I know theres a way to do this, Ive seen it in games where the player moves around in a text based map.. heres a link, how would I do this?http://www.ashavar.com/client/images/screen10.jpg
NOTE: I am running byond though telenet
ID:268029
Feb 17 2004, 10:59 am (Edited on Feb 17 2004, 11:04 am)
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In response to Alathon
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loading Neo Quest Text MUD.dme
Map.dm:3:error:view_range:undefined var Map.dm:62:error:List2Text:undefined proc Map.dm:62:error:send:undefined proc Map.dm:32:error:A.ascii_layer:undefined var Map.dm:32:error:highest_layer.ascii_layer:undefined var Map.dm:35:error:highest_layer.ascii_color:undefined var Map.dm:35:error:highest_layer.ascii_icon:undefined var Map.dm:29:highest_layer :warning: variable defined but not used Neo Quest Text MUD.dmb - 7 errors, 1 warning (double-click on an error to jump to it) |
In response to Alathon
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I'm thinking he simply wants to use the text mode for his map.
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In response to Garthor
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In telnet.
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In response to Foomer
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Foomer get on ya pager I wana show u my big update, and yes I want to just use the text map function, on telenet
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In response to Kasumi Tomonari
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by the way, Kasumi, I know this is a dumb correction, but I'm just feeling nitpicky. It's not "telenet", it's "telnet". Sorry, I couldn't resist :P
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In response to Foomer
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I didn't read his post after he edited it.
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If I understand you right, you want a non-DS based text map ?
This is the procedure for doing said action on my MUD, relatively unmodified. I removed the section that displays the players standing in the same turf as you. It assumes your text map is a map of turfs. All the {x (where x is a letter) are color changes, translated into telnet color escape codes. It's pretty self explanatory.
To summarize it, it involves going through the turfs one by one and adding them to a "buffer". The buffer scans left to right, top to bottom. When it reaches the end of a row, it appends a \n and continues to the next row. That's all there really is to it.