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I have been following this thread since page one. I am so excited and anxious and proud of all the people working together(wish I could do it 8o)). I just want to say it has all been very impressive and awesome and I look forward to each update :) :) :) :) :) :)
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Serpent Sewers Log
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Here is the text file with everything stripped but the x, y.
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Added Crow's Resting Place (just for fun, it's a tiny zone) and fixed a few zonerects.
Thanks for the loc data diztorded! Quib |
using the parser at http://naikrovek.org/
parse only the lines that say "Your location is" bla bla and "You start new map line" or you can just input your whole log file if you "/emote start new map line" in the game you will "raise the pen" and will start a new line with the next /loc. |
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nevermind. I see, had to try it myself to understand. |
these are the guys that helped me get RoV map on Nektulos server (let me group so stuff greyed out :)
Lobe Bogglegond Lodizal Miiki mebbe we can add them to credits ;) Moca said he/she is going to help me get nek castle, so ill have that sometime soon. |
NEW!!! Made map resizable! Icons and Map stretch/reposition to fit map. Lots of work here is what i did
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MapMade WC_Title PackSize="fixed,fixed" so it quit moving when resize map. made Box and MapFrame packsize="absolute,absolute" so it changes with resize. Doesnt work with the Select Map page yet, not hard to do tho, just add those properties to those. I didnt feel like it cuz its too late now that i got regular part working. SOOO for every new icon you would add PackLocation="npn,npn" and the page the icons fall under you add PackLocation="left,top" PackSize="a,a" EDIT: had to zip it cuz .dds file attachment max is too small for it |
Is that the default map xml modified, or with all that extra jazz? I would much like the default map to be resizeable :)
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ill make a default one tomorrow...and release it as a mod. Hopefully Quib wont mind if i put in his locfinder thing and mebbe the minimize button.
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Much appreciated.
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here is an idea,
what if you maintain the FIRST post with all the updates to this mod, then you don't have to read ALL pages to find the different maps or updates. When you update it, just link to the first post. |
this thread should probably be in the development section, its not really a beta mod yet. This week sometime should be a full release with instructions and an actual download all as one file.
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I agree with zwonker about updating the first post as you guys go along, but I realize the chaos involved in the development of this mod.
Also realize zwonker that this is in beta development, and there hasn't been an official release yet. ;) |
Guys I still think there should be a way with code to use the default maps without having to redo your own. So you don't have to have a huge mod only the maps that the devs never intended to be in game.
If the Server sends the info to the map utility for say Befallen when you enter it then somewhere in the mainHUD.Maps there should be code for the pins to activate when your in that zone and the map is triggered. Also the same should apply to entering a zone that doesn't have an existing map then your code would display the new map. Just need to find where the UI is recieving the map file info and trigger a programatic response based maybe on the name of the mapfile. I'm pretty sure it's in there. I'm afraid to even jump in here because it seems there are bits and pieces of this being developed independently by at least 3 of you. And I'm sort of feeling Eloa is working on her own mod. Correct me if I'm wrong. But If you found a way to do the above it could drastically effect the size of the mod. |
I think they're redoing the maps already shown, so they can add more points, and stuff, yes?
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Eola is doing a seperate mod from Tony/Quib.
But they are working together to share information, maps, and techniques. On Tony/Quib's mod they aren't redoing any of the maps that already exist, just adding extra points of interest or icons to the maps. Then they are mapping the other areas in the game as they can that need maps, specifically lower level dungeons. |
I have an idea about the select map tab.. what about using the world map and making some graphics modifications so that large regions are color coded maybe. Then the user could click on those regions to activate the map..
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Tony, use anything from the code. It's fine with me. It's not like I have a copyright on any of it; that isn't meant angrily, it's just my philosophy. On a seperate note, I'm not a big fan of resizability. I think I'll add in those properties and just have versions with and without resizing.
Zwonker (and Itanius to a lesser degree), Tony would have control over the first post. Personally, I find it easier to follow a thread as it moves rather than rechecking the first post over and over. Corren Silverfir, I suspect you haven't read much of the thread and haven't actually tried the maps based on what you said. We got the maps to auto-load a LONG time ago, and we aren't redoing the maps that are default. Eloa was working on very detailed ones in a seperate window, though I definately consider her part of the "project team" we have at the core of the modified default map window. Killarny, I had considered that, just hadn't played with it yet. Thanks for all the work you've put into the quest thread. I'm trying to figure out the format to use for them in-game; I'm not sure how badly tooltips wrap and may have to use buttons that open up little windows with the quest info. Eloa, Deathbane27 figured out how to make a button open up a custom window, so now we can link projects through that method. Would you like me to add a button that opens your custom window? Here's a redone Serpent Sewer using Diztorded's log file. See the included text files to see what's left before the official release. Check through the Acknowledgements too; leave a note if you feel you should be included and weren't, or if you're being misrepresented. They're in alphabetical order to avoid stepping on peoples' toes. Quib |
Serpent Sewers
Thanks for the props and using my X, Y. Going to go and make sure I covered all the areas now.
