dmwiki map application

Links to all custom dungeons. Also discussions about custom dungeons: tips and tricks, questions, ideas, etc.
Forum rules
Please read the Forum rules and policies before posting.
Post Reply
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

dmwiki map application

Post by megar »

This thread is for continuing discussion about the map web application at http://dmwiki.atomas.com/maps/view/conflux/0.

Changelog:

Code: Select all

changeset:   60:98540a5d3740
summary:     Add database dump (only cellmap, not the entire wiki of course). Users are still defined in the wiki, so there is no personal details in the dump

changeset:   59:34ab3be13b6b
summary:     db parameters now in ini/

changeset:   58:641af176e925
summary:     remove warning on preg_match_all()

r58 | gilles | 2012-01-24 14:33:59 +0100 (Tue, 24 Jan 2012) | 2 lines
fixed bug that appeared after r57 when version text was too long. (The rightpane was pushed downside)

r57 | gilles | 2012-01-15 12:53:18 +0100 (Sun, 15 Jan 2012) | 2 lines
moved cell coordinates

r56 | gilles | 2012-01-07 20:02:15 +0100 (Sat, 07 Jan 2012) | 2 lines
Upgraded hints file for Conflux (new hint: WARNING FROM OTHELLO)

r55 | gilles | 2012-01-07 18:13:21 +0100 (Sat, 07 Jan 2012) | 3 lines
Added Click-to-lock mode
added transparency hints for ie6/7

r54 | gilles | 2012-01-06 21:41:39 +0100 (Fri, 06 Jan 2012) | 2 lines
better handling of IE6 for Hints

r53 | gilles | 2012-01-06 21:13:08 +0100 (Fri, 06 Jan 2012) | 3 lines
New feature : display the Oracle Hints !
css cursor handling for dmzone

r52 | gilles | 2012-01-05 23:13:29 +0100 (Thu, 05 Jan 2012) | 1 line
Added a quick sandbox to edit dmzones

r51 | gilles | 2012-01-05 01:21:48 +0100 (Thu, 05 Jan 2012) | 2 lines
insanely performance upgrade for ie6

r50 | gilles | 2012-01-05 01:01:27 +0100 (Thu, 05 Jan 2012) | 3 lines
new feature : added cell coordinates
New class Dmmap with bootstrap method

r49 | gilles | 2012-01-04 20:40:05 +0100 (Wed, 04 Jan 2012) | 2 lines
Javascript now start later (window:load) instead of dom:loaded to prevent triggering Opera Bug

r48 | gilles | 2012-01-04 13:38:41 +0100 (Wed, 04 Jan 2012) | 3 lines
Restored mouse cursor change when hovering onto a pit or stairs.
Added mouse cursor to "help" when hovering a dmzone

r47 | gilles | 2012-01-04 11:24:20 +0100 (Wed, 04 Jan 2012) | 2 lines
Overlay no longer darkens the first two cols with coordinates (this was caused by r34)

r46 | gilles | 2012-01-04 00:31:13 +0100 (Wed, 04 Jan 2012) | 2 lines
r43 broke tips parser, because level number was passed as a string instead of an int.

r45 | gilles | 2012-01-02 22:37:46 +0100 (Mon, 02 Jan 2012) | 2 lines
Changed behaviour of draw to start with a click

r44 | gilles | 2012-01-02 22:32:36 +0100 (Mon, 02 Jan 2012) | 2 lines
r43 broke editing because of initialized static variables

r43 | gilles | 2012-01-02 20:49:51 +0100 (Mon, 02 Jan 2012) | 2 lines
code quality review (jshint)

r42 | gilles | 2012-01-02 19:06:11 +0100 (Mon, 02 Jan 2012) | 2 lines
moved shift key handling to its own class

r41 | gilles | 2012-01-02 01:31:31 +0100 (Mon, 02 Jan 2012) | 2 lines
Editor: added shift for paint cells

r40 | gilles | 2012-01-01 22:34:40 +0100 (Sun, 01 Jan 2012) | 3 lines
tileset changer was not working under Chrome, and displayed an error under IE6.
tileset changer not supported under IE6, sorry.

