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Unread 02-27-2023, 01:40 PM  
Rocky123455
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replace map

Hey, is it possible to somehow replace the hotkey for the map to open moormap. I would love if i could just open moormap instad of the normal map with one click of a button.
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Unread 01-16-2023, 02:42 PM  
BentoIce
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Re: Re: Upgrading to 1.52

Quote:
Originally Posted by Garan
Thank you for the feedback and question.

First, the best/simplest way to install and update any LotRO plugin is with Lunarwater's Plugin Compendium application. It handles downloading, extracting and copying files to the correct location on most systems. That said, there can be complications since you use a Mac using Crossover. Fortunately, the data files are stored seperately from the plugin files so even if an update goes awry, your data should be perfectly safe. However, I will explain below how to manually protect your data just in case.

So, to try updating via Plugin Compendium, you first have to download and install the correct version - the Mac/Linux version can be found at: https://www.lotrointerface.com/downl...mMacLinux.html
Note that there are some potential Java issues with the Mac version so read the instructions on the download page. Plugin Compendium is a Java application that runs outside the client and is supported by Lunarwater so if you have any questions, check that download thread or the thread for the Windows version.

If you wish to update manually, possibly a simpler solution since you only use one plugin, you will have to find the correct folder to extract the files. On a Windows based PC they would be in your documents folder under "My Documents\The Lord of the Rings\Plugins". In your case, since you already have a prior version of MoorMap installed, you can just search for the folder "GaranStuff". It should only exist in one place on your system so once you find it you will know the parent folder is the correct "Plugins" folder. Before continuing, you should go up one folder to the "The Lord of the Rings" folder and find the "PluginData" folder. Make a copy of the "PluginData" folder so that you will have a backup of your saved settings, etc. in case anything goes wrong in the update - nothing should go wrong but it doesn't hurt to make a backup.

The next step is to download the current version from this website using the "Download" button at the top of the page. Find the zip file that was downloaded and extract the zip file into the "Plugins" folder found above. Note, the Zip file contains a "GaranStuff" folder which should ovewrite the existing "GaranStuff" folder - all of my plugins go in that same subfolder and co-exist just fine. Overwriting will just replace the source code/script/default images that are included in the plugin. That's all there is to it. Since Lua is a scripted language, those source files are read, compiled, and executed everytime the plugin is loaded, so by replacing the source files you have updated the plugin. Restart the game client (or use the "/plugins refresh" chat command if the client was running) and you will have the new version of MoorMap (if it was already loaded, you will have to switch maps or manually unload/reload it). All of your custom annotations and other settings should automatically be available in the new version.
I followed your instructions - Thank you! - got the PluginData folder backed up, the new version downloaded, then overwrote the old GaranStuff folder with the new GaranStuff folder. Restarted the game and joila, we are on MoorMap v1.52. All the character data appears to be there. Awesome sauce!

Thanks for such detailed instructions, it really helps users like me with minimal "under the hood" computer skills. I will keep a record of this should I forget the process in future.

Last edited by BentoIce : 01-16-2023 at 02:43 PM.
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Unread 01-15-2023, 05:59 PM  
Garan
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Re: Upgrading to 1.52

Quote:
Originally Posted by BentoIce
Hi Garan,

I've been using MoorMap for multiple characters on multiple servers and it's FANTASTIC! Want to thank you immensely for making it and continually upgrading/adding to it.

This is the only lotro plug-in I use, so I have to do the updates manually. Clearly, as you will see, I know zero about plug-ins. Your "Installation" instructions give the following info re updates:

"When upgrading from a prior version please either exit the game client or execute "/plugins refresh" in the chat window after copying the files but prior to executing "/plugins load moormap" for the new version."

Question: How exactly do I go about updating the plug-in? Do I just copy all the new files over the old files? How do I protect all the data I've added to the maps? What files should I back up to make sure the upgrade is seamless?

Appreciate any help from you or others who might know how direct me to do the update and keep all my data. Thanks!

Side note: I'm running lotro on a MacBook Pro under Crossover. Your plug-in works beautifully. In case you wanted to know
Thank you for the feedback and question.

First, the best/simplest way to install and update any LotRO plugin is with Lunarwater's Plugin Compendium application. It handles downloading, extracting and copying files to the correct location on most systems. That said, there can be complications since you use a Mac using Crossover. Fortunately, the data files are stored seperately from the plugin files so even if an update goes awry, your data should be perfectly safe. However, I will explain below how to manually protect your data just in case.

So, to try updating via Plugin Compendium, you first have to download and install the correct version - the Mac/Linux version can be found at: https://www.lotrointerface.com/downl...mMacLinux.html
Note that there are some potential Java issues with the Mac version so read the instructions on the download page. Plugin Compendium is a Java application that runs outside the client and is supported by Lunarwater so if you have any questions, check that download thread or the thread for the Windows version.

