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» SmaugMuds.org » General » Building » Area Editor Configuration
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Area Editor Configuration
< Newer Topic :: Older Topic > Config settings for Area Editor

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Post is unread #1 Sep 30, 2003, 1:11 pm
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Oldwulf

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I'm looking for anyone who is familiar with Area Editor or Talisman to help me out with Configuration settings for these two wonderful pieces of software. I have some builders for my mud, but they insist on building off line and I have never messed with these programs to configure them to open stock AFKMud area files.

Thanks,
Oldwulf
       
Post is unread #2 Sep 30, 2003, 1:49 pm
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Samson
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My guess is that you'd need a near miracle to get Gammon's Area Editor to work with stock AFKMud files. The format is just too radically different.

However - I think the other one, Talisman, is open-source and therefore could be modified to handle it, correct? If so refresh my memory as to where it's distributed from and we'll take a look at it and see what we can come up with.
       
Post is unread #3 Oct 31, 2004, 6:30 am
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Deriel

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Post is unread #4 Nov 5, 2004, 9:20 pm
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kilroy
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Having Just downloaded and Installed this - though not played with it yet.
it appears as though it creates by default SMAUG1.4 areas

These areas can be converted into afk areas by running convert or areaconvert

do a help search and you will find out all about it.

Now if there is a way to create afk areas right off the bat - that would be frikking awesome.

Thanks for a great Mud Base Samson & Co.

Kilroy
       
Post is unread #5 Nov 6, 2004, 4:29 pm
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Samson
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There does not appear to be any source code available in the Talisman package. Without that it will be impossible to make it read anything other than stock areas. But as Kilroy points out, the codebase can convert those. It's better than no soloution at all for now I suppose.
       
Post is unread #6 Nov 7, 2004, 5:57 pm
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Deriel

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You can get the code using CVS

cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/jtalisman co talisman

An area editor for AFKMUD would me awesome
       
Post is unread #7 Nov 13, 2004, 8:03 pm
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Samson
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Looking into it now, but since this thing was written in java ( bleh ) I can't make any promises about being able to come up with something. I've never worked with java, let alone a cross-platform GUI app written in it.
       
Post is unread #8 Nov 14, 2004, 12:52 pm
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kilroy
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If there is anybody out there that can do it --

It is you Samson, Keep the faith

Kilroy
       
Post is unread #9 Nov 3, 2005, 5:10 pm
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Ryvral

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I know this is a reply to a old post.. But does anyone have the source laying around for Talisman? I tried the cvs and website but no luck getting it on either one of those.. We are adding multi-class to our mud and want to be able to edit offline.. Instead of building a area editor from stratch we would just like to update Talisman if anyone could hook us up with the source to it..

Thanks.. AFKMud rocks btw.. Love it
       
Post is unread #10 Oct 21, 2006, 9:48 pm
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blueice
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in case anyone is still interested in this program, i have been modifying this offline editor to suit my own mud, but would be willing to redesign it for an afkmud. i have recently implemented a graphical room editor, which you can check out here Graphical Room Editor Thumbnail. I still have some slight modifications to do, like a an actual form for editing a room directly from the GRE. There is an up to date installer located in my sites download section, simply register to view it. However in its current configuration it specifically modifies areas for my mud alone. While you could redo talisman pretty easily if you know your way around Java, the grid system for the GRE is my own creation.
       
Post is unread #11 Oct 21, 2006, 10:18 pm
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Samson
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That's quite impressive. If something could be cooked up that was compatible with AFKMud areas that would be awesome. However, such a project might best be held for 2.0 since I'm planning to radically change the native area format to work more like a pfile with KEY'd entries instead of the hard format they have now.
       
