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  #426  
Unread 01-19-2005, 03:07 PM
Fillem Fillem is offline
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Quote:
Originally Posted by tonyis3l33t
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
completely understandable and actually pretty logical as well

Thanks for the quick reply and...well...keep up the good work
  #427  
Unread 01-19-2005, 03:16 PM
sunthas sunthas is offline
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Tony

If you got someone high enough, do stormhold 4 too !!!
  #428  
Unread 01-19-2005, 04:22 PM
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Default Wailing Caves

Stripped except for X,Y coor with "start new map line" emoted.
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  #429  
Unread 01-19-2005, 04:25 PM
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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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  #430  
Unread 01-19-2005, 04:30 PM
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Default Wailing Caves Unstripped with emotes

Ok.. let's try this again. Not stripped with "start new map line" emotes.

By the way.. What program are you using?
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  #431  
Unread 01-19-2005, 04:34 PM
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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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  #432  
Unread 01-19-2005, 04:40 PM
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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
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  #433  
Unread 01-19-2005, 05:09 PM
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Default 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
  #434  
Unread 01-19-2005, 05:11 PM
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Quote:
Originally Posted by Quib
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.
Quib

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.
  #435  
Unread 01-19-2005, 05:40 PM
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Quote:
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.
FYI: The reason it's still there is because the existing game code won't let it auto-switch maps when moving on the Z axis, so the Stormhold map either had to have that selector to show the different levels, or we would have to put all the halls for all levels on the same page, which would get very messy.

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.)
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  #436  
Unread 01-19-2005, 06:37 PM
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Default Buttons buttons and more buttons

Quote:
Originally Posted by Deathbane27
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.)
I do not think adding a button for every major area would be such a good idea do to the mass amount of areas that are in the game now and the amount that may be added later.

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.

Last edited by diztorded : 01-19-2005 at 06:50 PM.
  #437  
Unread 01-19-2005, 10:31 PM
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Quote:
Originally Posted by Deathbane27
FYI: The reason it's still there is because the existing game code won't let it auto-switch maps when moving on the Z axis, so the Stormhold map either had to have that selector to show the different levels, or we would have to put all the halls for all levels on the same page, which would get very messy.

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.)
The tab makes sense, I'm just curious why Stormhold switches via the tab while Caves switches via a button on the main map UI. Not that I mind, either way works for me, and I love this mod soooo much (the time it's saved me in Thieves' Way and Down Below alone, yay!)

[Edit for spelling]
  #438  
Unread 01-19-2005, 10:40 PM
Quib Quib is offline
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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

Last edited by Quib : 01-19-2005 at 10:50 PM.
  #439  
Unread 01-19-2005, 11:00 PM
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Quote:
Originally Posted by Quib
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
Ah...very cool. I was wishing for a feature like that earlier today. Keep up the great work!
  #440  
Unread 01-19-2005, 11:57 PM
sunthas sunthas is offline
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Most important loc for peatbog.

Vermin's Snye pathfindlocation=(578,-33,506)
  #441  
Unread 01-20-2005, 03:07 AM
Fillem Fillem is offline
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Just wondering if I'm missing a map.

I'm getting the (original) symbols for Castleview Hamlet but the map itself has become very small so the symbols don't match the map anymore.
Do I need to download the map from here?

edit: also, browsing through older pages, maybe it's time for a small package with all maps (and files required) sofar? So people can test it a little?

edit2: added a screenie to clarify

edit3: added 2nd screeny so show what happens when I open Map window.
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Last edited by Fillem : 01-20-2005 at 03:26 AM.
  #442  
Unread 01-20-2005, 01:25 PM
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Here is Wailing caves! yaaaay. Based off of diztorded's coords.

I layered this on top of the old map to position it, so it will match up just right (or at least as close as the old map). So you should only need to replace the DDS.

Fillem, you got a bad xml somewhere, use the one attached
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File Type: zip wailing caves.zip (136.5 KB, 225 views)
File Type: xml eq2ui_mainhud_map.xml (337.9 KB, 307 views)
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  #443  
Unread 01-20-2005, 02:31 PM
Quib Quib is offline
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I have yet to get in there and test resizeability (not a feature I had planned on, so a few elements would need tweaking to be graphically pleasing). Do the icon positions, loc arrow, maps and fog all scale properly with the map when you stretch it?

If everything seems to be working, I'll add the code into my xml and get all the loose ends tied up.

Quib
  #444  
Unread 01-20-2005, 02:47 PM
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ya i can make it so the default map/icons resize just fine, with 1:1 ratio or no ratio, or a button that toggles ratio hehe

i think getting our custom maps will take a bit more work since i have to add those values to each one (default are much easier w/ find and replace)
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  #445  
Unread 01-20-2005, 03:48 PM
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ah nevermind.
  #446  
Unread 01-20-2005, 05:35 PM
Fillem Fillem is offline
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Quote:
Originally Posted by tonyis3l33t
Here is Wailing caves! yaaaay. Based off of diztorded's coords.

I layered this on top of the old map to position it, so it will match up just right (or at least as close as the old map). So you should only need to replace the DDS.

Fillem, you got a bad xml somewhere, use the one attached
thanks, trying it now!
  #447  
Unread 01-20-2005, 05:46 PM
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man i wish i could help more with the map thing but between studying for all my finals at high school, and learning to drive(just got my permit and bought myself a used 240sx) it keeps me so busy that i havent even logged on to eq2 for a week and a half.
  #448  
Unread 01-20-2005, 06:33 PM
Eloa Eloa is offline
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Aha, I figured it out...its been a while but im trying to buy a house and pack and everything so im not on as much as I'd like to be, when I am I'm working on the quest mod, but this is what I came up with.

For each step of the quest that requires going to a specific location I can make that section of text into a button, a button with no borders, just text.I can make an animated dot that is visible=false. When you click on the button it moves the animated dot to the location you need to visit and makes it visible=true for a few seconds and also input the loc coords into the locfinder or whatever it is that you call it at the top of the window.

Now that I have that problem solved I have to find some way to make a page scrollable....which is impossible as of now right? well at least a scroll bar is impossible, I can have two scroll bar buttons but code them in a way that they change the location of a subpage on a small mainpage and that will then 'scroll' the subpage in the page. Hmmmm...I can come up with a lot of stuff in theory...lets see how well I put them into code....
  #449  
Unread 01-20-2005, 06:47 PM
Eloa Eloa is offline
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Also can someone post up some actual zone names referred to by qey_village06 and such? I'm at work and cant get the info and dont know the maps well enough.
  #450  
Unread 01-20-2005, 08:40 PM
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Hi i downloaded map have main hud in my ui folder have maps and icon folders in my images folder with maps in map folder and icon file in icon folder i log in and shows the map window right but no icons and doesnt show your maps i do something wrong?

Thanks for any help

Lady1
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