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Unread 03-08-2013, 11:08 AM  
Garan
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Known issue

There is a known issue with the plugin defaulting back to the Eriador map after upgrading instead of opening the most recently viewed map. This is a minor glitch and won't be addressed until version 1.22 (which should be after the next landmass is released by Turbine).
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Unread 03-08-2013, 10:40 AM  
Garan
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Quote:
Originally Posted by Shocker74
Moormap doesn't open with the new 1.20 version.
I get this:
[03/08 03:36:48 PM] ...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3491: attempt to index field '?' (a nil value)
[03/08 03:36:48 PM] Unable to load "moormap".
Ah. Thanks for reporting this. I have reproduced this and will have a fix ASAP

EDIT:
Fixed.

Last edited by Garan : 03-08-2013 at 01:01 PM.
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Unread 03-08-2013, 09:38 AM  
Shocker74
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Moormap doesn't open with the new 1.20 version.
I get this:
[03/08 03:36:48 PM] ...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3491: attempt to index field '?' (a nil value)
[03/08 03:36:48 PM] Unable to load "moormap".
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Unread 03-03-2013, 08:58 PM  
Garan
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Quote:
Originally Posted by Crell
Bounds issue: Byrgenstow - Upper appears to be in 'The Dourstocks' in 'Mirkwood'.
Thanks for the feedback. Unfortunately, this is part of a known issue. Both Byrgenstow Upper and Lower had to be completely redone in order to get their annotations to work correctly. This will be fixed in version 1.20 which should be released soon. I got sidetracked with some new debugging features (ironically, while fixing Byrgenstow) this past week and I am still capturing new data from the Moria revamp and was hoping to also get the new Overlay dropdown list finished for 1.20 but that may end up waiting at this point.

When 1.20 releases it will also include a new check when loading custom annotations to eliminate any that are not actually on the selected map. This will help to automatically remove the erroneous annotations and shrink the custom annotation files.
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Unread 03-03-2013, 08:43 PM  
Crell
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Bounds issue: Byrgenstow - Upper appears to be in 'The Dourstocks' in 'Mirkwood'.
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Unread 02-27-2013, 02:32 PM  
Garan
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Quote:
Originally Posted by Crell
Out of curiosity, what's the threshold on the 'already a node at these coordinates';

Distance to other nodes of the same class? Does it care if it was a say rich iron or silver ore the last time I clicked it? What about bountiful/rich/heavy?
The current criteria are:
Same map, NS coordinate, EW coordinate and Name

Note: for purposes of quick annotations the NS & EW coordinates are only evaluated to the nearest tenth. All "Default Data" annotations are recorded to the nearest hundreth. Using the Annotation Maintenance window it is possible to override this and enter up to 13 decimal places but anything over 3 decimal places will resolve to the same pixel even on the closest zoomed maps so that would be overkill.

The annotation will actually retain the Bountiful/Rich/Heavy in the node name so a non-rich node would not be seen as a duplicate of a rich node. Since all nodes have a chance to spawn as rich nodes, this would be slightly redundant, the only point would be if there was reason to believe that the nodes in an area have a higher percent chance to spawn as rich nodes than nodes in another area. There do seem to be some areas where the nodes spawn as rich nodes more frequently so the percent chance may be set per node - only Turbine can say for certain how that percentage is applied and whether it is the same for every node in an area.

For most purposes (and specifically for my purpose) it is harmless to flag a node twice, since after it is added as both a rich node and a regular node it will then always show as a duplicate. The point to preventing duplicates was to prevent the same node from being added dozens or more times as people ran around an area gathering mats.

Last edited by Garan : 02-27-2013 at 02:36 PM.
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Unread 02-27-2013, 01:19 PM  
Crell
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Out of curiosity, what's the threshold on the 'already a node at these coordinates';

Distance to other nodes of the same class? Does it care if it was a say rich iron or silver ore the last time I clicked it? What about bountiful/rich/heavy?
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Unread 02-18-2013, 09:22 PM  
Garan
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Quote:
Originally Posted by Crell
Getting the hang of this, wondered if maybe you could arrange a few more node types?

Isendeep Ore (Boxes)
Creep Trees (Kindling, Logs, Timber, etc)
Creep Troll Stone (Heads, headless, regular stoned trolls)

I've also noticed it wanting to attach ALL the annotations to Sprigly's cellar (Archet) no matter where I'm located. (Tested in LL, ND, Shire, Evendim..) I suspect this internal space isn't setup with the right map coordinates
I'm undecided about adding additional annotation types. I've considered it before, but haven't felt there were enough of each type to merit a special filter and icon. I've also considered custom, user defined annotation types.

You are correct about Sprigley's Cellar, the bounds were accidentally left at 1000,-1000,-1000,1000 when ver 1.19 was published. This was already corrected for ver 1.20 whenever it gets published. If you would like to fix your copy, you can replace line 370 of defaults.lua with:
Code:
 tmpMapInfo[51]={51,189,tonumber(0x41007dbe),800,600,304,-15760,-301.493,-1452,6,3,1,-6.21,53.79,-5.42,52.47,5}; -- Sprigley's Cellar actual
then open the Custom Annotation Maintenance window (second button from the top left of the map window) and click "Reload Defaults".
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Unread 02-18-2013, 10:29 AM  
Crell
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Getting the hang of this, wondered if maybe you could arrange a few more node types?