Post is unread #12 Oct 21, 2006, 11:39 pm
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Conner
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Maybe you could make it work for SmaugFUSS in the meantime? :wink:
       
Post is unread #13 Oct 22, 2006, 9:14 pm
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blueice
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In the works right now is a configuration menu where an administrator can go in and add/remove flags, spells, races, etc that their mud has. i was able to translate extended bitvectors into the program a while ago, so muds using that are able to. also what i am trying to do is make the one program universal for a multitude of mud formats, with area conversions available with a simple click, so that you could actually load up a smaug area and instantly save it into other formats.

even as to waiting for 2.0, since there are probably a lot of people with the old version having more than one would probably be a good idea.

also, if you have checked out the grid GRE i could use some suggestions, i am trying to think of some good little features to add onto it. i've already got the ability to hold down the ALT key and instaly copy whole rooms ( title, sectors, descriptions, programs ) into new rooms, making path creation a little more easier. but what else would be useful, i haven't built in quite some time so its hard to put myself in those shoes.
       
Post is unread #14 Oct 22, 2006, 9:20 pm
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Samson
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Oi. I haven't built in quite a long time myself. And I'm probably not likely to anytime soon, so I'm probably not the best one to come up with suggestions.

But re - formats. I'm not sure you quite understand how radical a change I'm planning to make. Areas in the 2.0 format won't load in anything else to date. But I suppose if your code becomes aware of how to handle a KEY'd format then it's all good. I guess if I have some time between project phases I can have a look at the program. You did say it was available for download?
       
Post is unread #15 Oct 22, 2006, 9:41 pm
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Conner
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Personally, I'd be thrilled just to find some sort of program that could read in an area file (and could be modified to understand the format of my area files in the first place) and generate a map of the area for me that could be saved as a standard image format. Ideally, I'd like it if it could generate two such maps, one that shows each room and designates death traps and hidden/secret exits and so forth (for posting to a password protected web site for staff only) and one that just maps the area as players would see it (hidden/secret exits and the rooms behind them not revealed, death traps either not revealed or not designated as different from other rooms, etc) that I could post to a 'public' web site for my players. If it could also be used to actually create areas, well, that'd just be a bonus for my builders too then.

Part of my problem with this is that I've yet to find a program that could do that with stock area files, let alone my area files which have strings for flags and (area, room, exits, etc) and KEY style entries for most other facets, probably very much like what Samson's talking about doing for AFK 2.0. :sad:

For example, here's a room in my god's area:
Vnum 1204
Name Quest Council Meeting Chambers~
Description There are comfortable looking couches against the walls of this room, a podium
in the center, and magical windows all around the room that each look out at
different portions of the lands from a viewpoint some height above so that
quest council members can better decide what the next quest will involve.
~
Doors 0
Flags     isdoor closed~
Key       -1
To        1219
Distance  1
End
Doors 1
Flags     isdoor closed~
Key       -1
To        1225
Distance  1
End
Doors 2
Flags     isdoor closed~
Key       -1
To        1209
Distance  1
End
Doors 3
Flags     isdoor closed~
Key       -1
To        1221
Distance  1
End
R O 0 1204 1 1204
End

and an object from the same file:
Vnum        1209
Level       51
Name        wooden pipe rack~
Short       a wooden pipe rack~
Description A wooden pipe rack lines one wall.~
Type        container~
Weight      1
Cost        5100
Val0     100
Val1     1 
Val2     -1 
Val3     28 
E
wooden pipe rack~
Peering closely, you think you can see something glinting at the bottom
of the rack.
~
End

and a mob from that same area file:
Vnum     1200
Level    51
Name     mobile~
Short    a mobile~
Long     A mobile is here.
~
Flags    npc prototype~
Sex      Neutral~
Race     halfling~
Class    mage~
Thac0    50
Gold     5100
Exp      4000
Position 12
DefPos   12
Stats    13 13 13 13 13 13 0
Saves    0 0 0 0 0
Speaks   131073 1
End
(I purposely chose the one mob that has no progs because the rest all have a ton of progs each..)
The top of that area file looks like:
#AREA   Private Retreat of the Gods~



