely new room. In all likelihood, though, you'll probably have to use "map teleport" since the command is probably the same for each city, instead of 'exits special'
Does mudbot (and maybe Citadel as well?) need different files or something if I'm on 64 bit? My old version was 32 bit and trying to copy that over to my new setup is producing errors.
Comments
[This room:]
(n,e,s) -- Passing a glass-domed building and cottages. (26155)
[Other rooms:]
(n,e,s) -- Passing a glass-domed building and cottages. (26131)
I've not mapped in years so can anyone help me on how to make it NOT double up on rooms?
Thanks
That what that map remake vnums or whatever-it-is command is for.
Assuming it still works. I've only used it twice, and that was loooong ago.
When I try to merge I get this
[Problem with the north exits; they lead to different places.]
When I try to link its asking what im trying to link to
Thanks tho
Edit: In the time I've been selling it (a few years now) I've sold something close to 70 copies of my map. I honestly can't say that I've heard anything but praise regarding it, too.
Room look gives me this
north: unlinked exit.
northeast: (11827) Cliffs along the ocean. -> (Ayhesa Cliffs.)
east: (4602) Within a shadowy, elongated crypt. -> (Isle of Delos.)
southeast: (4369) Before a ruined shrine. -> (Siroccian Mountains.)
south: unlinked exit.
southwest: (10680) A hidden entrance. -> (Arurer Haven.)
west: (1535) In the courtyard of a ruined castle. -> (Dakhota hills.)
northwest: (43) Dilapidated cottage. -> (Prelatorian Highway.)
down: (9246) Bloodloch West Gate. -> (Bloodloch.)
in: unlinked exit.
even tho im standing at Enorians portals
'exits special <argument>' lets you set messages, commands, and vnums for rooms (so if the command and message ALWAYS link to the same room, a good way to make sure it paths intelligently).
IMapper, thankfully, still has the help module built in via "map help", "room help", "area help", and "exit help" to find a list of all commands.