Hairy Mary |
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Sunday, September 11 2011 @ 02:55 PM UTC (Read 3030 times) |
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Improbable Badass
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When you're in a room with multiple exits, how does it decide what order to list them in?
I've been trying to get the exits from one particular room in a given order. I wanted eight rooms coming off of it, and one room coming in. (I'm currently rebuilding the mansions, so it naturally falls into a tree structure. In particular, one door has this room as the 'to' target, and eight doors have this room as the 'from' target.)
It all looked confusing, so I decided to be sneaky, build doors to all eight rooms coming off it (I'm working by building a bunch of rooms and then decorating them and gluing them together.) Next I quickly decorated the rooms so that they were called 'Room 1 - 8', in the order which they were built in, and indeed the order in which I built the doors connecting them. That way I could see which room was which and decorate accordingly. Very good.
The rooms came up in the order, 7,6,5,4,3,2,1,8. So I decorated room 7 as the room I wanted first on the list. Then I went off and decorated another room somewhere else in the place, and built a door to it from the appropriate room.
Coming back, the rooms 1-8 were now ordered. 8,7,6,5,4,3,2,1.
A little while later again, with more building having happened, the doors are in the order 1,2,3,5,6,7,8,4.
Is there some way that we can work out what order the doors are likely to come in once we've finished building? Or is it destined to be entirely random (as would befit the Island, especially up near AceHigh).
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Trowa |
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Monday, September 12 2011 @ 01:45 AM UTC |
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Improbable Badass
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I'm curious about this, too... I have six doors in a room, four of them numbered 1-4, and the order seems to change almost every time I enter...
Something something unintelligible gibberish something.
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Swede |
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Monday, September 12 2011 @ 07:13 AM UTC |
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Improbable Badass
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I believe the last one made (not ordered) is on top, the first one on the bottom.
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Hairy Mary |
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Monday, September 12 2011 @ 06:13 PM UTC |
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Improbable Badass
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Quote by: SwedeI believe the last one made (not ordered) is on top, the first one on the bottom.
Not so, have a look at the data in my original post. The orders change when other rooms and doors are built, even when these other doors don't connect through to the room in question.
One thing I have noticed though, doors going to the room seem to be listed before doors going from the room. This would make sense as they're originally in two separate lists, and only get lumped together because I've carefully labelled the lists by the same name.
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Buddleia |
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Monday, September 12 2011 @ 06:17 PM UTC |
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Improbable Badass
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Quote by: Hairy+Mary
One thing I have noticed though, doors going to the room seem to be listed before doors going from the room. This would make sense as they're originally in two separate lists, and only get lumped together because I've carefully labelled the lists by the same name.
Hang on, you mean that doors act differently if when you're making them you select Room A to Room B, rather than Room B to Room A?
Or did I just confuse myself and you just meant that you'd renamed the nav headers for higher/lower RoomIDs to be the same?
Improbable Reference Links - goo.gl/MRBnb --------------
Land Registry (map of Places) ---- goo.gl/bpkRR
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Hairy Mary |
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Monday, September 12 2011 @ 06:38 PM UTC |
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Improbable Badass
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Quote by: BuddleiaHang on, you mean that doors act differently if when you're making them you select Room A to Room B, rather than Room B to Room A?
Or did I just confuse myself and you just meant that you'd renamed the nav headers for higher/lower RoomIDs to be the same?
I think that's right, which heading they come under depends on whether they're too or from rather than room ID. I may be wrong though if somebody wants to correct me.
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CavemanJoe |
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Tuesday, September 13 2011 @ 06:07 AM UTC |
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Quote by: Hairy+MaryQuote by: BuddleiaHang on, you mean that doors act differently if when you're making them you select Room A to Room B, rather than Room B to Room A?
Or did I just confuse myself and you just meant that you'd renamed the nav headers for higher/lower RoomIDs to be the same?
I think that's right, which heading they come under depends on whether they're too or from rather than room ID. I may be wrong though if somebody wants to correct me.
When new Doors are inserted into the database, they're always inserted as lower roomid leads to higher roomid. The order in which you select the doors makes not one jot of difference.
However, there probably is a way to get the door links at least a little more consistent... I'll have a look at this tonight. I've been doing a night of bugfixing.
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Swede |
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Tuesday, September 13 2011 @ 06:21 AM UTC |
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Improbable Badass
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Quote by: Hairy+MaryQuote by: SwedeI believe the last one made (not ordered) is on top, the first one on the bottom.
Not so, have a look at the data in my original post. The orders change when other rooms and doors are built, even when these other doors don't connect through to the room in question.
One thing I have noticed though, doors going to the room seem to be listed before doors going from the room. This would make sense as they're originally in two separate lists, and only get lumped together because I've carefully labelled the lists by the same name.
Sorry, I had read yourt first post on my phone and missed more then I would have thought.
I can't say I noticed this happened to me, but I'll keep an eye on it from now.
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CavemanJoe |
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Tuesday, September 13 2011 @ 07:01 AM UTC |
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BAM, manual-override sort ordering. You're welcome.
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Hairy Mary |
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Tuesday, September 13 2011 @ 08:35 AM UTC |
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Sir, you are truely wonderful.
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ByteKing |
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Tuesday, September 13 2011 @ 02:58 PM UTC |
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Quote by: Hairy+MarySir, you are truely wonderful.
And a genius. Nice solution!
Oh and if we could have a way to override the automatic Deeper/Return option for doors, it would make life SOOO much easier when you forget a room that is actually up a level from the ones you are linking it too... (raises hand sheepishly)
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dizzyizzy |
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Tuesday, September 13 2011 @ 03:22 PM UTC |
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Improbable Badass
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Quote by: ByteKingQuote by: Hairy+MarySir, you are truely wonderful.