r39 | gilles | 2012-01-01 18:59:18 +0100 (Sun, 01 Jan 2012) | 2 lines
r36 broke level up/down header

r38 | gilles | 2012-01-01 18:55:39 +0100 (Sun, 01 Jan 2012) | 2 lines
minor pixel tweaking in tiles_csbuild.png

r37 | gilles | 2012-01-01 18:47:57 +0100 (Sun, 01 Jan 2012) | 2 lines
added tileset "csbuild 2007"

r36 | gilles | 2012-01-01 18:29:20 +0100 (Sun, 01 Jan 2012) | 2 lines
added tileset selector

r35 | gilles | 2012-01-01 17:51:39 +0100 (Sun, 01 Jan 2012) | 2 lines
Loosened dmzone syntax : a single cell can now be defined as [x,y] (before it had to be [[x,y]])

r34 | gilles | 2012-01-01 14:05:06 +0100 (Sun, 01 Jan 2012) | 3 lines
New feature:
 - Tips now highlight the dependent cells !

r33 | gilles | 2011-12-31 21:00:56 +0100 (Sat, 31 Dec 2011) | 3 lines
New Tileset !
Edit mode now display the tool description

r32 | gilles | 2011-12-31 12:59:25 +0100 (Sat, 31 Dec 2011) | 2 lines
Prevented mouse selection when drawing

r31 | gilles | 2011-12-31 12:42:39 +0100 (Sat, 31 Dec 2011) | 2 lines
added a sh script to compress css/js (not used, done server side)

r30 | gilles | 2011-12-31 12:19:14 +0100 (Sat, 31 Dec 2011) | 4 lines
got rid of tiles.png (!), submitbg.gif and inputbg.gif. (except for ie<8).
New additional stylesheet dmmaps_ie67.css, containing non-inlined image, and filter(alpha)
Compressed submitbg and inputbg.gif

r29 | gilles | 2011-12-31 11:10:55 +0100 (Sat, 31 Dec 2011) | 2 lines
restored previous font-size. should not trigger the chf 2 row bug anymore thanks to r28)

r28 | gilles | 2011-12-31 01:07:15 +0100 (Sat, 31 Dec 2011) | 2 lines
maximized cell dimensions to 16x16 px. Should prevent similar chf bugs.

r27 | gilles | 2011-12-31 00:50:03 +0100 (Sat, 31 Dec 2011) | 2 lines
ie6 support !

r26 | gilles | 2011-12-31 00:40:37 +0100 (Sat, 31 Dec 2011) | 3 lines
Finally removed the dmzone sample test.
Reduced font size. Fix chf bug.

r25 | gilles | 2011-12-30 21:36:20 +0100 (Fri, 30 Dec 2011) | 2 lines
Added level notes fetched from the wiki. (the dmzone beta test remains)

r24 | gilles | 2011-12-30 19:25:04 +0100 (Fri, 30 Dec 2011) | 2 lines
view: removed unused variables

r23 | gilles | 2011-12-30 18:22:45 +0100 (Fri, 30 Dec 2011) | 2 lines
Replaced tileimages/*.gif by tiles.png (this is a sprite)

r22 | gilles | 2011-12-30 18:12:50 +0100 (Fri, 30 Dec 2011) | 2 lines
revision 20 broke "switch to edit mode" when the map does not exist

r21 | gilles | 2011-12-30 15:58:09 +0100 (Fri, 30 Dec 2011) | 5 lines
Editor can now draw with "edge" tile (black color)
Added 100.gif
Compressed gifs
Added tiles.png for future update

r20 | gilles | 2011-12-30 14:58:02 +0100 (Fri, 30 Dec 2011) | 4 lines
Changes:
 - Viewer : version switching completely client-side (huge boost !)
 - The version selector redraws the map at each up/down keypress

r19 | gilles | 2011-12-30 11:47:28 +0100 (Fri, 30 Dec 2011) | 2 lines
going utf-8

r18 | gilles | 2011-12-29 23:27:04 +0100 (Thu, 29 Dec 2011) | 2 lines
forgot to add the .css file

r17 | gilles | 2011-12-29 23:15:10 +0100 (Thu, 29 Dec 2011) | 4 lines
Also deleted scriptaculous (no use !).
css go to a new file
add apikey for ajax.googleapis.com

