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The event "Bad Blood - Gulgru vs Afales" is beginning in 4 days, 10 hours.

Mini-map Changes

 
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RaisinBread



Joined: 26 Nov 2005
Posts: 15

PostPosted: Fri Dec 16, 2005 4:09 pm    Post subject: Mini-map Changes

I really like the usage of color on the mini-map. Good work on that, and thanks.

The help file isn't yet updated on what all the colors mean: could we get a run down on that when you folks have time?
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Louis



Joined: 19 Jan 2004
Posts: 823
Location: Los Angeles, CA

PostPosted: Fri Dec 16, 2005 5:52 pm    Post subject:

Ok
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Sebryn



Joined: 16 Jan 2004
Posts: 1185

PostPosted: Fri Dec 16, 2005 6:08 pm    Post subject:

Code:
HELP MINIMAP
'MAPS'

Maps come in several flavours at Abandoned Realms - it is in your
interest to use them to help you learn the game.  Good use of the maps will
considerably lower the initial hurdle of learning the way around. 
 
Map objects - some items, like the "map of Seringale", can be bought
from stores in the game and found from creatures.  To use these maps
you must "READ MAP".  As with all places you encounter multiple objects,
use "READ 2.MAP" or "READ 3.MAP" to read additional maps you have.
 
The map command (type MAP) gives an overview of the whole world of Thera.
The area you are presently in will be highlighted white.  Use this in
conjunction with the "AREA" command to find suitable areas for your level.
 
The minimap command (type MINIMAP) gives an overhead view of your present
location. This shows your position as a red "@", and the layout of
nearby rooms.  This is a short-range map meant as a learning aid - use
in conjuction with "SCAN" and "OPEN" to look for doors and creatures.
 
Minimap sector
----------------
z - hills
f (green) - forest
* (gray) - inside
+ (gray) - road
+ - city
o (brown)- field
o (gray) - cave
@ (red) - "you are here"
- (blue) - water
x (brown) - mountain
x (blue) - mountain
! (red) - sand
> - one-way exit
S - shop
F - food shop
P - player
C - player corpse


I added a couple of extras in that aren't in the helpfile, but the helpfile does exist.
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RaisinBread



Joined: 26 Nov 2005
Posts: 15

PostPosted: Fri Dec 16, 2005 7:21 pm    Post subject:

This is all that is in the help file:

Code:

z - hills
f - forest
* - inside
+ - city
o (brown)- field
o (gray) - cave
@ (red) - "you are here"
- (blue) - water
x (brown)- mountain
! (red) - sand
> - one-way exit
S - shop
P - player
C - player corpse


On the map now I'm seeing purple stuff everywhere, and not all blue things are mountains.

Blue sometimes indicates that you can go down, and purple, up.... but there are a lot of purple tiles that don't necessarily mean that.[/code]
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10352
Location: 0x0000

PostPosted: Fri Dec 16, 2005 8:21 pm    Post subject:

Its supposed to be purple up, blue down.. can you cite examples?
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RaisinBread



Joined: 26 Nov 2005
Posts: 15

PostPosted: Fri Dec 16, 2005 10:19 pm    Post subject:

I was going to re-check, but it seems that the system is down....

It looks like you shrunk the minimap too... which is really disappointing to me. One of my favorite things about AR is that map (if you can't tell).

MUDS are so hard to navigate these days, and giving me a little visual context helps so much.. please don't cut it down... Sad Sad

If there's no turning back - I'm hoping that it will enlarge as I rank or gain some skill...
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10352
Location: 0x0000

PostPosted: Fri Dec 16, 2005 10:44 pm    Post subject:

Hmm... I didn't think I shrank it that much. Main thing I've been trying to do is trim off all the blank lines, and I also changed the way the radius was messed with because of overlap problems. I'll tinker with that a little bit and see if I can get it working better. As you can see.. I am trying to improve it, not make it suck.

It'd be helpful if you can tell me which of the game areas you're having troubles with.
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RaisinBread



Joined: 26 Nov 2005
Posts: 15

PostPosted: Fri Dec 16, 2005 11:03 pm    Post subject:

It's much smaller wherever I go. My char is new, so I've only really roamed around Seringale.

I used to be able to see all of an area in a 30 x 30 or so square (I can't remember exactly). My preference would be to leave it as it was. It now seems to leave things out. For example, in the forest inside of Seringale, I can only see 6 or 7 rooms/tiles when I'm in there.

Confused
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Fri Dec 16, 2005 11:09 pm    Post subject:

I'm having troubles with all of the areas. I do like the purple/blue thing. Great idea.

Why'd you even make it smaller? How big it is doesn't matter at all, for me.
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Fri Dec 16, 2005 11:10 pm    Post subject:

And can we please update the MAP command? It's almost useless right now.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10352
Location: 0x0000

PostPosted: Fri Dec 16, 2005 11:19 pm    Post subject:

Well I was worrying about information flood.. i.e. too much stuff on screen to pick out what matters. We'll revert to the "big" version next reboot although I dont regret trying this method.
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RaisinBread



Joined: 26 Nov 2005
Posts: 15

PostPosted: Sat Dec 17, 2005 12:29 am    Post subject:

Davairus wrote:
Well I was worrying about information flood.. i.e. too much stuff on screen to pick out what matters. We'll revert to the "big" version next reboot although I dont regret trying this method.


I think you're right - but I wouldn't worry about that.

If it was all in a single color, that would just be too much. With the really nice color coding you've got going on, its pretty easy to see what you need to see. I might suggest coloring P's a different color... but maybe that's too much. I don't want AR to turn in to Trix. Wink

I really like how everything is coming along - you guys do a great job.
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