Trizbort is now open source

Your kind words much appreciated. The IF community has given me so many hours of entertainment over the years, whether I’ve been playing or toying with writing IF, it seems only fair.

Since it came up via other channels, I’ll mention I’m happy to consider pull requests for mainline Tizbort changes, but equally happy if people want to fork, build and go :slight_smile: I won’t be doing releases deeply often (“you surprise me”) and my schedule is rather hectic so no guarantees whatsoever, but feel free. Extra points if they don’t break anything else and add something people are asking for :wink: But as I say, feel free to make your own derived versions if you prefer, and I’m happy to link to significant spin outs from my various pages. And will remain pleased to hear what people get up to with it, either coding or using.

This is wonderful news. If anyone compiles a linux version, I would be happy to test it.

So I had someone point me to Trizbort for mapping out a mud that I play. Worked great till I made a map too large for it to load.

That then prompted me to jump into the code and speed things up a lot and fix up the occasional bug here and there.

One thing followed on from another and there is now a version that lets you colour rooms individually. Also working on the cut and paste ability within the program. So far you can copy room and colour schemes. This copies to the clipboard so that you can transfer things between maps. The part that doesn’t work yet are the connections, but hopefully I will have that sorted tonight/tomorrow.

For those that are interested the source code is on the github fork below. Hopefully I will be able to have the mud host a compiled version on there wiki page aawiki.net. Hope you all enjoy it and let me know if there’s any other improvements you’d like me to attempt.

https://github.com/Tymian/trizbort

Weeeeeeeeell, if you’re taking requests… :unamused: The automap could use some fiddling about. I’ve informed the original author of my suggestions, I think they’re still in this forum somewhere?..

Also, thanks!

Sweet, individual room colors is the one thing I was wishing for. Looking forward to the compiled version, thank you!

Now it just needs a Mac version!

Yeess! That would be great!
Jens

A Mac version if something that’s beyond my skills I’m afraid :frowning:

I’ve finished the code for copy/paste this morning and uploaded it to my Trizbort fork on GitHub. Hope you all enjoy the additions as much as I do and I will let you all know when I have a compiled version hosted somewhere.

They’ve uploaded a compiled version on the muds wiki page now.

For those that want it you can find it here… http://www.aawiki.net/wiki/Wertle%27s_Map_of_AA

For those using IE it may download as a man file instead of rar, just rename it to rar if it does that.

“404 Error File Not Found
The page you are looking for might have been removed,
had its name changed, or is temporarily unavailable.”, I’m afraid.

Hmmm looks like the link might be too new, caching issues for people that don’t have a login. It should come right.
In the mean time if you go to http://www.aawiki.net Click on areas, maps, wertle’s map, then it will get you there.

Perfect. And, I think the original link is working now anyways. Thanks!

Well, if you’re interested, here’s some requests/suggestions I had previously made regarding Trizbort. :wink:

[rant]

Now for automapping!

Clarification on the issue mentioned above: Trizbort’s automap does struggle if a room’s name is in a less-than-standard format, and sometimes just capitalisation will cause issues. The response on that was:

Other examples of room names being rejected are IF THEY ARE IN ALL CAPS or, in the case of “Sun room”, where it’s only the first letter capitalised.

I did come up with a suggestion: have Trizbort behave as normal, but if the user actually, say, creates a room called “Sun room”, and fills in the description, and during automapping Trizbort comes across that room and finds that, even though it might not trigger the “This is a room!” rule, there already IS a room created in Trizbort itself that fits perfectly with this room-that-didn’t-trigger-the-rules… then just treat it as a room. That way the user can easily override tricky instances without Trizbort having to be programmed to be magic. Or, in the words of my original proposal:

[/rant]

And other people had other suggestions, too: Trizbort, an IF mapping tool for Windows

Soooo… do you regret saying “let me know if there’s any other improvements you’d like me to attempt.” yet? :unamused:

Not sure I understand them all but i’ll certainly give them a try. I also want to add a road overlay to the rooms so i’ll be thinking about that in the coming weeks. I’ll pick up a feature here and there that you mentioned and quiz you on it to make sure I understand it and get it implemented correctly, assuming I can.

Sure thing! Mind you, if in any doubt, just check the thread I linked, things have more context there.