r16 | gilles | 2011-12-29 22:32:17 +0100 (Thu, 29 Dec 2011) | 3 lines
upgraded to Gb_Form2
Deleted now useless gb.js, and every js file except Dmmaps.js, since I now use ajax.googleapis.com

r15 | gilles | 2011-12-29 21:53:28 +0100 (Thu, 29 Dec 2011) | 9 lines
Javascript-isation : Map is now drawn client-side
New features :
 - map editor cycle through 4 cell types
 - map editor display the selected cell type
Changes :
 - map coordinate easier to read

r14 | gilles | 2011-12-29 12:01:07 +0100 (Thu, 29 Dec 2011) | 4 lines
Upgrade to prototype 1.7.0.0 / Scriptaculous 1.9.0.0
Javascript now uses Google's CDN
Added Dmmaps.js (DmmapOverview class provides a "level overview" highlighting parts of the map). Just a demo, for now.

r13 | gilles | 2011-12-27 14:07:44 +0100 (Tue, 27 Dec 2011) | 2 lines
line-end : LF

r12 | gilles | 2011-12-27 01:10:52 +0100 (Tue, 27 Dec 2011) | 4 lines
FIX FOR NEW WIKIMEDIA USER PASSWORD CRYPT !
Log map submission, map deletion and login
add a error controller

r11 | gilles | 2011-01-01 19:38:30 +0100 (Sat, 01 Jan 2011) | 2 lines
Gb_Util::explode() has been moved to Gb_String::explode()

r10 | gilles | 2011-01-01 12:15:54 +0100 (Sat, 01 Jan 2011) | 4 lines
Use Zend_Loader_Autoloader to prevent warnings
Show login failure

r9 | gilles | 2009-10-28 19:35:19 +0100 (Wed, 28 Oct 2009) | 3 lines
mise a jour pour Gb framework
Ajout des images de fond des forms

r8 | gilles | 2008-10-12 22:46:48 +0200 (Sun, 12 Oct 2008) | 1 line
link to edit level notes

r7 | gilles | 2008-09-08 12:02:56 +0200 (Mon, 08 Sep 2008) | 2 lines
suppression source tileimages

r6 | gilles | 2008-09-07 23:42:50 +0200 (Sun, 07 Sep 2008) | 2 lines
Map versions
delete rights

r5 | gilles | 2008-09-07 16:26:49 +0200 (Sun, 07 Sep 2008) | 3 lines
nouvelle table cellmap remplace cellmaps
affichage commentaire
gestion sauvegarde

r4 | gilles | 2008-09-03 20:49:41 +0200 (Wed, 03 Sep 2008) | 1 line
Authentification

r3 | gilles | 2008-09-03 15:42:28 +0200 (Wed, 03 Sep 2008) | 1 line
début edit

r2 | gilles | 2008-09-03 10:43:17 +0200 (Wed, 03 Sep 2008) | 1 line
properties

r1 | gilles | 2008-09-03 10:06:48 +0200 (Wed, 03 Sep 2008) | 2 lines
initial import
The whole project can now be found, (and downloaded) at https://bitbucket.org/gbouthenot/dmwikimap/
Last edited by megar on Sat Sep 01, 2012 11:21 pm, edited 15 times in total.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

There's a bug in the current highlighter, example on {1,9,9}.

1. Coordinates starting with a "0" are misinterpreted.
2. The tooltip appears at the last highlighted tile, not at the current one, which might be on purpose to avoid covering a highlighted tile with the tooltip.
Yes, the tips are displayed after the last cell, to avoid covering.
for point 1 : Do you have an example ? Tried to look at {1,9,9} and the top left of level 11, all seems to work...

Tileset :
I added the first tile (all back) "empty cell", to delimit the level. In Conflux, all levels are 32x32, but in other dungeons, some level may be smaller (Dungeon master level 14 for example). The tile was already there, but unused.


About other tile type, and automatically getting the tile type from CSBuild, this is a bad idea. Take for example, the simple case of the door :
A door is either close or open. (well it can be jammed, but just forget it). Some of the door have a switch on them. We would map those type of doors as "open doors", because the player can open/close them at will. I think they should be designated by the "open door" type cell. Unfortunately, the cells currently in the DMMAP application directly came from csbuild.
Go see level 33 : dmwiki.atomas.com/maps/view/Conflux/33/ (and switch the versions).
I am reviewing the map the open "switchable" door and close "switchless" doors.

