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01-26-2005, 01:36 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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i just thought it was easier to see while in game...the other one seemed to blend into the map background too much for me...meh whicher is fine.
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Nagafen (Evil) - Climax, Goshawk
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01-26-2005, 01:43 PM
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A Brown Bear
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Join Date: Dec 2004
Server: Innothule
Posts: 8
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XML Comments
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Originally Posted by Quib
I haven't found anyway to add comments to EQ2 UI XML... my "GUESS" would be <!-- comment goes here --> like with EQ1 UI XML but I haven't tested that. I've just been using your comments "system" for notes (like 1Location="" and CreatedBy="").
Quib
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The XML standard for comments is as you've shown above:
<!-- comment goes here -->
This is built into XML, so any standard XML reader will "ignore" these as comments.
Hope this helps,
Voik
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01-26-2005, 04:44 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 Zonx
Reformatted the window with plain frame, positioned and set the pacloc for the upper right corner.
Ok fixed a couple things I missed, like the collapse button size settings.
Also set every zone marker to a consistant size (32,32 for the default icon, 24,24 for the alternate icon used in some maps).
Resized the "You are here" pointer.
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interesting.
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01-26-2005, 06:26 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I haven't looked at your changes yet Zonx so don't be shocked when they aren't included in this xml; I'm taking a look at them next.
This update is primarily aimed at Eloa. I added a way for you to easily adjust what size you want the Map window to resize to when the "Expand Quests" button is pressed.
In EM_eq2ui_mainhud_map_quests.xml, on the main EM_Quests page object, add
OnHide="Parent.WC_TitleBar.WC_HelpButton1.Resize=800,675 OnHide=' '"
This script will execute once each EQ2 session, and let you set what size you want the window to resize to, without needing hardcoded changes to the main map xml.
The attached xml will use this new resizing setting. Also, I added the icon page and changed layering for the <include>; let me know if everything is working as you wanted Eloa.
Quib
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01-26-2005, 06:53 PM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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yuck
was looking at my stormhold map and it looks like their is a big problem with it. The second floor where the atrium is should have 4 coridors leading out of it. All 4 coridors should make a perfect Cross... So the two that go north and south should be inline and the two that go east and west should be in line. My coridors that go north and south are quite aways off... I'll run into stormhold tonight and check and see how much of a big deal this is and then redraw the map.
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01-26-2005, 08:14 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 sunthas
was looking at my stormhold map and it looks like their is a big problem with it. The second floor where the atrium is should have 4 coridors leading out of it. All 4 coridors should make a perfect Cross... So the two that go north and south should be inline and the two that go east and west should be in line. My coridors that go north and south are quite aways off... I'll run into stormhold tonight and check and see how much of a big deal this is and then redraw the map.
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LOL, I was wrong. My Map is RIGHT!!!
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01-26-2005, 08:21 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Looks good quib.
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01-27-2005, 12:13 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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plz use this map for firemyst on public release:
thanks quib 
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Nagafen (Evil) - Climax, Goshawk
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01-27-2005, 12:52 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Quote:
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Originally Posted by tonyis3l33t
plz use this map for firemyst on public release:
thanks quib 
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The old version is no longer on my hard drive. ^_~
Quib
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01-27-2005, 12:21 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Screw this, its taking me about an hour to implement EACH quest, even smaller ones.
All is not lost though. I'm working on a program where I input the steps and it will automatically generate the pages so I can just copy and paste them in. Maybe then I'll even let other people put in their quests they have found.
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01-27-2005, 02:11 PM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Fallen Gate
I am working on mapping Fallen Gate now. 
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01-27-2005, 02:57 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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sounds good eloa
i was wondering when you would finally go bonkers from that hehe
sounds good diztorted
I cant get to the freeport world very often...i am working on quests to get into condemned catacombs (qeynos dungeon) and nektulos castle...soon to be that zek castle too. I guess i could do catacombs that are under vermins snye too.
Quib...i sugguest putting all the maps we have done in a list on the download page...i like to see those numbers fly  i think people willl download more if they see the maps it includes
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Nagafen (Evil) - Climax, Goshawk
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01-27-2005, 05:11 PM
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A Brown Bear
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Join Date: Nov 2004
Posts: 9
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Quote:
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Originally Posted by Eloa
Screw this, its taking me about an hour to implement EACH quest, even smaller ones.
