Games-Axmud
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- Some Axmud standard keycodes ('kp_up', 'kp_down', 'kp_left', 'kp_right',
'kp_page_up', 'kp_page_down', 'kp_home', 'kp_end', 'kp_insert', 'kp_delete')
have been removed as they weren't available to MS Windows users. As a
result, the cursor up and keypad up keys now share the same standard
keycode, 'up'. The same applies to the other keycodes listed above. To
update your scripts, just remove the 'kp_' portion of the keycode. Any
existing macros will be updated automatically
Automapper new features
- You can now merge someone else's maps with your own. Firstly, export the
world model. The quickest way is from the automapper menu; select
'File > Save/export world model...'. Send this file to your friend, who can
merge your map into their own by selecting 'File > Merge world model...'.
Your friend must be using the same version of Axmud as you (or a later
version). There is also a new ';mergemodel' command, if you prefer to work
from the command line
- The automapper has a new dialogue window for use when you want to share your
maps with other people, but don't want them to see all of your labels. From
the automapper window menu, select 'Labels > Quick label deletion...'; this
opens a window in which all labels in all regions are displayed. You can
quickly choose which labels to delete and which to keep, before exporting
your map in the normal way. (This change is permanent, so before deleting
any labels you should make a backup of your map!)
- In the automapper window, added a new toolbar button set. To use it, use the
blue/white paintbrush icon to add some coloured buttons. Click the button
and then click a room; the equivalent room flag is added to (or removed
from) the room. If multiple rooms are selected, the operation is applied to
all of them. See also the Axmud Guide, Section 15.22.2
- Added relative directions. As far as we know, only Discworld uses them (but
Axmud's relative direction are available for any world that needs them). At
Discworld, the direction the character is facing changes the way exits are
described; so, the exits might be 'forward' and 'left', or they might be
'backward' and 'right'. This is now handled automatically; Axmud works out
which direction the character is facing, and converts an exit named
'forward' into the equivalent map direction like 'east'. If assisted moves
are turned on, you can move through the 'forward' exit by typing 'east' or
'e', as normal. Discworld players can use the new ';addrelative' and
';deleterelative' commands if they are helpful. For other worlds, you can
specify relative directions in the dictionary 'edit' window
- The direction the character is facing can be set (or reset) artficially by the
new ';setfacing' command, or by using ';resetlocator <direction>'
- Exits can now have an alternative direction (in case an 'enter blue portal'
exit sometimes becomes an 'enter red portal' exit, or something)
- Involuntary exit patterns (seen when your character is moved to a new room
without any input from you) and repulse exit patterns (seen when your
character tries to move to one room, but is instead moved to a different
room) now have an optional destination room. If you specify the destination,
the automapper won't get lost. This only applies to patterns stored in a
particular room; involuntary/repulse exit patterns for the whole world
(stored in the world profile) don't have a destination room at all
- Added a new exit ornament, 'mystery' (drawn as a dark red square). If you
don't know how to pass through an exit, but think it's probably possible to
pass through it, you can mark it as a mystery exit
- You can now select all rooms, exits, labels (etc) in the whole map. You can
also now select all impassable or mystery exits
- The 'Find room...' operation can now look for room tags, as well as room
numbers
- When using crafty moves, 2-way exits (rather than a 1-way exit) are now
created, when appropriate
- You can now add multiple exits to multiple rooms at the same time
- A map label's style can now be set directly from the popup menu after right-
clicking the label
- The ';setroom' command has been updated with a new switch, ';setroom -l',
which sets the last known location (drawn in green) as the new current
location. This switch can be combined with others, e.g. use ';setroom -f -l'
to set the location and switch to 'follow' mode
Automapper fixes
- At a few worlds, the automapper was unreliable, in that it frequently got
confused about the current location for no obvious reason. The reason, in
fact, was incorrect handling of prompts, an issue that only affected those
worlds. The prompt handling code has been overhauled and should now be
working perfectly at all worlds
- Axmud's pathfinding algorithms have been improved so that they can create
paths through adjacent regions. This should permanently solve the problem of
finding a path between two rooms in the same region A, if the only path
between them goes via a region B. You can modify the way this is handled.
