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  #1  
Unread 08-07-2005, 05:49 PM
nomas nomas is offline
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Default Simple Map Modifier

simple Map Modifier

Only Tooltip & Name can change this program.



English UI string on other language.

p.s.

How to use :
extract executable & locate at exist eq2ui_mainhud_map.xml file.


Default map and some of map file not view at this time.
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Last edited by nomas : 08-07-2005 at 06:13 PM.
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  #2  
Unread 08-07-2005, 08:49 PM
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Here, New version of Editor!

- Add point possible
- Edit everything you seen
- Map Loading possible
- gamma correction with mapview

p.s.

It convert file UTF8 supported format by UIBuilder.

EF BB BF <?xml ... ?> 0A ...
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Last edited by nomas : 08-07-2005 at 08:53 PM.
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  #3  
Unread 08-08-2005, 05:12 AM
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looks interesting, the only probalem i can think of is that when you run the updater to get new/corrected pois it will overwrite any maps you changed.
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  #4  
Unread 08-08-2005, 06:58 AM
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It's problem, I think.

But Most of user I met,

they didn't update everytime or

translate to their language.

Another purpose is see map outside of eq2 client and check their map file.

Resemble with eq2map folder structer,

it works fine.

It use relative path of files like below.


executable stored ---- eq2map (map definition file)
.......................|
.......................|+-- images --- maps (map image file)


pardon me, I have short tongue in English.

Last edited by nomas : 08-08-2005 at 07:01 AM.
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  #5  
Unread 08-08-2005, 09:22 AM
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What would be interesting would be to write an extension that allowed you to preview a POI in this program and submit it to the website to make it real.

Would you be willing to share the source code?
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  #6  
Unread 08-08-2005, 07:21 PM
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It's source code.

With delphi 5 standard.

* missing component *
- flatstyle : from sf.net
- simpleXML : from jvcl.sf.net
- rzTreeView : can change with normal treeview component
- cUnicodecodes.pas : fundamental.sf.net

p.s.

I didn't understand first writing above post.

It's nested & nested.

Sorry, I can read simple writing only.
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  #7  
Unread 08-08-2005, 07:49 PM
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i will try and resay first writing above post.
make option to show point in Map Modifier and then send it to website to add to maps http://maps.eq2interface.com/submitpoi.php

hopefully this will be understandable.
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  #8  
Unread 08-08-2005, 11:41 PM
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Thanks for understanding.

Is it mean toggle menu for map point option and post POI when add new point?

Is map point all of map point or one point that currently drawing ?

Last edited by nomas : 08-08-2005 at 11:53 PM.
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  #9  
Unread 08-09-2005, 12:41 AM
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map point option to one point that is currently drawing -> add to website

but i just realized problem, you have to be logged into the site to submit point or it wont work. sorry this will not work to submit to website because of needing to be logged in
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  #10  
Unread 08-09-2005, 01:04 AM
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It may actually be possible to allow the software to log you in, store the cookie, and respond accordingly.

I'm looking into it. However, I've never worked with Delphi before, so I have no idea if that language has HTTP communication abilities.
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  #11  
Unread 08-09-2005, 01:53 AM
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It's possible, but I don't about it in detail.

I try to find way to do that.
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  #12  
Unread 08-09-2005, 04:23 PM
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Ok found out how to do this, in PHP at least.

Basically, you do a POST operation, sending whatever info is required for login. That data has to be "URL Encoded", seperated by ampersands (&).
You then fetch the reply to that which includes one (or more) "Set-Cookie:" directives with the cookie data.

You parse that out (I use a Regex below) and store it, then initiate another Get or post operation including a "Cookie:" line in the header, along with the contents of the cookie data.

Now, this won't work if there is one of those "enter the magic number" graphical login things, but you could deal with that by displaying it to the user. Also, you may only need to do that once, instead caching whatever data these forums use to store the "autologin" (Usually a user-id and a hashed password) - from then on, you can just post that data along with the posted POI and you're done.