Other tile type are Teleporters. As already said, they can teleport Party, Objects, Monsters. And they can be visible / invisible. They can also be Active / Inactive ! And there is only one tile type. My idea is that only the teleporters that teleport the party should me mapped. All other ones (the monsters teleporters) should be removed. The DM Engine and Conflux make heavy use of them. Having those cells displayed as Teleporters are polluting the maps.

And there are the WALL type !
In CSBuild, they are a shitload of type (I don't understand them) : blocking, non blocking, trick, regular, visible, invisible walls. (total: 64 types!) For the player, they are only:
1/ simple wall
2/ a wall that can be removed
3/ imaginary wall
Many of the level were imported from Conflux, with the wrong (userland) wall type.

Which lead to the gorgeous Gambit maps. They are simple. (probably too simple), but they look like the maps will ALL did when playing Dungeon Master. The aim of the dm map application is to provide collaborative mapping, including note sharing, because Conflux is too complex to be mapped by a single player.

For other tiles, the pit can also be real or false, closable. Currently, there is only 1 tile type.

So this message to say : Don't let the dmmap application become a poor's man mirror of CSBuild. There purpose aren't the same. Dmmap should be the map from the player perspective. The player don't know (and don't have to know) the details of each cell, yet, he can put notes on the map to describe things.
Last edited by megar on Mon Jan 02, 2012 9:39 pm, edited 2 times in total.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

hint file: all the needed structures are in a file, so the only problem is about displaying them.
what about showing only the titles of the hints when hovering over a tile, and a left click would show the full text in a scrollable div?
Believe it or not but I don't know what you are talking about !
There is a hint file ! The HCSB.DAT ? There is an csb-like oracle for conflux ?
I though that the oracle was a part of the dungeon (I remembered from version 3 I had gained access to a part of the dungeon called "the oracle", it was pretty useless IIRC)...
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Re: dmwiki map application

Post by beowuuf »

Different oracle, Conflux indeed has a hint thingie like CSB, Ameena even did the entries (some? all?)
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Re: dmwiki map application

Post by Zyx »

Then you'll have to start conflux from the start, because from the begining the Oracle warned: Everything you will experience and believe in Conflux means the contrary, just remember!

I uploaded a work-in-progress version of conflux where no file is encrypted.

@Beo: most of the poetic ones.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

Paul sent me the hints file.
I will think about it. Those hints are also a brilliant work. They should be very valuable !
Christoph
Craftsman
Posts: 102
Joined: Sun Nov 20, 2011 12:04 am

Re: dmwiki map application

Post by Christoph »

First of all, thanks for Conflux to you and all the people who helped you, I think it's the most interesting game of its kind I've found so far.
Zyx wrote:I uploaded a work-in-progress version of conflux where no file is encrypted.
Can I put that over my current B8 and reuse saved games, or must I start a new game?
Christoph
Christoph
Craftsman
Posts: 102
Joined: Sun Nov 20, 2011 12:04 am

Re: dmwiki map application

Post by Christoph »

megar wrote:
[…]
2. The tooltip appears at the last highlighted tile, not at the current one, which might be on purpose to avoid covering a highlighted tile with the tooltip.
Yes, the tips are displayed after the last cell, to avoid covering.
I see, I wasn't sure, because text looks sometimes misplaced (at an unexpected location), but that's probably the best solution to avoid highlighted cells to be made effectively invisible.
megar wrote:
There's a bug in the current highlighter, example on {1,9,9}.

1. Coordinates starting with a "0" are misinterpreted. […]
for point 1 : Do you have an example ? Tried to look at {1,9,9} and the top left of level 11, all seems to work...
This was intended to be the example. {1,9,9} = Go to level 1 (cellar) put the mouse over cell [9,9], and watch cell [21,0] being highlighted instead of [21,9]. Reason: it is referenced as "21,09" with a leading zero in the comments, misinterpreted by your otherwise very successful code.