From the automapper menu, click 'Edit > Edit world model ... > Settings
> Page 6', and find the 'Simple pathfinding - adjacent region mode'
- Pathfinding operations failed badly in certain rare situations. Fixed them all
- After double-clicking a room in a different region, Axmud finds the shortest
path to that room, and sends a large number of world commands to get there.
The destination room is drawn brown until the character arrives. Axmud no
longer draws and then re-draws every room along the path in brown, which
greatly reduces the response time after double-clicking a room, or when
using a command like ';go' or ';drive'
- Selected labels were handled badly; you could select a label in one region,
and then discovert that a completely separate label in a differnt region was
also selected. This is now fixed
- Very old exported world models (from 2016 or earlier) could not be loaded or
imported. Fixed
- The ';locateroom' command often produced too many false positives, or not
enough matches, depending on various factors. It should be working much
better now
- 'Illegal direction' error messages are now optional, and turned off by
default. From the 'main' window, select 'Edit > Axmud preferences...
> Settings > Page 10 > Illegal exit directions' to turn them back on
- Fixed a nasty error message seen when moving using an assisted move like
'backward' and when the destination room doesn't match the expected one
- The way non-standard directions is handled has been improved. An exit like
'swim east' is now automatically drawn as an east exit. Some problems with
clashing directions have been fixed
- After dragging multiple rooms/labels around the map, and when connecting an
exit to a room by clicking on the room, Axmud doesn't try to redraw the
whole region any more
- Fixed several problems with the automapper code that could cause
inconsistencies in the world model (and which can be detected using the
';testmodel' command)
- The ';testmodel' command now limits the number of error messages it will show
(so it will no longer try to show 100,000 error messages, if there's some
inconsistency in all of the exits in the map)
- Improved the look of several of the automapper window's dialogue windows
- When transferring rooms to a different region, the map is now automatically
centred over the transferred rooms
- When dragging a map label with a border, only the text was dragged. Fixed
- Fixed issues with the map's background colouring. The blue selection box did
not appear if the starting position was over a coloured portion of the map.
Also, when trying to delete a coloured portion, several adjacent coloured
portions were often deleted
- Coloured buttons in several of the automapper window's toolbars were
effectively invisible if they were the same colour as the surrounding
- Saved maps (world models) will now be between 10-25% smaller, depending on
what kind of data the model is storing. Load times will improve by the same
proportion
- The ';locateroom' command now selects all matching rooms on the map, so after
getting lost it's easier to work out where you are. Some issues with that
command have been fixed, so it will now work more reliably
- The automapper's 'Reposition all maps' operation now sets the visible level
back to level 0, as well as resetting magnification and the position of
scrollbars
Automapper fixes
- Dragging exits was often very difficult because the exit could not be clicked,
or immediately unselected itself after being clicked. This has been fixed,
and dragging an exit should now be as easy as clicking on it
- The automapper was not able to track movement in a non-primary direction like
'enter cupboard' immediately after a room had been set as a current room.
Fixed
- Fixed a crash caused, in certain circumstances, by selected rooms in the
automapper window
- The automapper sometimes failed to draw twin exits correctly, when one or both
were in non-primary directions. Occasionally, this caused a crash. Both
issues are now fixed
- Some error messages caused by the automapper's room painter have been fixed
- In the automapper window's menu, 'Rooms > Locator task > View Locator room'
crashed Axmud. The edit window itself, once opened, also crashed Axmud. Both
have been fixed
- Some inconsistencies in the way the automapper window desensitises (greys out)
some of its menu items and buttons have been fixed
- The room painter incorrectly replaced certain values, such as the room's
title, in certain situations. The automapper did not finish creating a new
room before trying to paint it. Both issues have been fixed
- It's no longer necessary to reset the Locator task after the automapper gets
lost; you can now set the new current room right away
- Labels in maps can now contain '&' characters without generating an error
message
Minor new features
- The layout of the 'edit' window for routes has been improved
- The Locator task can now capture information about the weather, the time of
day (and so on), and display that information in its task window. The
information is not stored anywhere in the model. At present, no
pre-configured worlds use the new 'weather' component
- The Locator task used to show the room's contents in its window, main noun
first. You can now change that behaviour (using the task's 'edit' window),
so the the word order isn't changed. Instead, the noun is highlighted in a
different colour
- The About window now shows this file, and the INSTALL information file
included with Axmud's source code
- The MS Windows installer will now let you install Axmud anywhere you want.