Also, I just noticed mousewheel_in zooms out and mousewheel_down zooms in. Am I the only one thinking this is the wrong way around?

Finally - I didn’t actually expect you to pick up on the suggestions so promptly, so my hat is off to you, sir. I was half-teasing. If you’re serious about it, hooray!

Scrolling all depends on perspective. Scroll down can be interpreted as down towards the ground/map.
I’ll add it to the top of the list to have an option in invert that, should be easy enough to track it down.

I was reading about the layers in the linked comments, it’s something I’ve though about too. I’m thing about if I could do the tabs and have the layers below fade further into the background. Not sure what will be possible there or if it will cause it to take longer to draw/move. Hmm I’m interested at the thought of tinkering with that too.

I see there’s a lot of automap stuff, Not be honest I’ve not looked at that at all. I guess with the mud I play I need to take my time to thoroughly explore everything in every room, started the map to keep track of what I’ve done, as such doing it manually didn’t bother me.
Anyways Automap stuff will have to be further down the track as I get used to it and how it functions.

I recently decided to delve back into IF as I’ll have some long nights to fill during my night shift helping take care of a family member. Looking around, Trizbort looked like a fun tool to try. I finally figured out what I needed to do but I got Trizbort working on my Macbook using Winebottler yesterday. I tested it and it mostly worked with minimal problems. After spending most of today trying to figure out how to get the source code from wertle’s updates on Github compiled to make an .EXE file to incorporate some of the features he added, I finally noticed his link to an already compiled copy (thank you wertle). I am not a programmer so having a version already compiled is a big help as I could make no sense of some of the errors my PC spit out at me.

For others looking at using Trizbort on a Mac, here is what I did (maybe someone will port it someday):
1.On my Mac (running OSX 10.8.5), I installed WineBottler, then downloaded Trizbort.
2.I right click on Trizbort.EXE and choose “Open with” -> Wine.
3.Instead of selecting to convert, I choose the option to “Run directly in…”.

So far, there are three issues I have seen.

A.I tried to use the Automapper but it never did seem to import anything from the script command I ran. I tried it with 9:05, but I will try again to see if maybe I was doing something wrong.

B.I noticed that the bar that appears when I start Automapper on my PC seems to be constantly visible at the bottom of the screen. I hit stop and it continues to remain visible. It is also covering up the bottom scroll bar, forcing me to rely on other means to scroll left/right.

C.Text sometimes gets displayed improperly. For example, I may be typing in the name of a newly created room and the letters do not display properly, but seems to fix itself if I hit backspace. It seems to have no effect on what the map shows, just what I see when typing. The text problem also exists in the Tools menu. Some of the tabs do not fully display the tab name, and under the options to adjust the numerical values of some settings, the full number gets cut off. Here are some pictures: Text Display Error and Menu Error

I suspect some of the errors are a result of running it on my Mac. They are all minor to me, though the Automapper would be fun to test out. I’ll try that on my PC. However, I thought I would post them in case someone has a thought that could assist fixing them or someone adventurous enough to port it comes along. And I’m hoping my steps to get it running on a Mac help others.

FYI, the automapper relies on a transcript log that’s always being updated. Meaning, every time you enter a command, the resulting text is immediately added to the transcript, as opposed to, say, the transcript being updated every other turn and/or upon exiting the game.

Dunno if that’s what’s going wrong in your case, but it might be worth checking how often your interpreter updates the transcript.

I don’t post over here that often, but I just recently learned a bit of XSLT and made an XSL stylesheet for Trizbort’s xml map exports that I thought I would share with you all. I’ve named the stylesheet TrizbortRT and have included it in the attached zip file below the screenshot along with a readme file. It creates a Room Table from your XML export file.

Basic process:

  1. Export your file to a .TRIZBORT and then rename the extension to .XML.
  2. Insert the following element on line two and save:
<?xml-stylesheet href="TrizbortRT.xsl" type="text/xsl"?>
  1. With your XML and the TrizbortRT.XSL file in the same folder, you may now double click on it and view in your web browser an HTML formatted table containing a list of all your rooms by id, with their ingame display name and objects listed. It should appear similar to the attached screenshot.

At this time it doesn’t list room connections, but if I figure out a nice way to do it I’ll revisit this.
TrizbortRT Sample XSL Output.PNG
TrizbortRT XSL V1.zip (1.7 KB)