Oh, did you change something? Works now at this place.
megar wrote: Tileset :
I added the first tile (all back) "empty cell", to delimit the level. In Conflux, all levels are 32x32, but in other dungeons, some level may be smaller (Dungeon master level 14 for example). The tile was already there, but unused.

About other tile type, and automatically getting the tile type from CSBuild, this is a bad idea.
I agree, but I saw some changes you made which seemed automatically generated to me, and then merged, because they cover areas, which seem to be inaccessible to me (=> not mapped while playing).

I was thinking about a mixed approach: import maps from data files with a generic tileset, then modify as appropriate to make them most useful.
megar wrote: Take for example, the simple case of the door :
A door is either close or open. (well it can be jammed, but just forget it). Some of the door have a switch on them. We would map those type of doors as "open doors", because the player can open/close them at will. I think they should be designated by the "open door" type cell. Unfortunately, the cells currently in the DMMAP application directly came from csbuild.
Go see level 33 : dmwiki.atomas.com/maps/view/Conflux/33/ (and switch the versions).
I am reviewing the map the open "switchable" door and close "switchless" doors.
Yes, I've already seen this one, and was a bit confused about the proper meaning of the tiles. So "openable" are doors you can open without prerequisites (spells, strength, keys to be acquired)? How does walking backwards count at the "Altar of Rose"? I think they should be open in the maps, because you don't need anything what you might not have when you reach them.
megar wrote: Other tile type are Teleporters. As already said, they can teleport Party, Objects, Monsters. And they can be visible / invisible. They can also be Active / Inactive ! And there is only one tile type. My idea is that only the teleporters that teleport the party should me mapped. All other ones (the monsters teleporters) should be removed. The DM Engine and Conflux make heavy use of them. Having those cells displayed as Teleporters are polluting the maps.

And there are the WALL type !
In CSBuild, they are a shitload of type (I don't understand them) : blocking, non blocking, trick, regular, visible, invisible walls. (total: 64 types!) For the player, they are only:
1/ simple wall
2/ a wall that can be removed
3/ imaginary wall
Many of the level were imported from Conflux, with the wrong (userland) wall type.
Yes, agreed, I wasn't suggesting to do everything automatically at all, I already mentioned in an earlier email to you that the maps built with the "Swoosh Construction Kit" from III.5B6 and some earlier versions are almost unreadable at certain spots because of too much information (useless for the player). They basically are overdrawn with pink trigger lines for all sorts of software events, and of course they do not document what those do.

That said we could well use simplifying algorithms:
Types T01, T02, T34,… => 1/ simple wall
Types T31, T27, T64,… => 2/ a wall that can be removed
Types T09, T55, T24,… => 3/ imaginary wall

These can be used to do conflux version updates to include future things on now-almost-empty levels.

I also think the maps should not include tiles which only mosters or items can reach via triggers and teleporters: don't show places on the maps where the party never can be, because you cannot walk there, no pits, stairs, ladders, elevators or other party teleporters inthe whole game lead there.
megar wrote:Which lead to the gorgeous Gambit maps. They are simple. (probably too simple), but they look like the maps will ALL did when playing Dungeon Master.
Yes, that's why I print one whenever I find a map password, they give a quick overview, and there might be a comment which you find nowhere else.
megar wrote:The aim of the dm map application is to provide collaborative mapping, including note sharing, because Conflux is too complex to be mapped by a single player.

For other tiles, the pit can also be real or false, closable. Currently, there is only 1 tile type.

So this message to say : Don't let the dmmap application become a poor's man mirror of CSBuild. There purpose aren't the same. Dmmap should be the map from the player perspective. The player don't know (and don't have to know) the details of each cell, yet, he can put notes on the map to describe things.
See above, agreed. This was the reason for me to consider having more tile types than now: a symbol for a ladder down and a ladder up, because this is not a teleporter from the player's point of view; another for the elevators due to the same reason. On the other hand the maps must be intuitively readable, so there must not be too many non-selfexplanatory symbols.
Christoph
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Re: dmwiki map application

Post by Zyx »

Christoph wrote:Can I put that over my current B8 and reuse saved games, or must I start a new game?
New game if you want to benefit for the few changes and the updated oracle hints.
Check version_history.txt in the folder docs for details.