#VERSION N1
#AUTHOR ROD/Conner~

#RANGES
54 65 51 65
$

#SPELLLIMIT 0
#RESETMSG a gentle pop and crackling can be heard from the fireplaces~

#RESETFREQ 30
#FLAGS   noteleport noquest noadisplay~
#ECONOMY 0 41378001

#CLIMATE 3 2 0

and the bottom of that area file looks like this:
#0


#SHOPS
0


#REPAIRS
0


#SPECIALS
M  1201 spec_fido
S


#$

As you can easily see, it's far from the stock Smaug area file, though my mud will happily read stock format area files and convert them with a simple foldarea command. These changes were courtesy of Remcon and we love them, but it does make using anything other than the online tools or a plain text editor rather useless for editing our areas. *shrug*
       
Post is unread #16 Oct 23, 2006, 5:09 am
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blueice
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reading in area files like that just as easy as reading any smaug area file, the key will be to make sure there is always a signifier word. each area file format has its own loading/saving class, so based on whatever the user says the area type they are loading, that determines the class called, and an error is thrown when the area file format is not correct.

assuming you read in a valid smaug area file, and you click on the convert, the save class for the new format is called, any values specific to the new format will have to be set to default values. also in the configuration settings will be the ability to specify flag value conversions so that formats that share common flag names will convert the values easily and not be lost in the conversion.

one question though, exactly what is the purpose of changing over to that style of area formatting, other than adding a huge amount of unneeded data in your area files.
       
Post is unread #17 Oct 23, 2006, 5:35 am
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Remcon
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It makes it alot easier to add/remove things from areas without haveing alot of issues later.
It makes it easier to look at if you want to edit it in a text editor.
It makes it easier to add/remove different things if they are saved as strings instead of numbers or bits.
It can actually cut down on an area's file size if most of the data saved in the original one was default values anyways since they don't have to be saved.
I likely forgot some of the advantages, but those are definaly some strong points in changeing the area format to work like that.
       
Post is unread #18 Oct 23, 2006, 8:07 am
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Samson
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I'll also toss in that KEY formatted files are consistent with virtually every other data file format Smaug and AFKMud saves.
It also makes the area files fault tolerant if the loading routines are done right. No more death by a thousand missing tildes.
       
Post is unread #19 Oct 23, 2006, 5:54 pm   Last edited Oct 23, 2006, 5:55 pm by Conner
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Conner
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Yup, between Remcon and Samson, I think they covered all the reasons, certainly all the major benefits. For us the best one was that now when we edit an area file in a text editor we don't have to count fields to make sure we've got the right v0-v5 entry or gold value or.. and if we need to change/add/remove a flag somewhere it's just the name of the flag instead of BV math, and while it did make a bunch of our areas bigger, it also reduced the size of a few of them and even the ones that grew didn't grow enough to begin to offset the benefits.

But I do like the sounds of what you're saying the editor will be able to do, so not only would it be able to be configured to read in my area file formats to generate maps and edit my areas, but it'll also be able to read in stock formated areas and convert them for me without having to load them on my mud and fold them? Very nice! :smile:
       
Post is unread #20 Oct 24, 2006, 7:32 am
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blueice
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so basically you guys seem to be editing areas out of mud a lot, and in that case i could see why that system is a lot better. editing offline was the reason i sought to make the offline builder for my mud. minex just happened to build in a language i understood and could easily manipulate.

as to conner, currently i do not know how to make in image based on the current display from the grid, i merely did a screenshot.

once i get the grid system all finished up, i am going to rewrite the area loading routines so that new functions for each different codebase in the system can be called. once i get that stuff done i will download an afkmud source and look over the area routines and see what i can do. how different are stock smaug resets from afkmud resets? the resets proved to be the hardest thing to emulate in the offline builder, not so much making them but getting them to load in the mud properly, so it'd be good to know what im in for.
       
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