Note that this code is ugly ugly, in php, and worked for me logging into my own local instance of phpNuke. The code for this site would, of course, be different.
PHP Code:
<?
$post_data 
"username=A_username&user_password=a_password&redirect=&mode=&f=&t=&op=login&submit=Login";
$sp fsockopen("tcp://localhost""80"$errno$errstr15); 
 
if (
$sp

fwrite($sp"POST /ba_live/modules.php?name=Your_Account HTTP/1.0\r\n");
fwrite($sp"Host: localhost\r\n");
fwrite($sp"Content-type: application/x-www-form-urlencoded\r\n");
fwrite($sp"Content-length: " strlen($post_data) . "\r\n");
fwrite($sp"Accept: */*\r\n");
fwrite($sp"\r\n");
fwrite($sp"$post_data\r\n");
fwrite($sp"\r\n");
 
$data "";
     while ( (
$data fread($sp8192)) != "" ) {
     
//echo "$data"; 
     
$raw_data .= $data;
}
     
fclose($sp);
} else {
echo 
"Unable to post data";
}
 
ereg("Set-Cookie: (u[^\r]+)"$raw_data$match);
$my_cookie $match[1];
 
     
$sp fsockopen("tcp://localhost""80"$errno$errstr15); 
if (
$sp

     
fwrite($sp"GET /ba_live/index.php HTTP/1.0\n"); 
     
fwrite($sp"Host: localhost\n");
     
fwrite($sp"User-Agent: MSIE/6.0\n");
     
fwrite($sp"Cookie: $my_cookie\n");
     
fwrite($sp"\n"); 
$data "";
     while ( (
$data fread($sp8192)) != "" ) {
     
//echo "$data"; 
     
$raw_data .= $data;
}
     
fclose($sp);
 
} else {
echo 
"Error Opening Socket - $errno$errstr";
die;
}
echo 
"Got Data:\n";
echo 
"<pre>";
echo 
htmlspecialchars($raw_data) . "</pre>";
?>
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  #13  
Unread 08-09-2005, 06:28 PM
nomas nomas is offline
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Ok, I made it.

But MSIE needed.

Code:
procedure summitdata(const URL, iname, itype, izone, iloc, nodesc, idesc, user : string);
var
 WebBrowser1: Variant;
 VPostData, VFlags, VFrame, VHeaders: OleVariant;
 iLoop: Integer;
 PostData: string;
begin
 PostData := 'name='+iname+'&type='+itype+'&zone='+izone+'&loc='+iloc+'&nodescription='+nodesc+'&description='+idesc+
        '&submitting=1&username='+user+'&summit=Submit this POI';
 WebBrowser1 := CreateOleObject('InternetExplorer.Application');

 if Length(PostData)> 0 then
 begin
  VHeaders := 'Content-Type: application/x-www-form-urlencoded'+ #10#13#0;
  VPostData := VarArrayCreate([0, Length(PostData)], varByte);
  for iLoop := 0 to Length(PostData)- 1 do
  begin
    VPostData[iLoop] := Ord(PostData[iLoop+ 1]);
  end;
  VPostData[Length(PostData)] := 0;
  TVarData(VPostData).vType := varArray;
 end;

 VFlags := 0;
 WebBrowser1.Navigate2(url, VFlags, VFrame, VPostData, VHeaders);
 WebBrowser1.Visible := True;
end;
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File Type: zip Eq2MapEdit.zip (265.9 KB, 240 views)
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  #14  
Unread 08-12-2005, 02:13 AM
nomas nomas is offline
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Default Source code.

It's source code.
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  #15  
Unread 08-15-2005, 03:15 AM
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nomas, this is really cool man!
a few suggestions:

1. make a popup window when create new point. have window ask for values
2. change color of point based on type to match with in game
3. have a button to show ALL points
4. have a button to let you click and drag one point across the map

5. when LOC is entered, but no path...have it find path
when path is entered, but no LOC...have it find LOC
^^you can do these two with a formula used in Taco Man's "ZoneRect + UIBuilder Map Location Calculator"

6. make a button to enable always apply...so you dont have to keep pushing apply
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  #16  
Unread 08-15-2005, 09:16 PM
nomas nomas is offline
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Yes, I wll try to do.

But It will spend some time.

And Loc <-> pathfindlocation algorithm is unclear.

Above link has only .exe file.

Can I get some source code of it?

Last edited by nomas : 08-15-2005 at 09:21 PM.
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  #17  
Unread 08-16-2005, 02:32 AM
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yea, i think i still have the source code on my computer, i have to look thought i lsot some of my programs i wrote when my hard drive died.

Edit: i found the forumla i worked out for this, here it is.
Code:
         (LOC_0x + LOC_x)
MAP_x  = ----------------  +  Map_0x - (IconW / 2)
               wdpp_x
MAP_x = x coordiante on the map for the icon.
LOC_0x = the first x number in the zonerect
Map_0x = 0 (i can explain if you want but just know that this is always 0)
IconW = Icons width
MAP_1x = the width of the map (its 436)
Map_1y = 506
LOC_1x = the second x number in the zonerect
wdpp_x = (LOC_1x - LOC_0x) / MAP_1x

Repeat this forumula for y as well so you have both the x and y coordiantes.
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Last edited by taco-man : 08-16-2005 at 02:48 AM.
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  #18  
Unread 08-17-2005, 12:35 AM
nomas nomas is offline
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First, I did this :

1. make a popup window when create new point. have window ask for values
(Added popup box)
2. change color of point based on type to match with in game
(Change Color except 'ZONE'. Is ZONE-Color-Value Black?)
3. have a button to show ALL points
(See All points default)

Attached Files
File Type: zip Eq2MapEdit.zip (267.8 KB, 221 views)
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  #19  
Unread 08-17-2005, 08:31 PM
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Update
======

- some bug fix.
IconStyle combo box value is now set with stored value at selection.

