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01-17-2005, 09:29 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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01-17-2005, 11:15 PM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Serpent Sewers Log
Here is the text file with everything stripped but the x, y.
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01-17-2005, 11:33 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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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
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01-17-2005, 11:41 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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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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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-17-2005 at 11:49 PM.
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01-17-2005, 11:57 PM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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Quote:
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Originally Posted by Quib
Those icon placements are back from when we were using gry-online maps.
Quib
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I mean extra icons on antonica, ts, nek, etc.
nevermind. I see, had to try it myself to understand.
Last edited by sunthas : 01-17-2005 at 11:59 PM.
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01-18-2005, 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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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.
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Nagafen (Evil) - Climax, Goshawk
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01-18-2005, 04:37 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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NEW!!! Made map resizable! Icons and Map stretch/reposition to fit map. Lots of work here is what i did
Code:
Map
UserResizeable="true" PackSize="A,A"
MapPage
PackLocation="left,top" PackSize="A,A"
Icons
PackLocation="npn,npn" PackSize="A,A"
ZoneClone
PackLocation="npn,npn" PackSize="fixed,fixed"
Clone
ditto
*iconmaps*
PackLocation="left,top" PackSize="a,a"
*icons*
PackLocation="npn,npn"
WorldNames
PackSize="absolute,absolute" PackLocation="left,top"
*worldnames*
PackLocation="cpc,cpc"
QeynosNames
ditto WorldNames
*qey_*
ditto *worldnames*
FreeportNames
ditto WorldNames
*fprt_*
ditto *worldnames*
WorldMap
PackLocation="left,top"
CityMap
ditto
ZoneMap
ditto
moved QM_LocEntry into WC_Titlebar so it wouldnt disappear when you resize map window.
Made 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
__________________
Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-21-2005 at 02:10 AM.
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01-18-2005, 04:51 PM
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A Griffon
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Join Date: Oct 2004
Server: Antonia Bayle
Posts: 3,287
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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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01-18-2005, 05:01 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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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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Nagafen (Evil) - Climax, Goshawk
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01-18-2005, 05:35 PM
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A Griffon
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Join Date: Oct 2004
Server: Antonia Bayle
Posts: 3,287
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Much appreciated.
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01-18-2005, 06:22 PM
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A Coastal Crab
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 1
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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.
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01-18-2005, 06:57 PM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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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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01-18-2005, 06:58 PM
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Wrath of Evil
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Join Date: Nov 2004
Server: Everfrost
Posts: 197
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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. 
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01-18-2005, 08:14 PM
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A Berserk Golem
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 55
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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.
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01-18-2005, 09:19 PM
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A Griffon
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Join Date: Oct 2004
Server: Antonia Bayle
Posts: 3,287
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I think they're redoing the maps already shown, so they can add more points, and stuff, yes?
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01-18-2005, 10:37 PM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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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.
Last edited by sunthas : 01-18-2005 at 10:50 PM.
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01-18-2005, 10:55 PM
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A Griffon
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Join Date: Dec 2004
Server: Neriak
Posts: 273
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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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01-19-2005, 02:40 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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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
Last edited by Quib : 01-19-2005 at 02:43 AM.
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01-19-2005, 03:02 AM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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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!!
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..
Last edited by diztorded : 01-19-2005 at 04:23 PM.
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01-19-2005, 12:12 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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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
Last edited by Quib : 01-19-2005 at 12:14 PM.
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