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01-20-2005, 11:26 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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It "sounds" like you did everything right... but if it's not working then you must've messed up somewhere. It's sorta hard to tell you what to do when you seem to have followed directions.
We're REALLY close to release. I'm starting work on standardizing the formatting in the xml, adding the resizing code, adding buttons to the Select Map tab, and tying up any other loose ends.
If someone could set up some location icons for The Graveyard and flesh out The Caves icons a little, I'd appreciate it.
Eloa, I'll see if I can sort out the zone names for the sub-city zones and add 1Location=""s for them in the XML.
Quib
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01-20-2005, 11:37 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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heres internal zone names i got in my notepad
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Nagafen (Evil) - Climax, Goshawk
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01-21-2005, 12:29 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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When I try and make the map resizable, I get the same results that Fillem shows in their attached images... I'll revisit it again after I standardize the xml, but if it's gonna be difficult, it may not make it in the first release.
Quib
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01-21-2005, 01:58 AM
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A Griffon
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Join Date: Jan 2005
Server: Lucan DLere
Posts: 120
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Hi Quib nm i downloaded a different mainhud on one of the posts and now all works thanks for reply,and to you and the others very nice work
Lady1
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01-21-2005, 02:12 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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sorry about the messed up resizeable xml...
Turns out i uploaded the wrong version before and cant find the right one, so i had to redo it, unless quib wants to hehe
bah the thing messed up. copy and paste doesnt work too well with eq2uibuilder. Ill do it after work i guess
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-21-2005 at 02:21 AM.
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01-21-2005, 07:13 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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here is default map resizeable plus this map mod. About to go test it myself.
ick back to the drawing board
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-21-2005 at 07:15 AM.
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01-21-2005, 09:14 AM
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A Young Mystail Rat
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 7
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Quote:
Originally Posted by tonyis3l33t
here is default map resizeable plus this map mod. About to go test it myself.
ick back to the drawing board
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downloaded your latest xml and all works fine!
very impressed with this!!!
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01-21-2005, 02:14 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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ok heres where im stuck. I got default maps to resize, with our stuff in there.
But for SOME reason, the custom maps show up white, and the icons show up just fine. I have no idea why.
The maps in the Select map show up fine, too. I have not coded this to resize yet.
also the icons on custom maps dont resize, havent added properties yet.
wierd that this works so well without our mod in there, hehe
mebbe the icons need done in order to make the map appear, who knows
ok that has no icons resizeable since i copy-pasted icons page from our mod heh
EDIT: nevermind, somehow i lost the 01 on tradeskill01 for the mapstyle, so i assumed the rest were white too. Back to work!
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-21-2005 at 03:15 PM.
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01-21-2005, 03:14 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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here we go! all maps resize properly except those in select map tab.
All default icons resize, havent done our icons yet. This one is an update if you want resizeablity. for now click the minimize button twice to set back to default. Ill prolly add 1/2,X2, etc hotkeys for map window size
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Nagafen (Evil) - Climax, Goshawk
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01-21-2005, 03:59 PM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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Quote:
Originally Posted by tonyis3l33t
here we go! all maps resize properly except those in select map tab.
All default icons resize, havent done our icons yet. This one is an update if you want resizeablity. for now click the minimize button twice to set back to default. Ill prolly add 1/2,X2, etc hotkeys for map window size
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If it doesn't work universally across the mod it should probably be left out of the mod. I thought we were pretty close to a release? I really want to share this mod with my guild and I have been thinking of giving them directly what I have, but I was hoping I wouldn't have to.
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01-21-2005, 04:05 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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The loc arrow and fog don't work properly when the map is resized correct?
I don't see much point in this map window being resizable if it's best function (the loc arrow) becomes inaccurate... however, Eloa's custom map window would benefit from resizability immensely I suspect.
Don't misunderstand, I've learned a whole lot from what you've done here, but I just don't see it as being a viable option when it inflates the file size so much, and adds bugs.
I'm finishing up my standardization of the xml format in the map window, double checking zonerects, touching up some graphics (minimize and restore buttons have a "unique" look now), and fixing any disparities (map had to be moved one pixel right, some Locations and PackLocations didn't match). After that I'm fleshing out the Select Map tab.
I ran your Wailing Caves maps through photoshop. Tell me if you like them or if you'd rather I stick with your originals.
Quib
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01-21-2005, 04:11 PM
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A Young Mystail Rat
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 7
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I am in no way affiliated in making this mod but just wanted to add my 2 cents.
Maybe it's because I'm playing at 1280 x 1024 but I for one would have no need at all for resizing the map.
Testing the last version (I think) it works wonderfully and had at no time wanted to resize it...
Please, keep up the good work and if I can help in any way let me know...
