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TinTin++ Mud Client

TinTin++ 2.00.4 (beta)

 
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Scandum
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Joined: 03 Dec 2004
Posts: 3770

PostPosted: Tue Aug 24, 2010 1:33 pm    Post subject: TinTin++ 2.00.4 (beta) Reply with quote

Beta code is available at:

http://tintin.sf.net/download/tintin-beta.tar.gz

Code:

Aug 2010       2.00.4
--------------------------------------------------------------------------------

text.c         When UTF8 is defined in tintin.h UTF8 characters should get
               wordwrapped correctly.             

telopt.c       Added support for module like MSDP events.

mapper.c       Added #map uninsert <direction> command which does the exact
               opposite of the insert command.

mapper.c       Added #map at <location> <command> command which executes the
               given commands at the given location.

variable.c     Allowing math in #format %t time seeds.

path.c         Fixed #path zip command.

prompt.c       Added better #prompt {line} {substitution} {0} support to print
               a mud prompt and pending input on the 0 line.       

mapper.c       Added #map map 80x20 <filename> {a} option to log in append mode,
               by default an overwrite is performed.

path.c         Added the option to use #path load {n;e;s;w;u;d}

path.c         When using #path run {delay} you can remove pending run commands
               (fairly) safely using: #undelay PATH %d
               This will also work for #map run {location} {delay}


I don't foresee any issues with this code, but I don't feel like releasing, and I'm planning to add support for infinite buffers next which might take a while. So here's the code for those who want it.
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xanthumn



Joined: 18 Aug 2010
Posts: 4

PostPosted: Wed Aug 25, 2010 9:54 am    Post subject: Reply with quote

Thank you for the update!

A couple of issues I have noticed so far:

The new version does not like blank lines in saved maps.

Code:

#map read map.map
#MAP: INVALID COMMAND {
} ON LINE 2. ABORTING READ..


As each newline is removed, the error goes to the next blank line.

map.map
Code:

C 15000

CE <078>
CR <178>
CP <138>

F 11

I 895

 * # # + # | + + # + - + + + + + x


R {    1} {0} {} {} { } {} {} {}
E {    2} {n} {n} {1} {0}
E {    3} {s} {s} {4} {0}
E {    4} {w} {w} {8} {0}
E {    5} {e} {e} {2} {0}
E {    6} {nw} {nw} {9} {0}
E {    9} {ne} {ne} {3} {0}
E {   85} {u} {u} {16} {0}

R {    2} {0} {} {} { } {} {} {}
E {    1} {s} {s} {4} {0}
E {   11} {n} {n} {1} {0}

R {    3} {0} {} {} { } {} {} {}
E {    1} {n} {n} {1} {0}
E {   40} {s} {s} {4} {0}

R {    4} {0} {} {} { } {} {} {}
E {    1} {e} {e} {2} {0}
E {   30} {w} {w} {8} {0}
E {  112} {s} {s} {4} {0}

R {    5} {0} {} {} { } {} {} {}
E {    1} {w} {w} {8} {0}
E {   29} {e} {e} {2} {0}
E {   95} {s} {s} {4} {0



The new #map map 40x15 map.out does not format very nicely...
(output shown below is me traversing several rooms.
It does not matter if you output to file or just displaying to screen. It does not display in the upper split using #map flag vtmap.
I have also noticed that occasionally my #split 10 2 is disabled, and my character ends up asleep.

map.out
Code:


                                 
  |                             
  |                             
                                 
                                 
                                 
                                 
[                               
]                               
                                 
                                 
[                               
]                               
                                 
                                 
[                               
]                               
--                               
-                               
[                               
]                               
--                               
-                               
[                               
]                               
                                 
                                 
  |                             
  |                             
                                 
                                 
    \                           
                                 
  |                             
                                 
  |                             
                                 
                                 
                                 
                                 

[
]
--
-
[
]
--
-
[
]
--
-
[
]
--
-
[
]
--
-
[
]
--

/ |   
     
  |   
  |   
  |   
  |   

  |         
  |   
  |+             

 
[
]
       
 
[
]
 
 
[#
]
--           

           
  |   


2.00.3 #map map 40x15 map.out used to look like this:
Code:

                                   
                         [ ]       
                          |         
                          |         
                   [#]---[ ]---[ ] 
                         -         
                                   



Thanks again,
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xanthumn

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Scandum
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Joined: 03 Dec 2004
Posts: 3770

PostPosted: Wed Aug 25, 2010 9:02 pm    Post subject: Reply with quote

Looks like I'm getting sloppy.

I uploaded a new beta that fixes the reading of maps, and I also fixed a bug with #map map writing to file correctly.

Not sure if that fixes the displaying issue you had, I didn't detect that myself, make sure to use rm *.o before executing make, as an unclean compile occasionally causes weird behavior.

Quote:

I have also noticed that occasionally my #split 10 2 is disabled, and my character ends up asleep.

I'm not entirely sure what you mean with that?
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xanthumn



Joined: 18 Aug 2010
Posts: 4

PostPosted: Wed Aug 25, 2010 10:13 pm    Post subject: Reply with quote

Heh, I was very tired when posting that...


Quote:

Quote:

I have also noticed that occasionally my #split 10 2 is disabled, and my character ends up asleep.


I'm not entirely sure what you mean with that?

My #split 10 2 will become #split 0 (none) and randomly as I walk around the map, entering (n,s,e,w commands) The mud would prompt "In your dreams, or what?"
I would have to wake/stand before continuing on...
Seems something sent sl[eep] to the mud as I was walking. I will test out the new code and see if I can reproduce this.

Thank you.
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xanthumn

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xanthumn



Joined: 18 Aug 2010
Posts: 4

PostPosted: Thu Aug 26, 2010 1:19 am    Post subject: Reply with quote

HAHA! Laughing

Quote:


You are STARVING!
You collapse into a deep sleep.



Somewhere in the map spam, I guess I got hungry... So no problem with tintin++ Big Smile

#map map is working great now! Now on to further testing Smile

A good make clean is always a good idea.

Thanks for the quick fix Thumbs Up
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xanthumn

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Scandum
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Posts: 3770

PostPosted: Thu Aug 26, 2010 7:03 am    Post subject: Reply with quote

Ecstatic
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