If you wish to update manually, possibly a simpler solution since you only use one plugin, you will have to find the correct folder to extract the files. On a Windows based PC they would be in your documents folder under "My Documents\The Lord of the Rings\Plugins". In your case, since you already have a prior version of MoorMap installed, you can just search for the folder "GaranStuff". It should only exist in one place on your system so once you find it you will know the parent folder is the correct "Plugins" folder. Before continuing, you should go up one folder to the "The Lord of the Rings" folder and find the "PluginData" folder. Make a copy of the "PluginData" folder so that you will have a backup of your saved settings, etc. in case anything goes wrong in the update - nothing should go wrong but it doesn't hurt to make a backup.

The next step is to download the current version from this website using the "Download" button at the top of the page. Find the zip file that was downloaded and extract the zip file into the "Plugins" folder found above. Note, the Zip file contains a "GaranStuff" folder which should ovewrite the existing "GaranStuff" folder - all of my plugins go in that same subfolder and co-exist just fine. Overwriting will just replace the source code/script/default images that are included in the plugin. That's all there is to it. Since Lua is a scripted language, those source files are read, compiled, and executed everytime the plugin is loaded, so by replacing the source files you have updated the plugin. Restart the game client (or use the "/plugins refresh" chat command if the client was running) and you will have the new version of MoorMap (if it was already loaded, you will have to switch maps or manually unload/reload it). All of your custom annotations and other settings should automatically be available in the new version.

Last edited by Garan : 01-15-2023 at 06:07 PM.
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Unread 01-15-2023, 03:56 PM  
BentoIce
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Upgrading to 1.52

Hi Garan,

I've been using MoorMap for multiple characters on multiple servers and it's FANTASTIC! Want to thank you immensely for making it and continually upgrading/adding to it.

This is the only lotro plug-in I use, so I have to do the updates manually. Clearly, as you will see, I know zero about plug-ins. Your "Installation" instructions give the following info re updates:

"When upgrading from a prior version please either exit the game client or execute "/plugins refresh" in the chat window after copying the files but prior to executing "/plugins load moormap" for the new version."

Question: How exactly do I go about updating the plug-in? Do I just copy all the new files over the old files? How do I protect all the data I've added to the maps? What files should I back up to make sure the upgrade is seamless?

Appreciate any help from you or others who might know how direct me to do the update and keep all my data. Thanks!

Side note: I'm running lotro on a MacBook Pro under Crossover. Your plug-in works beautifully. In case you wanted to know
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Unread 12-29-2022, 12:47 PM  
Garan
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Ver 1.52

Well, I finally pried myself away from Delving runs and other fun stuff long enough to finish the BtS update to MoorMap. Ver 1.52 adds the Cardolan and Swanfleet maps, a few previously missing interior maps, and a few minor bug fixes. Note, Cardolan and Swanfleet also include basic versions of the deed map overlays.
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Unread 12-06-2022, 10:31 AM  
Garan
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Re: Quest Waypoint (Ring Icons on normal map) on MoorMap?

Quote:
Originally Posted by ASlimeOnLotr
How do we view the normal ring icon quest waypoints on the MoorMap? I don't want to have to constantly switch between the main map and MoorMap. Is there a way to toggle this? I looked through the filters and can't see anything relating to this.
Hi,

Unfortunately, if you are referring to the Quest Tracker from the in-game map, that information is not exposed to Lua and so it is not available in MoorMap. While MoorMap is intended to provide capabilities beyond the in-game map, it cannot replace the in-game map due to the API limitations.

MoorMap does include many NPCs, mobs and item locations, but only those that were able to be captured manually. Most of the lower level areas have also had revamps since MoorMap data was captured and get updated when I run a new character through those areas, but that is strictly limited to the times that I can spend running new characters.

Last edited by Garan : 12-06-2022 at 10:52 AM.
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Unread 12-06-2022, 03:49 AM  
ASlimeOnLotr
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Lightbulb Quest Waypoint (Ring Icons on normal map) on MoorMap?

How do we view the normal ring icon quest waypoints on the MoorMap? I don't want to have to constantly switch between the main map and MoorMap. Is there a way to toggle this? I looked through the filters and can't see anything relating to this.
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Unread 12-03-2022, 05:11 PM  
Garan
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Re: Resource annotation distance calculation/acknowledgement

Quote:
Originally Posted by skyraker
I've had instances where I accidentally did the chat command to add a custom node twice on the same object without moving. You would think that the message for already having a node in that spot would register, and sometimes it does, but obviously not enough.

I thought trying to give it a small distance range of 0.1 would make it trigger more, but that accomplished nothing so I can only assume that there is some other possible issue?
Actually, that looks like a bug. You probably noticed the failure on nodes that included accent marks in their names. The comparison was supposed to account for both the old format of the target name as well as the newer encoded format (to better handle those special accent characters). It looks like the comparison is written incorrectly. I will look into this further and if needed, include the fix for this in the next update.