****** Just verified the map. It is dead on! Grand work!! :nana: :nana: :nana: I am not high enough of level to go roaming around Clearwater (the level below Serepent Sewers) to map it yet. Is there any other areas, besides what is listed in the status files, that I should map? Wailing caves is my next destination. Quib, should I just post my whole log or was that stripped file good? ****** Too late ;) Here is Wailing Caves full logs with just location and "start new map line" emotes. I added the emotes because I read a post stating that it would help with some of the guess work as far as some of the connections. There is one area, big circular room, that is a pit with a walkway going around the side. I tried to map it but I think I had some overlap so it would look like I went around the room 2 times. Let me know. ****** Removed file to make needed changed for Quib.. |
I know you already posted it, but the stripped file is best (for me anyway). Hm... maybe fallen gate, or the lower floors of stronghold, once it's safe for you to do so. Anywhere that we don't have a map for really. I'd like to map EVERYTHING, even tiny instanced zones. Gonna get started on converting wailing caves. Thanks a bunch!
Quib |
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diztorded,
if you dont mind, please make an emote macro that says /emote start new map line that exact thing. When you push it, my program will, obviously, start a new map line. This way i can delete accidental lines and such. So you would do a room, start new map line. Do the hallway, start new map line. It would be SOO much easier for me. here is what it looks like without doing that. best part is it gets rid of those huge lines that get dragged across without starting a new line. ask me questions if you want to do it this way. I can make a map in like 10-20min and have it ready in game and everything assuming i get to the zone quickly |
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This is what I got when I scatter graphed it. Ignore the coloring and notice I had to split it up into series since the zones overlaps itself so much. If you were planning to map it though, please do Tony. It takes me quite some time to get it from where I have it now to in game (2 or 3 hours).
Also, each half of my picture is to a different scale. I'd resize in photoshop at this point. Quib |
i will do it, but id like him to redo it with that emote command cuz it would be 10 times faster.
ima go do Stormhold 2 and 3 methinks |
Well,
first of, a BIG thank you to all people involved in what will undoubtedly become on very popular mod. Now, i downloaded most dds files I could find here (looking forward to the big package (willing to host as well) but...I only see 5 of them showing up when I press M (for maps) (and I take it some only display OVER an existing map (like Antonica). Stronghold I shows up fine, II and III do no for some weird reason.. (but, on checking, I only have stormhold I in maps folder). Blacburrow is also there but is not selectable, does that one only show up when you're actually IN blackburrow? As I said, great job so far, looking forward to updates! |
all the DDS maps you see show up in the zone.
Getting them all in the select map tab is a second priority to getting the actual map/icons done up :) |
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Thanks for the quick reply and...well...keep up the good work :) |
Tony
If you got someone high enough, do stormhold 4 too !!! :) |
Wailing Caves
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Stripped except for X,Y coor with "start new map line" emoted.
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as i said hehe, i need the file not to be stripped. If you feel the need to strip it, please leave the whole location line. This prog looks for specific text in that line.
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Wailing Caves Unstripped with emotes
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Ok.. let's try this again. Not stripped with "start new map line" emotes.
By the way.. What program are you using? |
i posted the prog link several times, but here it is again hehe
http://naikrovek.org/ go to the games or codes section |
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heres how it looks with new map lines
looks much better :) but i gotta go to sleep so ill have to do it tomorrow or sumthin |
Wailing Caves
Looking at how it mapped, it loogs great!! The upper left corner, we have a circular room which then extends to a hallway to the north. When you take this hall and follow it, once it heads south you are going into the lower level of the dungeon. The circular room, it is the "Pit of Death", has a thin walkway that goes around the edge in a clockwise manner which leads to the bottom. The Lower right corner shows a break in the lines, this is a door which you need a key for. Alas.. I do not have one. I am going to get on and try to pay a lower level person to get me one in a bit.
Fallen Gate = Death if I try to map it. Need a couple more levels. Stormhold = Never been there |
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I am using them now. I've even looked at some of the ui code. I guess I'm wrong but there seems to be sections loading Antonica maps which I don't see any difference between those remade and those already made. Same with stormhold 1,2,3 etc. It wasn't a snipe at anyone. I was simply trying express a point of view I thought you all might have overlooked. Also it's a bit confusing because the new map tab is still there allowing you to choose a map. I thought that was maybe a first draft left in and then you found how to use the maps in game and just left that code in. Again this is why I wasn't sure about trying to jump in and help in the middle of the project. I'll just sit back and see how it turns out. |
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So the buttons are needed. The Select Map tab may be obsolete at this point, but there's simply no reason to remove it. (If I weren't so lazy, in fact, I'd update it to include all maps, so if a guildmate asks where something is in a given zone, you can bring it up and check.) |
Buttons buttons and more buttons
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The buttons that are there now make perfect sense do to the limitations that we are presently faced with. On another note so as there are no questions, ONLY the members of this map mod have my permission to use any information that I have or will submit in the future. And those said members can use this information in any form as long as there is no fee charged for the use of the resulting product and I am given credit for the data that I have submitted. :D |
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[Edit for spelling] |
Stormhold has buttons on the automatic map. The one on the select map "tab" was just a test. All custom maps will be available on the select map tab in the official release (as well as loading automatically; you'll just be able to reference them when in other zones through the select map tab).
Quib |
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Most important loc for peatbog.
Vermin's Snye pathfindlocation=(578,-33,506) |
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