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User adventuer viewer program
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Fri Nov 09, 2007 9:26 pm    Post subject: User adventuer viewer program Reply with quote

For those adventure authors out there -- here is a program I wrote to view user adventures.



http://geocities.com/evil_punman/mapperv0.1.zip

This is an early version of my first C# program, so there are many bugs yet to work out. You will need Microsoft .net framework 2.0.

It allows you to see the rooms from a map view, you can have it draw lines between connected rooms and display room id numbers. There is an output window that lists information from the rooms as it parses the files, you can use this to see what doors are connected to each other.

I have not tried this with any adventure with more than one roomgroup. All static pieces are represented by 1x1 tiles, so walls and doors look funny. Doors are in blue. Dynamic objects are not displayed.

Some things I would like to add to future versions:
-color to show more details inside the rooms
-zoom in / out
-print.
-arrows between teleporters
-rearrange the door connections by dragging the rooms around with the mouse
-import rooms from another adventure
-generate standard hallway type rooms.
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Blizgerg



Joined: 09 Jan 2005
Posts: 155
Location: The Planet Stinky Socks



PostPosted: Sat Nov 10, 2007 5:45 am    Post subject: Reply with quote

Pretty cool. I loaded up the adventure I have been working on for the last couple of months and it displayed pretty good. Although, it didn't seem to know quiet what to do with rooms that aren't connected to anything.
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Rup



Joined: 19 May 2003
Posts: 363
Location: London, UK



PostPosted: Sun Nov 11, 2007 1:45 pm    Post subject: Reply with quote

Very neat! It's also doesn't yet like empty rooms - I'm seeing
    an exception was encountered:
    Index and count must refer to a location within the string.
    Parameter name: count
loading an empty room with just lighting defined. Does it split the map up into room groups?
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Sun Nov 11, 2007 5:39 pm    Post subject: Reply with quote


http://geocities.com/evil_punman/mapperv0.2.zip

Updated version should be able to handle multiple room groups and also a room group that does not have all rooms connected via doors.

Rup - I'll take a look into empty rooms. It might crash it because of a lack of static objects or because of a lack of doors. You might try putting in a masking block or a shuttle door rotated 'till its not visible if you still want to try to use the mapper.

Edit: I made an empty room with two lights in it and the mapper (versions 0.1 and 0.2) ran it without crashing. I'm not sure what's causing yours to crash.


Thanks for the feedback!
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Sun Nov 11, 2007 10:33 pm    Post subject: Reply with quote

http://geocities.com/evil_punman/mapperv0.3.zip

New version:
fixed bugs in draw paths and draw room ids
arranges room groups slightly better
scroll bars adjust to fit adventure size
output window is displayed during file open process.
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Sat Nov 17, 2007 9:37 pm    Post subject: Reply with quote

http://geocities.com/evil_punman/mapperv0.5.zip

New version:

blank lines in files no longer cause errors.
zoom in and out
print / print preview
output shows more detail
program now responds during file open process.
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Fri Jan 18, 2008 3:51 am    Post subject: Reply with quote



http://www.geocities.com/evil_punman/advexplore.zip

New program!

This lets you see the contents of all the config files in one easy window (room objects other than doors are omitted as they tended to clutter it up)

This is not robust software - it will crash if the config files are not the standard editor output (slightly better about it than mapper, though) or if files are missing.

Enjoy!
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Fri Jan 18, 2008 9:18 am    Post subject: Reply with quote

Hey, that's cool. Smile
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Zharmad



Joined: 25 Dec 2006
Posts: 95
Location: Sydney, Australia



PostPosted: Tue Jan 22, 2008 2:53 am    Post subject: Reply with quote

Seconded.

Next quantum leap would be an in-built interpreter for dynamic typeid #s and almagamation with map tool.

(P.S. I'm pretty stoked to see my adv. in that screenie.)
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Wed Jan 23, 2008 9:00 pm    Post subject: Reply with quote

Zharmad wrote:

Next quantum leap would be an in-built interpreter for dynamic typeid #s and almagamation with map tool.


That's the Idea!

I'd also like to make it able to change settings, have a slick door-rearranger and room importer too.

If all that gets working then I think it may be possible to put in a chat file editor and a basic script writer (play this conversation once... etc.)

Edit:
I've gotten a list of typeid's and corresponding descriptions. All the puzzle pieces for step 2 are here, I've just got to hammer them together.
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Mon Apr 07, 2008 11:54 pm    Post subject: Reply with quote

Haven't worked on this in a while. Here's what I've got so far:
http://www.geocities.com/evil_punman/AdvExplore2.zip

This organizes the data slightly better and includes object descriptions (like 'cryo floor pipe' or whatever)

It does not work well for large adventures.
Enjoy!
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Tue Apr 08, 2008 7:28 am    Post subject: Reply with quote

Nice one Smile
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