1. make a popup window when create new point. have window ask for values
(added popup)
2. change color of point based on type to match with in game
(same point color for all except 'ZONE'.)
3. have a button to show ALL points
(View all points)

6. make a button to enable always apply...so you dont have to keep pushing apply
(Remove Apply button. always update modified values)
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File Type: zip Eq2MapEdit.zip (267.9 KB, 228 views)
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  #20  
Unread 08-17-2005, 10:58 PM
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New Binary


changes
======
- bug fix : Not focus on treeview item after LOC value change.
- added : Point Drag & Drop possible.
(shift mouse click & drag)

to do
====
- LOC <--> Pathfindlocation function
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File Type: zip Eq2MapEdit.zip (268.5 KB, 230 views)
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  #21  
Unread 08-18-2005, 07:54 AM
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Updated !

- Default map is now loaded successfully.

At implemenation LOC <--> Path calc, some problem is found.

Some of maps haven't 'zonerect' definition.

Too many updating in one day.
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File Type: zip Eq2MapEdit.zip (269.4 KB, 235 views)
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  #22  
Unread 08-18-2005, 02:48 PM
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we had to calculate the zonerect for all the zones so i could position the icons properly on the maps when one is submitted on the website. here is the list of all the zones and thier zonerect.

Zone zonerect
A Pirates Hidden Stash -920,1021,-816,1139
Antonica East 765,-1220,2955,1330
Antonica West -585,-1135,1635,1445
Blackburrow Level 1 -98,-165,116,80
Blackburrow Level 2 -80,-85,138,142
Blackburrow Level 3 -120,-124,99,128
Blood Skull Valley -408,603,122,1102
Cauldron Cove and Hollow -1042, -672, -847, -446
Cavern of Tangled Weeds 47, -1169, 144, -1057
Cazic Thule Inside -117, -180, 117, 91
Cazic Thule North -93,-259.02,96,-40.38
Cazic Thule South -106,-75.95,106.16,166.51
Chamber of Immortalilty -234,88,-166,164
Chamber of Rulgax -214, 89, -4, 339
Commonlands East -260,-1090,1645,1120
Commonlands West -1620,-1090,290,1120
Condemned Catacombs -46,-261,239,68
Cove of Decay 77,1012,373,1398
Crows Resting Place -28,-17,27,15
Darkblade Den -28, -32, 29, 35
Deathfist Citadel Basement -55, -54, 51, 69
Deathfist Citadel Ground -55, -54, 51, 69
Deathfist Citadel Sewer - Jail -57, -58, 52, 68
Deathfist Citadel Top -55, -54, 51, 69
Dire Hollow - Grim Tidings -95,-4,10,112
Edgewater Drains I -220,-165,22,120
Edgewater Drains II -220,-165,22,120
Edgewater Drains III -264,-150,-18,131
Everfrost -877,-1853,884,218
Fallen Gate -216,-351,194,152
Feerrott (East) 721,-309,2151,1315
Feerrott (West) -299,-309,1104,1314
Firemyst Gully 1003,392,1324,763
Forbidden Sepulcher -110, -908, 173, -584
Freeport: Beggars Court -142,-140,110,152
Freeport: Big Bend -125,-115,110,160
Freeport: East Freeport -100,-360,520,370
Freeport: Longshadow Alley -95,-130,110,115
Freeport: North Freeport -160,-420,295,105
Freeport: Scale Yard -145,-80,60,152
Freeport: South Freeport -110,-40,360,560
Freeport: Stonestair Byway -85,-175,140,102
Freeport: Sunken City -166,-155,127,172
Freeport: Temple Street -130,-55,105,215
Freeport: The Graveyard -151,-160,139,171
Freeport: The Ruins -75,-89,215,243
Freeport: The Sprawl -120,-170,210,240
Freeport: West Freeport -360,-220,80,290
Gobblerocks Hideout -20,-200,290,164
Grozmags Trial -17, -20, 18, 21
Lavastorm -425,-730,944,841