All is not lost though. I'm working on a program where I input the steps and it will automatically generate the pages so I can just copy and paste them in. Maybe then I'll even let other people put in their quests they have found.
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Is it at all possible to pull this data stragith out of eq itself?
Also is there some way I can help do maps? I am not very code smart but is there something I can do to help out?
Last edited by Dimuyen : 01-27-2005 at 05:26 PM.
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01-27-2005, 06:55 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Quote:
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Is it at all possible to pull this data stragith out of eq itself?
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Not what I want. Nor would I want to do that. I am against pulling info from the game that the developers do not want us to pull (hacking basically). I would rather do the research and make a nice time investment instead of a couple lines of code that 'cheat'. Just my opinion and I know many will disagree/partially disagree. Keep the comments to yourselves.
I believe most everything is done now, as far as I see we have enough developers on this. Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all.
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01-27-2005, 07:13 PM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Fallen Gate
Here is Fallen Gate. You start in at the southern most point. just north of there, you will notice a square that overlaps. This is a square wall that has stairs leading up to in on the left side. You can walk around it and jump off blah blah blah. Anyway, I was thinking about just shading this a different colour just to show it is a different part. Now if you notice the map branches off to the east and curves around and ends in a circle room. This is about 2 levels below the starting point. Not sure how you want to do this one. Once you get the map, I can run through grabbing important places. 
Last edited by diztorded : 01-27-2005 at 07:19 PM.
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01-27-2005, 07:56 PM
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A Brown Bear
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Join Date: Nov 2004
Posts: 9
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Quote:
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Originally Posted by Eloa
Not what I want. Nor would I want to do that. I am against pulling info from the game that the developers do not want us to pull (hacking basically). I would rather do the research and make a nice time investment instead of a couple lines of code that 'cheat'. Just my opinion and I know many will disagree/partially disagree. Keep the comments to yourselves.
I believe most everything is done now, as far as I see we have enough developers on this. Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all.
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/sigh.... this is not what I meant
I do not want to hack or cheat at all ... I was refering to extracting the text from a quest dynamically as you solve it into a log file and than push that through a parser so you can then drop it into your awesome mod with more ease
How or where do i find the information for quests that I complete? Do I need to hand wirte them all?
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01-27-2005, 09:33 PM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Has anyone looked into attaching maps as seperate files?
It occured to me last night updates would be a lot easier if the map window file just referenced external map files, then everyone could work on individual maps without the possibility of Map window file conflicts. Each map could then be treated like a seperate mod.
If I'm not mistaken, each custom map is a self-contained page now, so I think this is very possible. I'll play with it when I get a chance. Maybe I can figure out how to auto-generate a button or tree list of maps while I'm at it 
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01-27-2005, 09:52 PM
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A Coastal Crab
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 1
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hmmmm? Tried using this UI and soon as I hit J to bring up the journal it crashes to desktop. Problems with new xml since patch?
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01-27-2005, 09:57 PM
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Bacon Eater
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Join Date: Feb 2004
Posts: 2,452
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Quote:
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Originally Posted by farcrowe
hmmmm? Tried using this UI and soon as I hit J to bring up the journal it crashes to desktop. Problems with new xml since patch?
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I think you got the wrong thread Farcrowe. This is the development thread for this mod. Please post your questions & issues in the help forum or the official thread in the released forum. Thanks.
Please continue this thread on topic (Development) after this post. 
Last edited by Dolby : 01-27-2005 at 10:03 PM.
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01-27-2005, 11:52 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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Quote:
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Originally Posted by Zonx
Has anyone looked into attaching maps as seperate files?
It occured to me last night updates would be a lot easier if the map window file just referenced external map files, then everyone could work on individual maps without the possibility of Map window file conflicts. Each map could then be treated like a seperate mod.
If I'm not mistaken, each custom map is a self-contained page now, so I think this is very possible. I'll play with it when I get a chance. Maybe I can figure out how to auto-generate a button or tree list of maps while I'm at it 
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Maps are separate files. They do not have their own page. The game replaces the zonemap (you can find in UIBuilder) with the single DDS file that contains the map.
There is a few steps to making a map and you can find it all in the attached fiile.
