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» SmaugMuds.org » Codebases » SmaugFUSS » Virtual room bug.
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Virtual room bug.
< Newer Topic :: Older Topic > Or is it just me...?

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* #1 Jun 3, 2005, 5:43 pm   Last edited Jun 3, 2005, 5:43 pm by Anavel
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Anavel
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Posts24
JoinedMar 6, 2005

What I am using is a recent unmodified Smaug1.6FUSS. I found something unsual while building an area, when creating a virtual room the distance from room A to room B would be shorten. Like so:

An Unsettling Reception
Muted sounds and the scent of cedar assail your senses as you enter this
stately chamber.  Thick carpeting competes with leathered chairs in a bid
for your comfort, and a huge painting of a barren desert occupies the wall
behind a large desk of oak.  Four small luminescent globes float aimlessly
about the room, and you notice that though seemingly free floating these
globes always manage to remain equidistant from one another.  The huge
bust of a fantastical lizard has been set upon the wall, an amazing
hunting trophy of some sort.
Exits: north up.
The Realms of Despair hostess is here to greet you.
Samylla is shrouded in flowing shadow and light.

redit exdistance n 5

<24hp 145m 103mv> n
In a virtual room
You're on a pathway.
Exits: north south.

<24hp 145m 102mv> n
In a virtual room
You're on a pathway.
Exits: north south.

<24hp 145m 101mv> n
In a virtual room
You're on a pathway.
Exits: north south.

<24hp 145m 100mv> n
In a virtual room
You're on a pathway.
Exits: north south.

<24hp 145m 99mv> n
The Path of Knowledge
You travel upon an open pathway beyond the confines of the reception area
to the south, heading toward your future.  After a time, you see a stocky
man leaning casually against a large tree to the side of road.  Your path
leads on to the north, or you can return to the structure to the south.
Exits: north south somewhere.
Towering beside the pathway is an enormous tree, a large opening at its base.
(PROTO) The statistics teacher sits here, guiding you towards your future.


It works in the above part only if I go from point A to point B without stoping in the virtual rooms and going back to point A.

An Unsettling Reception
Muted sounds and the scent of cedar assail your senses as you enter this
stately chamber.  Thick carpeting competes with leathered chairs in a bid
for your comfort, and a huge painting of a barren desert occupies the wall
behind a large desk of oak.  Four small luminescent globes float aimlessly
about the room, and you notice that though seemingly free floating these
globes always manage to remain equidistant from one another.  The huge
bust of a fantastical lizard has been set upon the wall, an amazing
hunting trophy of some sort.
Exits: north up.
The Realms of Despair hostess is here to greet you.
Samylla is shrouded in flowing shadow and light.

<24hp 145m 97mv> n
In a virtual room
You're on a pathway.
Exits: north south.

<24hp 145m 96mv> n
The Path of Knowledge
You travel upon an open pathway beyond the confines of the reception area
to the south, heading toward your future.  After a time, you see a stocky
man leaning casually against a large tree to the side of road.  Your path
leads on to the north, or you can return to the structure to the south.
Exits: north south somewhere.
Towering beside the pathway is an enormous tree, a large opening at its base.
(PROTO) The statistics teacher sits here, guiding you towards your future.


As you can see the distance was shorted to 1 room. This only happens if I stop in one of the virtual rooms and go back to point A and also you have to do it a few times too it doesn't always happen.

And after a while it goes back to 5 virtual rooms instead of 1.

So now I'm wondering if I set the exdistance right, I couldn't find a help file for this.
       
Post is unread #2 Jun 3, 2005, 6:37 pm
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Samson
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Posts3,639
JoinedJan 1, 2002

update_handler is set to remove all unoccupied or unused virtual rooms at the end of every PULSE_TICK, which is generally around 70 seconds. This is why sometimes they don't seem to disappear on you. You probably moved back and forth through them quickly enough. The alternate approach is to drop an item in each virtual room as you walk by, assuming you need them to stay around for awhile. Otherwise they're behaving exactly as designed.
       
Post is unread #3 Jun 3, 2005, 9:55 pm   Last edited Jun 3, 2005, 9:55 pm by Anavel
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Anavel
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JoinedMar 6, 2005

Ah, alright thanks for clarifying that up. :D
       
Post is unread #4 Jun 5, 2005, 3:17 pm
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Zeno
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Posts723
JoinedMar 5, 2005

Virtual rooms were actually never even finished. In the function decorate_room:

    room->name    = STRALLOC( "In a virtual room" );
    room->description = STRALLOC( "You're on a pathway.\n\r" );

    return; /* Return with above till I can figure out what is
             * wrong with it. --Shaddai
             */
    room->name  = STRALLOC( sect_names[sector][0] );
    buf[0] = '\0';
    nRand = number_range( 1, UMIN(8,sent_total[sector]) );


Perhaps this could be a FUSS project?
       
Post is unread #5 Jun 7, 2005, 2:56 am
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Samson
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JoinedJan 1, 2002

If you've got some suggestions on how to finish it, I'm game. This was one of the things we removed from AFKMud long ago so I really don't know how it was intended to work. I do know the Build.are file has something to do with it, but beyond that....
       
Post is unread #6 Jun 7, 2005, 9:58 am
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Zeno
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JoinedMar 5, 2005

Well how it worked was through distances.
Set the distance (in rooms) between this room, and the destination room.
Usage: redit exdistance <dir> [distance]


This was suppose to be used as filler rooms so builders didn't have to make a bunch of filling rooms just to make the area larger. It also doesn't take vnums to use. But the name and desc are set in a const section. Look for sect_names, sent_total, and room_sents. But the Smaug coders were unable to get this working. Personally I don't have a whole lot of experience with const so I'm not sure how I would fix it.
       
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