About the open-source work-in-progress version of Conflux, feel free to fix obvious bugs if you feel so, or enhance it if there is consensus. I won't be working on the dungeon for the next months. If I ever want to finish it (like the merchant maze, the inferno, the deep ending..., the zoo...), I'll ask for actualized. Consider this an official statement.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

Christoph wrote:I also think the maps should not include tiles which only mosters or items can reach via triggers and teleporters: don't show places on the maps where the party never can be, because you cannot walk there, no pits, stairs, ladders, elevators or other party teleporters inthe whole game lead there.
Agreed !Unfortunately, it is impossible to know if a zone is reacheable by the party.
Christoph wrote:This was the reason for me to consider having more tile types than now: a symbol for a ladder down and a ladder up, because this is not a teleporter from the player's point of view; another for the elevators due to the same reason. On the other hand the maps must be intuitively readable, so there must not be too many non-selfexplanatory symbols.
Let's not complexify the tile set for this trivial example. We could use stairs in place of teleporters, here, as long as they both have a tip saying what they do. For the moment, the level maps are spammed with useless (party pov) teleporters. If all the teleporters were removed (except the ones that really teleport the party), their meaning on the map would be improved.

I'd like to remove them. But it takes a (lot) of time ! Same for the doors.
Christoph wrote:Yes, I've already seen this one, and was a bit confused about the proper meaning of the tiles. So "openable" are doors you can open without prerequisites (spells, strength, keys to be acquired)? How does walking backwards count at the "Altar of Rose"? I think they should be open in the maps, because you don't need anything what you might not have when you reach them.
Agreed too. They should be marked open, with a tip, on a dmzone saying how to open then. By the way, this is a very clever puzzle Zyx !
megar wrote:Paul sent me the hints file.
I parsed the hints.
Zyx wrote:hint file: all the needed structures are in a file, so the only problem is about displaying them.
what about showing only the titles of the hints when hovering over a tile, and a left click would show the full text in a scrollable div?
As a test, I will try to put them in an improved "dmzone" way. (improved because they should display the hint when you mouseover over their title). They are quite a lot (60 for level 7 !), so this may be a wrong approach...

Edit: I Added the complete changelog in the first message of the thread
Christoph
Craftsman
Posts: 102
Joined: Sun Nov 20, 2011 12:04 am

Re: dmwiki map application

Post by Christoph »

The highlighter now misinterprets a sequence of numbers as coordinates, but doesn't recognise full coordinates in the "Level Notes Style" like {6,8,26}. See on level 6: {6,28,3} highlights 3 cells in the upper left corner, but my additions of the FUL statue riddle around the door st {6,21,24} are ignored.

I suggest to see as coordinates only comma separated number pairs without spaces or three numbers in a sequence, where the first designates the level, hence must be compared with the current level number:
  • 5,7
  • [5,8]
  • 06,23
  • (9,11)
  • {1,2,3}
  • {01,23,09}
In all cases zeroes before other numbers should be removed. I think these rules cover anything already existing. Another solution would be to have only one strict scheme, but this involves changing the whole notes page.
Christoph
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

You can see a work in progress for the hints :
NO LONGER
(only level 6).

Christoph: thank you for the bug report ! I'll look into it. (CONFIRMED BUG)
Last edited by megar on Fri Jan 06, 2012 9:44 pm, edited 1 time in total.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

Bug fixed by r46

EDIT: Christoph, I liked your tips about the Cruel Pit. (never understood it !) and the tip at {1,21,9}. Great !
EDIT: r48
User avatar
Paul Stevens
CSBwin Guru
Posts: 4318
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Re: dmwiki map application

Post by Paul Stevens »

megar wrote:You can see a work in progress for the hints :
That looks great! I think this sort of
display will make the hints much more
readily available and more widely appreciated.
I cannot imagine how many hours were
spent creating that hint file.
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Re: dmwiki map application

Post by Zyx »

I would rather say a lot of talent, Ameena is incredibly fast and creative.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

The version with the Oracle Hints is online !