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01-21-2005, 04:36 PM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Wailing Caves revisited
I finally was able to get a key to that boss room. I appologize for the delay. Here is the complete logfile with the room added. Instead of redoing the whole thing, I was thinking you could just delete the lines prior to 1-21-05. Which would leave just the room. The exit for this room is a one way hallway leading out from the north then goes through an invisible wall.
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01-21-2005, 05:04 PM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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Can we take authors off the maps and such? In no other mod does anyone give themselves credit for the mod except maybe if you look at the mod before it gets dynamic data loaded into it.
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01-21-2005, 05:13 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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i dont think im going to add that bossroom, cuz i would have to change the dds and the zonerect, then try to line the map up just right and all that crap. Its just too much for one little boss room for me at least, if someone else wants to do it i can give the source map in adobe format
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Nagafen (Evil) - Climax, Goshawk
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01-21-2005, 05:18 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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Quote:
Originally Posted by sunthas
Can we take authors off the maps and such? In no other mod does anyone give themselves credit for the mod except maybe if you look at the mod before it gets dynamic data loaded into it.
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actually most maps ive seen have author's names on them. The mod isnt branded, the maps are
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Nagafen (Evil) - Climax, Goshawk
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01-21-2005, 05:40 PM
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A Young Mystail Rat
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 5
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Quote:
Originally Posted by sunthas
Can we take authors off the maps and such? In no other mod does anyone give themselves credit for the mod except maybe if you look at the mod before it gets dynamic data loaded into it.
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From what I understand, this particular mod requires much more work than other mods out there. Whereas coding is all that is necessary in other mods (for the most part), maps need to be created from scratch using logfiles with mounds of /loc's and quite a bit of artistic ability
Personally if they wanted to make the title of every window and every button label tonyis3l33t, Eloa, and Quib, I'm all for it! (Pardon me if I left anyone out, you guys r0x0rz)
While my partially-facetious comment may sound excessive, the "branding" on the maps has been far from gratuitous.
Heat up the branding iron gals and fellas, you deserve it!
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01-21-2005, 05:42 PM
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A Young Mystail Rat
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 5
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As a side note, could you imagine if UI mods were salable in game?
You guys would make a killing!
You've gotten better at Mod Building (152)!
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01-21-2005, 05:48 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I agree with Tony here, a name in the corner of the map is really not a big deal. Just so long as there weren't text labels posted everywhere, I could deal with it, and I'm really picky about such things.
I'll have an xml for you guys to look at soon; there won't be much visibly different, but I'll want you to take note of file size (the smaller the xml, the faster it's parsed meaning faster load time and possibly less RAM used [by like a few kilobytes]). The minimize button will look different and I want feedback on it. It's faked button graphics, and I want to know if it's good or if I should make real buttonstyles.
Quib
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01-21-2005, 05:49 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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has anyone done those last two icon maps? if not ill do em i suppose
also, what other maps need done besides...
Nek Castle
Stormhold 2-20 or however many lvls
crypt of betrayal
icon maps for nek and TS, and enchanted lands if i EVER get there
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-21-2005 at 05:53 PM.
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01-21-2005, 05:53 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Nope, they're still "up for grabs" Tony. I haven't actually done any more than just zone-line icons before, so I wouldn't know where to begin on what I should have for all the different location icons.
Hehe, you edited your post. Nek castle isn't high priority, Stormhold 2 and 3 maps would be nice, and icons for Stormhold 3. Icon maps for Nektulos and TS would be really awesome.
Quib
Last edited by Quib : 01-21-2005 at 05:55 PM.
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01-21-2005, 05:55 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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if you want WC in that color ill do it real quick. should look better if done from the source
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Nagafen (Evil) - Climax, Goshawk
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01-21-2005, 05:57 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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It's color plus a "Texturizer" filter of texture: Sandstone, scaling: 100%, relief: 1, light direction: Bottom.
The standard color I use is: R 188, G 183, B 162
The texture is almost more important than the color.
Quib
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01-21-2005, 05:58 PM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Maps, credits, and stuff
I personally like seeing the names of the people responsible for that map. Having their name on the map is fine but to include everyone, I would think a credits page would be best. One that loads a XML file that we update with each release or something maybe.
I agree Tony, adding that room would be a hassle seeing how most people never even go in there but I thought I should post it just in case. I tested it without it being mapped and I being in the room and all that happens is that the arror goes off the beaten path. No biggie.
I am part way through doing the /loc of special places and things in Wailing Caves. Just waiting on a spawn so that I can get the exact name.
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01-21-2005, 06:01 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I've been keeping pretty comprehensive Acknowledgements in the readme file and wanted to avoid bloating the xml with a credits section (the more xml, the worse EQ2 runs). If anyone demanded a credits page in-game I'd add it, but I'm really hoping the window can be kept efficient.
Quib
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