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-rw-r--r-- 1 stephen-linux stephen-linux 15596120 7 Feb 2018 WotMUDmap_Adael_2018_02_07.dat
-rw-r--r-- 1 stephen-linux stephen-linux 16638403 2 Jan 09:41 WotMUDmap_Adael_2019_01_02.dat
-rw-r--r-- 1 stephen users 16638403 12 Jan 12:12 WoTMUDmap_Adael_2019_01_12.dat
-rw-rw-r-- 1 stephen-linux users 23841014 20 May 2017 zMudMap_1.dat
[stephen@ripley ~/.config/mudlet/profiles/WoTMUD_Jomin/map]$ hexdump -C -n 16 WoTMUDmap_Adael_2019_01_12.dat
00000000 00 00 00 12 00 00 00 00 00 00 00 24 00 00 00 23 |...........$...#|
Adael wrote:If there's things missing, let me know and I can try to get around to adding them.
Off the top of my head, known missing rooms are: Falme, Seandar, barracks in cities, clan rooms, and part of Akkad.
You might have to provide me an example of where exactly in the map one would do this, as I may be misunderstanding. Most things are on the same level because, well, that's how they are on the mud. You can travel from Falme to Baerlon to FD down Spine to Mayene without any net increase or decrease in your z value. I prefer to see all things on the same level if they actually are. It actually really bugs me atm that I had to move part of the Tear-Illian road one unit up the z axis, because otherwise I'd have had to stretch things around to make it not intersect part of south/southeast Lug (tbh something I will probably fix at some point).Jomin wrote:Can I just point out that there is a little niggle I have with the current map?
This is that the speedwalk code is going to be thrown off because the map is pretty much all on one level - the A* code Mudlet uses to work out the best route uses the perceived distance to the target room in the heuristic to calculate how far an intermediate room is from that target - so will prefer rooms that are positioned closer to the wanted destination over ones that are less actual steps away if the latter are positioned away from the wanted rooms. Perceived distance as in x/y/z coordinates instead of actual # of node separations? So it may not particularly like regions such as, say, northern cut, where things are stretched along the y axis to match the longer path of the road e of TV?
The bottom line is, the speedwalk code will produce better routes if the rooms are positioned in the map in a 3D arrangement that more closely represents their relative position compared to laying out all the rooms on different levels in separate groups on the same level - as seems to be the case currently.
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