Lost Village of Kugup 17, 81, 170, 263
Miraguls Menagerie 22,-421,188,-227
Nektropos Castle Level 1 -89,-100,91,115
Nektropos Castle Level 2 -89,-100,91,115
Nektropos Castle Level 3
Nektulos Forest -1117,-2680,1780,710
Oakmyst Forest -1135,-560,-690,-50
Obelisk of Lost Souls cave -174, 114, 131, 469
Obelisk of Lost Souls level 1 -60, 143, 215, 461
Permafrost Basement -158, -481, 132, -146
Permafrost Level 1 -334, -519, 313, 230
Permafrost Level 2 -275, -787, 388, -27
Permafrost Level 3 -241, -572, 243, -7
Qeynos Tradeskill Area -21,-43,37,33
Qeynos: 1 Room Apartment -1,-13,11,13
Qeynos: 2 Room Apartment -24,-25,22,13
Qeynos: Castleview Hamlet -816,-237,-658,-55
Qeynos: Graystone Yard -1020,-295,-787,-25
Qeynos: Nettleville Hovel -715,243,-558,425
Qeynos: North Qeynos -770,-500,-40,340
Qeynos: Qeynos Harbor -1030,-260,-585,270
Qeynos: South Qeynos -805,-105,-320,455
Qeynos: Starcrest Commune -840,209,-685,391
Qeynos: The Baubbleshire -1032,-626,-767,-305
Qeynos: The Elddar Grove -915,-650,-475,-134
Qeynos: The Willow Wood -960,-835,-705,-520
Rivervale (East) 340,-450,900,321
Rivervale (West) -108,-388,500,321
Ruins of Varsoon (Center) -142,-165,113,140
Ruins of Varsoon (East) 60,-165,321,140
Ruins of Varsoon (West) -311,-165,-53,140
Runnyeye Citadel -246,-257,145,198
Sepulcher of Jhanda -21, -46, 40, 26
Serpents Lair -27, -32, 27, 32
Soluseks Eye Level 1 -155,-252,351,336
Soluseks Eye Level 2 -182,-180,249,315
Soluseks Eye Level 3 128,-165,384,140
Soluseks Eye Level 4 -160,-205,316,255
Soluseks Eye Level 5 -142,-330,298,207
Splitpaw Crawler Nest -60,-249,100,-49
Splitpaw Delving into Darkness -62, -266, 149, -22
Splitpaw Den -48,-321,96,-154
Splitpaw Upper Tunnels -111, -265, 150, 33
Stormhold Level 1 -132,-231,173,126
Stormhold Level 2 -132,-231,173,126
Stormhold Level 3 -132,-231,173,126
Stormhold Level 4 -177,-163,-16,73
Sullon Mines -416,-246,-226,4
Tallon Hording Halls -296,-190,-232,-111
The Caves Level 1 -73,-150,48,22
The Caves Level 2 -73,-150,48,22
The Caves of Wonder 338, -660, 424, -559
The Crypt of Betrayal -194,-235,48,46
The Deathly Scarab Hive -10,-34,49,35
The Down Below -46,-261,239,68
The Enchanted Lands East -126,-1278,1144,205
The Enchanted Lands West -751,-1279,520,209
The Eternal Gorge -907.62,480.53,-679.91,701.42
The Forest Ruins -1221,-960,-866,-540
The Isle of Refuge -330,-293,190,310
The Peat Bog -844,358,-553,698
The Serpent Sewer -20,-200,290,164
The Thieves Way -42,-34,202,248
The Tomb of Valor -7,-71,52,-29
The Vault of the Fallen -126, -191, -16, -61
The Wailing Caves (East) 9,-223,280,25
The Wailing Caves (West) -70,-230,90,10
Thundering Steppes -1530,-1170,810,1720
Tombs of Night I -141,-153,133,166
Tombs of Night II -140, -154, 136, 167
Tombs of Night III -143,-434,130,150
Underrot Caverns Moldy Crypt -263, -240, 25, 100
Unearthing -18,-8,101,111
Vermins Snye -276,-273,34,84
Zek -781,-979,605,644
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  #23  
Unread 08-18-2005, 04:58 PM
Landiin Landiin is offline
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My head hurts now, thanks taco:P lol
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  #24  
Unread 08-18-2005, 07:57 PM
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great !
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  #25  
Unread 08-20-2005, 03:55 AM
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I have headarche in converting aberration.

1. pathfindX := -(MapZonerect.Left + x * (MapZoneRect.Right - MapZoneRect.Left + 1) / MapWidth);
2. pathfindX := (Mapzonerect.Left + x) * MapWidth / (MapZoneRect.Right - MapZoneRect.Left + 1);

Is this formula incorrect?
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