

The client can check periodically if a map image has been updated, but otherwise can just keep using its cached image to display or print the map as the user has it so far. I suppose it could be folded into the game system using special command tags if clients can't easily support the idea of a data stream socket in addition to the game service one. Currently this is done by opening (and keeping open if desired) a separate TCP connection to the MUD specifically designed for data transfer operations like this, keeping that isolated from the game playing engine. If the client doesn't yet have the image fragment for that RoomID, it can arrange to fetch it from the MUD system. The client can then highlight the current room on the map somehow (flipping to the page that room is on, too, of course).

If on, whenever the player enters a room, the MUD sends an escape sequence including the RoomID. The MUD sends a special escape sequence to the client indicating whether the MUD believes this feature is being turned on or off (so the MUD could turn it on or off for the player). The player can turn on or off the feature of having the client's map follow them around the MUD.
CMUD TO MUDLET MAP DOWNLOAD
This RoomID is opaque so a client can't trivially just guess all the IDs and download a complete map. Each room has a unique RoomID which the client and MUD can use to refer to it. A page is usually a realm or part of a realm, which is assigned to the imp to draw however he/she likes. These are located at a certain absolute position on a "page" of the map book. Failing that, we'll just write our own client I suppose.Įach room has an associated map fragment, which is a collection of resolution-independent, scalable vector components like lines, polygons, arcs, boxes, text, etc., and possibly bitmap images. if anyone knows of an existing client which (could be extended so that it) supports this sort of thing, that would be greatly appreciated. On the verge of writing a custom client for this, I have to wonder if some existing client (or a protocol standard like MXP or whatnot) might already exist, which we can just use or be sure to be compatible with. What we've never had is an instant-update client interface, although the MUD-side support for that is nearly finished. I'm with a MUD which was designed with an integrated graphical map system (i.e., imps add area images to the map when designing their realms, and they are exposed on player's own maps as they player explores those areas). 2w3s2e4s9wn11w9nw3nwne2n5d4n3enednun2d2w2nuwnģ) recite plaid (from sly dwarven merchant)įROM RAKUST TO CARP (EPIC). 2s flee e flee n flee e flee d flee n flee u flee n flee down. I don't know when I'll ever get around to filling it out, but here is a very incomplete map of Rakust if you want to see how it connects to Seam.

sed jump river flee s d flee s flee w d flee s flee w. If anyone is "designy" and wants to collab on maps hit me up in-game. I wanted to show the range of wandering mobs.