Isendeep Ore (Boxes)
Creep Trees (Kindling, Logs, Timber, etc)
Creep Troll Stone (Heads, headless, regular stoned trolls)

I've also noticed it wanting to attach ALL the annotations to Sprigly's cellar (Archet) no matter where I'm located. (Tested in LL, ND, Shire, Evendim..) I suspect this internal space isn't setup with the right map coordinates

Last edited by Crell : 02-18-2013 at 10:47 AM.
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Unread 02-08-2013, 05:47 PM  
Garan
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Quote:
Originally Posted by Crell
Hmm. Maybe users could donate their own node /location data and you could only load layers we have checked? Just a thought =)

I was looking for something to make my resource gathering runs more efficient
That is exactly the point behind Overlays, a transparent image that acts just like the quest tracker overlays in the built-in map. The instructions on creating an Overlay are in the readme.txt file. A single Overlay uses far less resources than several hundred annotations and can be shared fairly easily. Also, an Overlay can either specify distinct points for known nodes or a general area.

There is no easy way to share Annotations since it would involve merging LOTs of user data and there is no mechanism for easily exporting data to a central location for distribution. That is part of the reason why no plugins share data between clients. The only way to do it would be to distribute an external executable application which opens the door to viruses and malware which is more than enough reason to avoid that. The alternative is for users to upload their own zipped Overlay images to this site which can be distributed without any negative impact. Other users would just have to download the images and follow the instructions on defining an Overlay in the plugin.

If users aren't comfortable creating the Overlay image, they could instead post screenshots of MoorMap to a free hosting site like Flickr with their annotations filtered to just the nodes. That way anyone interested could make their own Overlays or, if I find the time, I can generate overlays and add them to the source. If I had the time, I would love to create such overlays for all of the tiers of ore, wood and scholar nodes in every region. Unfortunately, I'm already booked and already have many projects on the ToDo that are being neglected due to lack of time

EDIT: After checking, Overlay Opacity is not available in ver 1.19 but will be available in ver 1.20

Last edited by Garan : 02-08-2013 at 07:10 PM.
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Unread 02-08-2013, 05:17 PM  
Crell
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Hmm. Maybe users could donate their own node /location data and you could only load layers we have checked? Just a thought =)

I was looking for something to make my resource gathering runs more efficient
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Unread 02-07-2013, 04:10 PM  
Garan
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Quote:
Originally Posted by Crell
Are there T8 nodes locations in this yet?

Edit: No matter what I do, I cant seem to get nodes to display, is there actually any node data in this already?
Nodes are not provided with the default data (default data is basically the annotations that were in the built-in map). Nodes are added as user annotations. Because indicating all possible nodes would add a tremendous amount of overhead it is best to only add a few nodes in a specific area to remind yourself what kind of nodes spawn in each area.

There is a known issue with tier 7 and tier 8 nodes which will be addressed in 1.20 when ever I get around to publishing it - I am focusing on AltInventory at the moment as Turbine introduced a bug which caused the client to crash after using some plugins, including AltInventory. AltInventory Ver 3.0 no longer has this issue but functionality has been severly cut back and I am still working on reintroducing some of the inventory functionality.

Note, the default data in MoorMap has not yet been updated for the Moria revamp although ver 1.2 will have the new Bree default data.
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Unread 02-07-2013, 10:18 AM  
Crell
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Are there T8 nodes locations in this yet?

Edit: No matter what I do, I cant seem to get nodes to display, is there actually any node data in this already?

Last edited by Crell : 02-07-2013 at 12:31 PM.
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Unread 12-14-2012, 06:16 PM  
Vreejack
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Quote:
locale=Turbine.Engine.GetLocale(); -- seems to always return "en" regardless of which client is running, so it is probably picking up the OS setting. Unfortunately, that is useless
You might be able to use the Windows "setlocale" feature on the application. I use a tool to set certain programs to japanese locale. Sorry I cannot help more.
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Unread 12-14-2012, 12:04 PM  
Vreejack
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Re: Re: Re: Re: Re: Re: wrong maps being annotated

Quote:
For routes, I found the Breadcrumb feature to be useful. Just walk/ride the route in question adding a breadcrumb every few meters and then take a screenshot of the whole route...
I will probably use that as well, if for nothing more than verifying alignment. But some areas, (like the mistys) have huge areas that are completely inaccessible mountains that look accessible on the map, and it might be easier to identify them on the satellite map. I am using GIMP by the way--an open source Photoshop clone

I scaled the wood and ore nodes down to 16 pixels like most everything else and they look decidedly better. GIMP will alias them properly. Before the icons were drowning the map and it was just a mess. The plugin still thinks they are 24 pixels, though. I will have to find where that is recorded.

Edit: Found it in defaults.lua and main.lua. Set them all to 16,16 but it is still trying to display them as 32,32.

Last edited by Vreejack : 12-14-2012 at 06:49 PM.
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