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  #461  
Old 01-21-2005, 04:05 PM
Quib Quib is offline
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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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  #462  
Old 01-21-2005, 04:11 PM
Fillem Fillem is offline
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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...
  #463  
Old 01-21-2005, 04:36 PM
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Default 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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  #464  
Old 01-21-2005, 05:04 PM
sunthas sunthas is offline
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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.
  #465  
Old 01-21-2005, 05:13 PM
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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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  #466  
Old 01-21-2005, 05:18 PM
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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.
actually most maps ive seen have author's names on them. The mod isnt branded, the maps are
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  #467  
Old 01-21-2005, 05:40 PM
Pael Pael is offline
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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.
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!
  #468  
Old 01-21-2005, 05:42 PM
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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)!
  #469  
Old 01-21-2005, 05:48 PM
Quib Quib is offline
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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
  #470  
Old 01-21-2005, 05:49 PM
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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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Last edited by tonyis3l33t : 01-21-2005 at 05:53 PM.
  #471  
Old 01-21-2005, 05:53 PM
Quib Quib is offline
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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.
  #472  
Old 01-21-2005, 05:55 PM
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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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  #473  
Old 01-21-2005, 05:57 PM
Quib Quib is offline
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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
  #474  
Old 01-21-2005, 05:58 PM
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Default 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.
  #475  
Old 01-21-2005, 06:01 PM
Quib Quib is offline
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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
  #476  
Old 01-21-2005, 06:03 PM
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here ya go, WC in that brown color


use whichever version ya want hehe. i can always use my own i suppose

woops, forgot diztorded in that one, re-uploading

there we go. Im going to bed, its late here


EDIT: see later post, had spelling error
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Last edited by tonyis3l33t : 01-22-2005 at 04:16 PM.
  #477  
Old 01-21-2005, 06:46 PM
Quib Quib is offline
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Check this xml out... uhm... everybody? I'd like feedback on the new look for the minimize/restore button mostly, and am wanting to know if any bugs remain. The cursor doesn't seem to get sucked into the loc finder much anymore thanks to Deathbane27, but if someone can figure out a situation in which that still happens, I'd like to know about it.

Stuff left to do before release:
Create Loc Icons for The Graveyard
Expand Loc Icons for The Caves

Stuff that'd be nice to do, but isn't essential for release:
Map Stormhold floors 2 and 3
Create Loc Icons for Stormhold floor 3
Expand Loc Icons for Crow's Resting Place
Map and do Loc Icons for Firemyst Gully
Expand Loc Icons for Ruins of Varsoon
Map and do Loc Icons for Fallen Gate
Create Loc Icons for Wailing Caves (Diztorded is getting data for this)
Create Loc Icon overlays for Nektulos Forest and Thundering Steppes

Quib
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File Type: xml eq2ui_mainhud_map.xml (321.2 KB, 438 views)
  #478  
Old 01-21-2005, 06:56 PM
sunthas sunthas is offline
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Quote:
Originally Posted by Quib
Check this xml out... uhm... everybody? I'd like feedback on the new look for the minimize/restore button mostly, and am wanting to know if any bugs remain. The cursor doesn't seem to get sucked into the loc finder much anymore thanks to Deathbane27, but if someone can figure out a situation in which that still happens, I'd like to know about it.

Stuff left to do before release:
Create Loc Icons for The Graveyard
Expand Loc Icons for The Caves

Stuff that'd be nice to do, but isn't essential for release:
Map Stormhold floors 2 and 3
Create Loc Icons for Stormhold floor 3
Expand Loc Icons for Crow's Resting Place
Map and do Loc Icons for Firemyst Gully
Expand Loc Icons for Ruins of Varsoon
Map and do Loc Icons for Fallen Gate
Create Loc Icons for Wailing Caves (Diztorded is getting data for this)
Create Loc Icon overlays for Nektulos Forest and Thundering Steppes

Quib
Firemyst gulley is a 3-6 player zone, its going to be hard to get into it and map it or icon it, if we want to include it I would steal a map off one of the authorized sites and use it.

I'd prefer to see a button on the select map page that listed map credits than see the names on the actual maps, but thats just my opinion.

I should be able to map stormhold 2, but tony seems to have greater resources when it comes to maping that stuff so I was thinking I'd let him do it.
  #479  
Old 01-21-2005, 07:13 PM
Quib Quib is offline
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I've been in Firemyst Gully a half dozen times, I'm not too worried about it and planned to map it myself. Anyone know how to get access to the hidden vale in Antonica?

Also, if anyone wanted to map homes/apartments for fun, it'd be neat.

Quib
  #480  
Old 01-21-2005, 07:20 PM
sunthas sunthas is offline
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Even though the ICONS show it to be a zone on antonica Hidden Vale is not a zone.

Shattered Vale is. Access quest from Eldaar Grove from a guy across the water near the waterfall. Or you go here when you do Warrior -> Guardian class quest. Or when you do the Guild Level 5 raid.
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