EDIT: Well, it turns out the encoded name feature was never implemented which explains why it wasn't being tested so that is not the issue (not a bug, just a feature that was never implemented). I double checked and the message should be properly displayed if a custom annotation with the same name and annotation type is found at the same coordinates - since the coordinates are only measured in .1 increments, that already accounts for a decent range. The only issue would be if the node is right on the border of a location where the coordinate changes by .1, then it would be seen as the adjacent grid space and would allow adding another annotation since the two locations are seen as being different by .1 units - so, implementing a distance comparison of range <=.1 would not help.

Note that the quick annotation uses the ;loc chat alias which is only accurate to .1 units instead of /loc which can be accurate to .01 units (or slightly better). This is due to an API limitation. The /loc cannot be combined with other information and would create issues with distinguishing a /loc for positioning from a /loc for annotations and would result in adding annotations for lots of unintended locations.

Last edited by Garan : 12-03-2022 at 08:01 PM.
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Unread 12-03-2022, 02:18 PM  
skyraker
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Resource annotation distance calculation/acknowledgement

I've had instances where I accidentally did the chat command to add a custom node twice on the same object without moving. You would think that the message for already having a node in that spot would register, and sometimes it does, but obviously not enough.

I thought trying to give it a small distance range of 0.1 would make it trigger more, but that accomplished nothing so I can only assume that there is some other possible issue?
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Unread 11-22-2022, 05:09 PM  
Garan
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Re: Load with map minimized

Quote:
Originally Posted by mreid1972
I'm new to MoorMap and noticed that every time I load my character, MoorMap appears full screen. I've looked at the settings and the option to "Load Minimized" is checked, but it never does load minimized. What am I missing? Thanks.
Hi. This is a bit unusual but can rarely happen after a client crash. It usually corrects itself the next time MoorMap runs and unloads, but if the crash is being caused by another plugin failing to unload correctly it will reoccur repetitively. To test this, use the chat commands:
/plugins unload
/plugins load moormap

this will unload ALL plugins and reload only MoorMap - make note of any error messages you see in chat (there should not be any, but if there are I need to know)
then, go to MoorMap settings and verify that the load minimized is turned on and repeat the commands:
/plugins unload
/plugins load moormap

at this point, moormap should have loaded minimized. If it did not, then we need to dig further. If it did load minimized but after logging out and back in you see the problem return, then you will need to disable your other plugins one at a time and repeat the process until you can find the one that is crashing on logout and causing the problem.

Let me know the results.

Last edited by Garan : 11-22-2022 at 06:03 PM.
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Unread 11-22-2022, 03:48 PM  
mreid1972
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Load with map minimized

I'm new to MoorMap and noticed that every time I load my character, MoorMap appears full screen. I've looked at the settings and the option to "Load Minimized" is checked, but it never does load minimized. What am I missing? Thanks.
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Unread 11-13-2022, 07:04 PM  
Garan
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Re: Treasure Feature Question

Quote:
Originally Posted by Bibblebob
I was curious if this will registered rare treasures that you have already discovered prior to installing the mod or if it only registers things after the fact.
For treasure caches that have already been discovered, you can manually check them off by clicking on the treasure cache icon on the map and clicking the "Mark" button.

Treasure caches are not exposed to Lua so the only way to know when one is found is from the chat message. Since player location is also not exposed to Lua, the "Mark Found" button allows the plugin to get the player location from the chat response to the /loc chat command if clicked right away when a new cache is found. Any older caches must be marked manually.
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Unread 11-13-2022, 04:44 PM  
Bibblebob
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Treasure Feature Question

I was curious if this will registered rare treasures that you have already discovered prior to installing the mod or if it only registers things after the fact.
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Unread 11-13-2022, 12:23 AM  
Garan
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Re: Re: Re: Odd error

Quote:
Originally Posted by skyraker
Yup. I deleted something manually from the MM_CustomAnnotations filed for the Lone-lands. Anyway to quick fix this or am I resigned to either making a dummy node or renumbering the ids for all the nodes after it?
Well, the best practice would be to create a backup of any file before manually editing it. In the absence of a backup, you need to fix the hole you created in the table. To do this, you need to identify the index of the missing element and the highest index in the table. Then change the index of the element with the highest index to the missing index. That will effectively move the element from the end of the table to fill the hole.
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Unread 11-12-2022, 09:10 PM  
skyraker
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Re: Re: Odd error

Quote:
Yup....appears to be an issue with the saved data for the Lone-lands and not necessarily an internal issue. I'll scour my data.

Yup. I deleted something manually from the MM_CustomAnnotations filed for the Lone-lands. Anyway to quick fix this or am I resigned to either making a dummy node or renumbering the ids for all the nodes after it?
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