
Mudlet mapper tutorial code#
The code I use for writing the map is as follows:īufferedOutputStream out=new BufferedOutputStream(new FileOutputStream("aethermap. x=0 y=0 is mapped to the lower left corner of the map (much like a standard cartesian coordinate system), and going north and east will increase x and y, respectively. A MUD (Multi-User Dungeon) is a multiplayer real-time virtual world, usually text-based, combining elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. The second dimension is x, and the third is y. The first dimension of the array indicates the plane, with 0 being Prime, 1 being Ethereal, 2 being Elemental, 3 being Cosmic and 4 being Astral (assuming a zero-based array). This is a leftover from when I wrote the map way way back, and I haven't bothered fixing it. Of note is that while the array is 2000x2000, the map in Lusternia is only 1000x1000, so only a quarter of the actual map is used (that being 501-1500). This is stored in a 5x2000x2000 array of bytes, each byte corresponding to a key with -127 being the first key, and -128 being unmapped. So a wall ("X") would have symbol 88, etc.Īfter the keys comes the map itself. The second byte, the symbol, is just the ASCII code for the map symbol. The colour code is stored in bits according to the following key:ġ indicates if it's using the bright colour for the symbol. The first byte for each key is the colour code, and the second byte is the symbol. After that follows 2x(numkeys) bytes of data. The first byte of the file indicates how many keys there are. After i completely master mapping with this, Ill probably create a tutorial for New users. The map essentially consists of two parts: First is a chunk of key mappings, and second comes the actual map. Mudlet had a similar problem too connecting to a localhost.
Mudlet mapper tutorial series#

Thanks to all coders: aaronjoslyn, CriusMacOldenly, demonnic, keneanung, mpconley, SlySven, and vadi2. Additionally, they worked differently from their real worldĬounterparts which made their use not very intuitive. While stopwatches worked as expected, their functionality was very Type 'wireframe' into the search field at the top. Locate Draw Material and click the circle on the right. In the Inspector panel, change the following properties: Check the Draw Visual Meshes box. Click on the Spatial Mapping object in the Hierarchy. Persist across sessions, be deleted/recreated as needed, adjusted on theįly, be given names and more. Drag the Spatial Mapping asset into the root of the Hierarchy. SlySven put in a lot of work to improve stopwatches: they can now SlySven added a feature to customise the room marker – there’s now several different styles as well as an option to create your own! If you’re interested in adding media to your game today, consider adding this. Tamarindo also developed a more modern replacement for MSP (last updated in 2001) called MUD Client Media Protocol (MCMP) – something that is more fitting for 2020. Game admin and you only allow specific clients to enable MSP, add If your game already supports MSP, try enabling it today! If you’re a This is different from playSoundFile(), a function you can use in triggers/aliases to play sounds. This allows the game to ask Mudlet to play sounds automatically (say,

Thanks to Tamarindo from StickMUD, Mudlet now supports MSP! Location marker, added notepad autosave, re-added stopwatches overhaulĪnd fixed a possible crash when copying text in this update! MSP (Mud Sound Protocol) Added a new option for customising the mapper’s “you are here”