There are many !
I'm really not satisfied about the look. i'd like to have some theming abilities...
Christoph
Craftsman
Posts: 102
Joined: Sun Nov 20, 2011 12:04 am

Re: dmwiki map application

Post by Christoph »

Megar: thank you; I see at many places that the maps alone aren't sufficient to get to those places, so I tried to change that.

About the Oracle Hints:

Megar: The current version already is quite awesome. There's a problem left, though (probably inherent to tooltips): if the tooltip doesn't fit into the window, scroll bars will be displayed (or "extended"). Actually scrolling, however, removes the mouse focus from the tooltip area immediately, the tooltip vanishes as well as the scroll bar (or the "extended scrolling area"), so the invisible part of the text cannot be seen. The problem is reduced by having a maximised window and a small font display size, but the latter also reduces the map size.

Paul: Can you imagine a "simple" way to have the Oracle available in-game rather than being forced to exit from the programme whenever changing between playing and displaying hints? I know you can have two game instances running, but even this "reduced inconvenience" frequently kept me from using it. It would be nice to be able to switch to the current square's oracle page like you can switch to a character's inventory. (Or can it be programmed on the "dungeon side", having something like an "oracle spell"?)

Only now, since it is available in the maps, I begin to realise how huge the Oracle actually is, and I think in the past it has been almost overlooked due to the poor interface.
Christoph
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Re: dmwiki map application

Post by Zyx »

if you make dsa commands to yield hints linked to a given cell, I would code a in-game function to use it.
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Re: dmwiki map application

Post by Zyx »

if you make dsa commands to yield hints linked to a given cell, I would code a in-game function to use it.

I've been exploring the maps and it's a very efficient and cool way to collect lore and write guides! I'd like to see other dungeons explained this way! Do you read only csbwin dungeons?

You should add a direct link on each level of the corresponding cartographer's map (on gambit's site) to make it complete.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

Zyx wrote:You should add a direct link on each level of the corresponding cartographer's map (on gambit's site) to make it complete.
You mean, link to the Cartographer maps directly, bypassing the password ?
That would be great, just puting a link in the Wiki. I didn't do it because I was thinking it would ruin your combined efforts (Zyx + Gambit). But when I think about it, it is a good idea, that would probably increase the Cartographer's maps knlowledge.

I completely overlooked the Oracle Hints while playing didn't know it was there ! And the interface to get the hints is clearly not player-friendlly. And some hints have only 1 cell ! You have to save at the exact right position to get it ! I would be suprised that some people have found them !

There is no restriction about the map application to Conflux. Actually anybody can create a new dungeon map set... But I did not make it clear because there is no interface (yet), so you have to manually edit the URL to replace "conflux" by your dungeon name. I did not try it, but I will shortly.

Me (as a person) am only reading CSBwin games. And I am seeking another dungeon to explore, an easy one. Conflux is way too much complex, I don't want another time consuming dungeon. But the application don't read any of the CSBwin files. (ok yes it is now with the hints file).

About this file, Paul sent me a dump that may not be the last version. I have the feeling that some hints are missing, is there more than one version ?
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Re: dmwiki map application

Post by Zyx »

The maps are password protected, so the user still needs to find the password by himself. (but I think it's okay if you hint them where to find it). Example: http://dmweb.free.fr/Stuff/conflux3maps/guilds/
Give me an email to send you the latest hint files.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

Added click mode.
(was incredibly complicated actually, because every parts interact with each others)

Zyx:
ahhh... I was going to put direct link to the maps. As those maps are really a great bonus, I think we should not make them too easy to get. But on the other hand, it would have increased their audience. I'm sure most player haven't seen them all !
Christoph
Craftsman
Posts: 102
Joined: Sun Nov 20, 2011 12:04 am

Re: dmwiki map application

Post by Christoph »

Can somebody have a look at level 15 and confirm that this isn't only a browser issue (Iceweasel/Firefox 6.0.2 on Linux here):

I see no text to the right of the map, any text is shown below regardless of the text size chosen. I suspect this happens because of the long version description text in the selection list below the map or (less likely) because of the map title which I extended.

I've seen this happening on another map page, but could resolve it by choosing a smaller display size.