And a genius. Nice solution!
Oh and if we could have a way to override the automatic Deeper/Return option for doors, it would make life SOOO much easier when you forget a room that is actually up a level from the ones you are linking it too... (raises hand sheepishly)
THIS. PLEASE.
I sort of ballsed up the doors in Dev's Cabin. I'm in trouble.
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Hairy Mary |
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Tuesday, September 13 2011 @ 05:06 PM UTC |
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Improbable Badass
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Quote by: dizzyizzyQuote by: ByteKingQuote by: Hairy+MarySir, you are truely wonderful.
And a genius. Nice solution!
Oh and if we could have a way to override the automatic Deeper/Return option for doors, it would make life SOOO much easier when you forget a room that is actually up a level from the ones you are linking it too... (raises hand sheepishly)
THIS. PLEASE.
I sort of ballsed up the doors in Dev's Cabin. I'm in trouble. 
You can relabel the lists ( at the top of the Master Settings page). If you give them both the same label, then they merge into one list.
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Buddleia |
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Thursday, September 15 2011 @ 03:07 PM UTC |
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Improbable Badass
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Quote by: CavemanJoeBAM, manual-override sort ordering. You're welcome. Thank you! But ... sorry to be a pain, but I'm kind of failing at using this ... doesn't setting an order only work nicely for in one room? By setting a number for the actual door to be a number, rather than how the room appears, won't it change how it appears at both ends? Am I totally misunderstanding the whole concept? Or do I need to work out a very complex set of relative numbers so that in each room I can custom-order my doors and the different room orders don't affect each other?
Improbable Reference Links - goo.gl/MRBnb --------------
Land Registry (map of Places) ---- goo.gl/bpkRR
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tehdave |
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Tuesday, September 20 2011 @ 06:04 PM UTC |
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Quote by: BuddleiaQuote by: CavemanJoeBAM, manual-override sort ordering. You're welcome. Thank you! But ... sorry to be a pain, but I'm kind of failing at using this ... doesn't setting an order only work nicely for in one room? By setting a number for the actual door to be a number, rather than how the room appears, won't it change how it appears at both ends? Am I totally misunderstanding the whole concept? Or do I need to work out a very complex set of relative numbers so that in each room I can custom-order my doors and the different room orders don't affect each other?
This is the reason why I (mostly) don't care which order the doors are in in Hendrix. If it mattered, then trying to arrange everything would be such the biggest PITA that it wouldn't happen anyway...
Isn't sanity just a one-trick pony anyway? All you get is one trick: rational thinking.
But when you're good and crazy, oooh, oooh, the sky's the limit.
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Buddleia |
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Tuesday, September 20 2011 @ 10:35 PM UTC |
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What I'm talking about in further detail:
These are the main set of doors that I'm planning to build as the "inside" area. (There will be some extra crosslinks, but not many, and those can quite happily just go in any order.) But to me, it's important to have the lift to the different floors display in a set order. Welcome hall, bar, second floor, third floor, fourth floor, fifth floor. Not in some random order that's different every time.

It just ... makes sense. It worked neatly enough in Dwellings - just build/decorate the rooms in the correct order.
(For anyone wondering, I'm planning to build a Page called "back to the lift" in each room except the Welcome Hall, which will have Unhide Door contraptions in it. So, say, you can be in the bar, and you want to go directly to the third floor dormitory instead of back out to the welcome hall and then up. You click on the "back to the lift" page, still being in the Bar room; and now, suddenly, you can see extra nav links to get there in one move!)
So, here is the list of all the doors above:

The yellow-highlighted ones need a different sort order in both rooms.
How can I do this?
How can I set the sort orders independently, so that the nav-links order in one room does not affect the nav-links order in the other room?
Improbable Reference Links - goo.gl/MRBnb --------------
Land Registry (map of Places) ---- goo.gl/bpkRR
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Hairy Mary |
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Wednesday, September 21 2011 @ 12:15 AM UTC |
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Budd.
Tip no.1 - put door orderings in multiples of ten, at least. This way you've got more room to play with, and can slip new rooms in between old ones without a lot of renumbering if so desired.
Next, notice that a lot of the rooms are only mentioned once. These can all be done last, since it will be easy to number the doors to these rooms after everything else, you only need to worry that they're in the right order on one side, so you're alright.
This leaves the (doors to) WH, the Bar, floors 2-5, and the kitchen. Put aside the kitchen for one moment.
These are naturally ordered doors because the rooms behind them have a natural ordering. WH = 0, Bar = 1, 2nd floor = 2 and so on. In this case it's easy. Add the numbers of the two rooms that the door is connecting together (and multiply by ten for safety as discussed above.)
Then for two doors coming off the same room, the one going to the higher numbered room will have the higher numbered door.
Now deal with the kitchen. WH to kitchen door needs to have a number less than 10 (which is WH to bar) so 5 for example. (Aren't you glad that you multiplied by 10 now, so you don't have to shuffle everything in sight up by 1 now.)
Bar to kitchen door needs to be greater than 60, so 70 for example.
Now number all the doors to the other rooms as appropriate.
Note that in the kitchen, the door to the welcome hall has to come before the door to the bar. This is inevitable whatever numbering sytem you try to use. WH to kitchen has to be lower than WH to Bar (to get the doors off the Welcome Hall in the right order). This in turn has to be lower than Bar to Kitchen (for the doors off the bar).
The important paragraph is the one starting "These are naturally ordered doors."
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calliaphone |
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Wednesday, September 21 2011 @ 09:16 PM UTC |
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Badass
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omg i need a beginners class. halp!
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