Quote:
/sigh.... this is not what I meant
I do not want to hack or cheat at all ... I was refering to extracting the text from a quest dynamically as you solve it into a log file and than push that through a parser so you can then drop it into your awesome mod with more ease
How or where do i find the information for quests that I complete? Do I need to hand wirte them all?
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Please post quest stuff on the quest Thread. Eloa help us out with keeping them in there plz
Quote:
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Also is there some way I can help do maps? I am not very code smart but is there something I can do to help out?
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Heres what you can do to help...im sure diztorded can help explain too if i dont do it well enough
Make one hotkey that say "/loc"
make another hotkey that says "/emote start new map line"
the second emote will "lift the pen"...starting a new map line from the next time you hit /loc
so you run around one room, start new map line
hit /loc right after start new map line (so there is not hole) and start walking with /loc again.
just keep running around doing this until you have the whole map done.
the start new map line is very important. It keeps you from making a huge line that stretches across the map.
(see page 22 for an example)
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-28-2005 at 01:48 AM.
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01-27-2005, 11:56 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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heres your fallen gate diztorded. Lemme know if you dont want me to post raw maps
ill work on it today. If you can...use this map and go to furthest points NSEW and get a loc. Hug the wall as much as you can. Then post the 4 locs for me.  thanks. If not ill just walk there and do it myself 
__________________
Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-28-2005 at 01:44 AM.
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01-27-2005, 11:58 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Quote:
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Originally Posted by Eloa
Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all.
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Yep, I told him to go there, that's about all I can do
Following is just for me to copy at home, disregard please.
Quote:
Private Sub Command5_Click()
TxtStep1.SetFocus
Step1Text = TxtStep1.Text
'Count = Str$(Len(Step1Text))
'txtcount.SetFocus
'txtcount.Text = Count
TxtLocIconLoc.SetFocus
LocIconLoc = TxtLocIconLoc.Text
TxtMaxLines.SetFocus
MaxLines = TxtMaxLines.Text
TxtStep1PFL.SetFocus
If TxtStep1PFL.Text = "" Then 'If there is no PFL:
TxtXML.SetFocus
TxtXML.Text = "<Button BackgroundColor=""#554939"" LocalText=""" & Step1Text & """ Location=""5,7"" Name=""Receive"" ScrollExtent=""285,44"" Size=""285,44"" Style=""button_plain_text"" TextMaxLines=""" & MaxLines & """ > " & Step1Text & " </Button>"""
Else 'If there is a PFL
'calculate LocIconLoc Here
Step1PFL = TxtStep1PFL.Text
TxtXML.SetFocus
TxtXML.Text = "<Button BackgroundColor=""#554939"" LocalText=""" & Step1Text & """ Location=""5,7"" Name=""Receive"" OnPress=""Parent.Parent.Parent.Parent.Parent.MapPage.Icons.Icon.Locator.Location =""" & LocIconLoc & """ PathFindLocation=""" & Step1PFL & """ ScrollExtent=""285,44"" Size=""285,44"" Style=""button_plain_text"" TextMaxLines=""" & MaxLines & """ > " & Step1Text & " </Button>"""
End If
End Sub
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01-28-2005, 12:52 AM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Graveyard exit mis-labled
Line 961 should be:
Quote:
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<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" Location="325,436" MouseOverColor="#FFFF00" Name="ZoneStonestair" pathfindlocation="-69, 0, 132" PressedColor="#FFFF00" ScrollExtent="25,25" Size="25,25" Tooltip="To Stonestair Byway" TreatAsButton="true" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation"/>
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instead of:
Quote:
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<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" Location="325,436" MouseOverColor="#FFFF00" Name="ZoneStonestair" pathfindlocation="-69, 0, 132" PressedColor="#FFFF00" ScrollExtent="25,25" Size="25,25" Tooltip="To Sunken City" TreatAsButton="true" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation"/>
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01-28-2005, 01:25 AM
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EQ2MAP Updater Author
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 1,349
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Quote:
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Originally Posted by Eloa
Following is just for me to copy at home, disregard please.
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i know you said disregard but i cant help it lol, that looks like VB? is it or is it some other language?
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01-28-2005, 01:27 AM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Fallen Gate
N: -131.08 , -349.45
E: -193.33 , -228.65
S: -17.33, 151.05
W: 215.33, -104.23
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