I've got a 19" 4:3 screen here at 1152x864.
Christoph
User avatar
Paul Stevens
CSBwin Guru
Posts: 4318
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Re: dmwiki map application

Post by Paul Stevens »

Opera version 11.60.
1280x1024

Text at bottom...Level 14 has text at side.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

That's why the version selector was shown after (under) everything !
When I moved it up in r57, this bug appeared.
Fixed by r58.

Thank you.
I have no more time to further enhance the application, for the moment.
But I still have lots of ideas:
("Last modifications", level selector, new dungeon).

Recently, I played CSB (thank Paul for your annotated game http://www.dianneandpaul.net/CSBwin/Gam ... tedCSB.zip )
Oh ! You committed the table sort suggestion I made to you ! I'm so glad ! (but you don't host the .js file on your server, please consider it).

There is a feature that is completely unhandled by the maps application right now : level offset. This is bugging me. CSB make a heavy use of it and it is not supported, and I have no idea how I would implement it...
Christoph
Craftsman
Posts: 102
Joined: Sun Nov 20, 2011 12:04 am

Structured level notes?

Post by Christoph »

Hi,

I've found the level notes page of the Conflux Dmwiki as such rather unusable after many additions.

The traditional approach there is to keep everything in coordinate order (like having ZZXXYY as a "line number").

By accident I found that the map pages are correctly displayed if I mix "prose text" to be displayed to the right of the map with highlight hints:

Code: Select all

*<dmzone>FOO</dmzone>
*<dmzone>BAR</dmzone>
{0,0,0}About FOO.<br>
{0,1,0}About BAR.<br>
{0,1,2}About FOO.<br>

Code: Select all

*<dmzone>FOO</dmzone>
{0,0,0}About FOO.<br>
{0,1,2}About FOO.<br>
*<dmzone>BAR</dmzone>
{0,1,0}About BAR.<br>
Those examples look the same on the map display, but are much more nicely structured on the level note page. This way levels with multiple areas could have a substructure making the bare level notes page useful for printed maps as well as online.

See my experiments there:

http://dmwiki.atomas.com/maps/view/Conflux/18/
http://dmwiki.atomas.com/wiki/Conflux/L ... uriosities

http://dmwiki.atomas.com/maps/view/Conflux/19/
http://dmwiki.atomas.com/wiki/Conflux/L ... Dragons.21

As you can see, there is an issue with two indentation levels and bullet points: if you put highlight hints between second level "headlines", the first level bullet point is repeated as if this were a new first level point.

This "unordered" one would be displayed correctly:

Code: Select all

*<dmzone>Big FOO area</dmzone>
**<dmzone>FOO subdivision 1</dmzone>
**<dmzone>FOO subdivision 2</dmzone>
*<dmzone>BAR</dmzone>
{0,0,0}About FOO 1.<br>
{0,1,0}About BAR.<br>
{0,1,2}About FOO 2.<br>
This one would not:

Code: Select all

*<dmzone>Big FOO area</dmzone>
**<dmzone>FOO subdivision 1</dmzone>
{0,0,0}About FOO 1.<br>
**<dmzone>FOO subdivision 2</dmzone>
{0,1,2}About FOO 2.<br>
*<dmzone>BAR</dmzone>
{0,1,0}About BAR.<br>
The "dmzone headline" number 2 in the last example would have two bullet points in front of it.

Does anybody have a simple solution for this to make it work?
Christoph
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: Structured level notes?

Post by megar »

Christoph wrote:Does anybody have a simple solution for this to make it work?
I don't. The wikimedia engine handle all the formatting.
As you saw, the map application relies on the text generated by the wiki. That's why the pages look very similar (minus the appearance of the bullets).

I don't think it is possible to achieve what you want in the wiki without having to change the wikimedia behaviour. I don't think it is customisable, but I'm no wikimedia expert.
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

The map application can now be found (and downloaded) at https://bitbucket.org/gbouthenot/dmwikimap/
User avatar
megar
Journeyman
Posts: 65
Joined: Thu Dec 29, 2005 10:15 am
Location: France

Re: dmwiki map application

Post by megar »

NEW LOCATION

Repository moved to : https://github.com/gbouthenot/dmwikimap

bitbucket deleted all mercurial repositories a few year ago, I had to convert it to git and host it elsewhere (I won't put my work on bitbucket ever again !)
Post Reply