Some users have reported problems with this installer. In most cases,
running the installer a second time will work. In most cases, if Axmud
crashes shortly after it starts for the first time, it won't crash on the
second or subsequent occasions
Minor fixes
- The Locator task displays the number of room statements (descriptions) it's
expecting in its title bar, but this number was not updated frequently
enough. The visible number is now updated instantly. The same number is no
longer displayed in the automapper's title bar (as there is no longer enough
room there)
- Fixed some issues with MXP room tags and popup menus, which prevented (for
example) the automapper from working at DragonStone
- Improved handling of arkward exit states (extra information about an exit in
the room's exit list), which made correct handling of exit states at
DragonStone impossible
- Trying to connect to a world from the basic mudlist, while specifiying a
character and password, produced error messages. Fixed
- ';importfiles' failed to import a world profile exported with an
';exportfiles -w' command. Fixed
- Fixed incorrect handling of text in bold white at some worlds
- Various issues with handling and checking Axmud colour tags have been fixed
- When Axmud encounters a Perl error, it displays a long error message and
tells the user to type ';restart' when they're ready. The error message has
been improved so impatient users don't need to read all of it
- Fixed several issues with GMCP data that caused frequent error messages, for
example at Avatar
- Abbreviations (aka user commands) for several client commands have changed:
';addworld', ';setworld', ';cloneworld', ';editworld', ';deleteworld',
';listworld', ';restoreworld', ';updateworld', ';setstatusevent'
- The Debugger task's 'edit' window was completely broken. Fixed it
v1.1.050 (31 Jul 2018)
--------------------------------------------------------------------------------
Pre-configured worlds
- Ten new pre-configured worlds: Age of Chaos, Avalon (Germany), Carrion Fields,
CyberASSAULT, Elysium RPG, HellMOO, Miriani, MUME, RoninMUD, Tsunami
- Improved handling of new and existing pre-configured worlds for users who have
just installed a new version of Axmud
- Major improvements to the existing pre-configured worlds: Avalon RPG,
Discworld and SWMud (if you've ever connected to any of these worlds, you'll
be prompted to update them; if not, the world profiles will be automatically
updated)
- Minor improvements to the existing pre-configured worlds: Dead Souls Dev, Dead
Souls Local, Dead Souls Prime, DuneMUD, Medievia, MorgenGrauen. If you want
to import the improvements into your existing world profiles, use
';updateworld' (for example ';updatworld empire'). If you don't want to risk
overwriting any changes you've made to those profiles, don't use
';updateworld'
Major new features
- New 'quick preferences' window, containing the most useful configuration
options, such as changing fonts, turning on sound, etc (hopefully useful for
users who couldn't find where they were). In the main window, click the blue
book icon to open it
- The GUI window has been renamed the object viewer window, and expanded to
include more kinds of object and more help files. The commands to open/close
it are now ';openobjectviewer' and ';closeobjectviewer'
- New client commands to backup the entire Axmud data directory: 'backupdata',
';restoredata' and, for automated backups ';autobackup'. (This does not
affect ordinary data file load/save operations. To avoid confusion,
';retainbackups' has been renamed ';retainfilecopy')
- A complete list of strings used in peek/poke operations (such as with the
client commands ';peek' and ';poke', and with several Axbasic statements
including PEEK and POKE) is now available in the About window, in the Axmud
Guide and by using the new ';peekhelp' command
- For worlds that use room commands (such as EmpireMUD 2.0 and Avalon Germany),
some new client commands: ';rommcommand', ';ignoreroomcommand',
';noticeroomcommand' and ';listroomcommand'. If the current location has a
list of room commands like 'chop, harvest, gather', use ';roomcommand' to
cycle through them. For best effect, open the Compass task and assign
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