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Unread 03-20-2013, 08:45 AM  
Garan
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Quote:
I'd like to move the Moormaps icon how do i do that?
Right now it sits in the bottom left corner and i cannot move it like other other ui-components or plugins.
From the Usage instructions above:
Quote:
There will be two icons in the extreme lower left of your screen which can be dragged to any location you want (you must hold the Ctrl key while dragging to move the icons).
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Unread 03-20-2013, 08:33 AM  
jh.woodsmen
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I'd like to move the Moormaps icon how do i do that?
Right now it sits in the bottom left corner and i cannot move it like other other ui-components or plugins.
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Unread 03-17-2013, 05:51 PM  
NikolaiWolf
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Re: Moormap V1.21 Won't Load

Garan:

That did the trick. You're right: I installed V1.21 fresh, without previously installing V1.17. Thanks for setting me straight. I reinstalled both versions, and made the line change you suggested. Everything works perfectly.

Thanks for the quick response. I look forward to using this plugin.

NikolaiWolf
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Unread 03-17-2013, 01:08 PM  
Garan
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Re: Moormap V1.21 Won't Load

Quote:
Originally Posted by NikolaiWolf
Hello Garan:

I'm looking forward to using Moormap, but I can't get it to load. I downloaded V1.21 today (3/17). When I tried to load it, I get the following error:

...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:2839: Failed to load background image.

I run Bootstrap 1.4 to load plugins, and use the following other plugins: Tonicbars, Palantir II, Buffbars, InCalc, Wallet, AltInventory, TitanBar, Compendium, LIP, DailyTasks. These all load without difficulty.

I tried the following to troubleshoot:

1) Tried loading Moormap through Bootstrap into my default plugin setup. Same error.

2) Unloaded all plugins, including Bootstrap, then tried loading Moormap on its own. Same error.

3) Changed autoload options in Plugin Manager so that NO plugins would load. (I normally load only Bootstrap, which then loads everything else.) Exited game and restarted. With no plugins loaded in a fresh start, tried loading Moormap using "/plugins load Moormap". Same error.

4) Exited game. Deleted the existing "GaranStuff" subdirectory in my "Plugins" subdirectory, including installations of AltInventory and Wallet. Reinstalled a fresh version of Moormap from V1.21. Restarted, with no other plugins loaded. Tried loading Moormap using "/plugins load Moormap". Same error.

5) Exited game. Opened up main.lua in Notepad++ to see if line 2839 involved something I could figure out. That line is part of a three line "If . . . then" test involving something called iconInfo:

if iconInfo[5]~=nil and iconInfo[5][6]~=nil then
self.FilterPanel.TypePOIIcon:SetBackground(iconInf o[5][6]);
end

This suggested precisely zero solutions to me, at least without learning LUA.

So that's what I've done, and I can't think of anything more. I'm going to delete the MoorMap installation, reinstall AltInventory and Wallet, and wait to hear from you.

Thanks again for your work on what looks to be a great plugin. Sorry to trouble you with this. Let me know if you need any further information about my installation.

Thanks, Garan,

NikolaiWolf
Hi. Apparently you were updating from a version of MoorMap prior to 1.17 and deleted the existing files prior to copying the new files which prevented the automatic update from working correctly. You should have copyied the new files into the existing location without deleting first.

There are two ways to fix this without losing your custom annotations. The first way is to replace the files that were deleted by downloading version 1.17, extracting it into the existing location, then re-extracting version 1.21 into the existing location. Note, do NOT load the plugin while doing this, it is actually best if you have the game client closed while doing this. You do not have to delete the exising files. Just overwrite the files to restore the files you accidentally removed and then overwrite again to replace them with the newest files. Once you have finished overwriting and have version 1.21 you can load the plugin and it should update automatically.

Alternately, if you are comfortable editing files and don't want to redownload 1.17, you can modify main.lua and replace line 2839:
Code:
self.FilterPanel.TypePOIIcon:SetBackground(iconInfo[5][6]);
with:
Code:
  local success,result=pcall(Turbine.UI.Control.SetBackground,self.FilterPanel.TypePOIIcon,iconInfo[5][6]);
which is the permanent fix to prevent update errors in the future and will be in version 1.22 (not due to release for a looong time).

Last edited by Garan : 03-17-2013 at 01:23 PM.
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Unread 03-17-2013, 11:45 AM  
NikolaiWolf
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Moormap V1.21 Won't Load

Hello Garan:

I'm looking forward to using Moormap, but I can't get it to load. I downloaded V1.21 today (3/17). When I tried to load it, I get the following error:

...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:2839: Failed to load background image.

I run Bootstrap 1.4 to load plugins, and use the following other plugins: Tonicbars, Palantir II, Buffbars, InCalc, Wallet, AltInventory, TitanBar, Compendium, LIP, DailyTasks. These all load without difficulty.

I tried the following to troubleshoot:

1) Tried loading Moormap through Bootstrap into my default plugin setup. Same error.

2) Unloaded all plugins, including Bootstrap, then tried loading Moormap on its own. Same error.

3) Changed autoload options in Plugin Manager so that NO plugins would load. (I normally load only Bootstrap, which then loads everything else.) Exited game and restarted. With no plugins loaded in a fresh start, tried loading Moormap using "/plugins load Moormap". Same error.

4) Exited game. Deleted the existing "GaranStuff" subdirectory in my "Plugins" subdirectory, including installations of AltInventory and Wallet. Reinstalled a fresh version of Moormap from V1.21. Restarted, with no other plugins loaded. Tried loading Moormap using "/plugins load Moormap". Same error.

5) Exited game. Opened up main.lua in Notepad++ to see if line 2839 involved something I could figure out. That line is part of a three line "If . . . then" test involving something called iconInfo:

if iconInfo[5]~=nil and iconInfo[5][6]~=nil then
self.FilterPanel.TypePOIIcon:SetBackground(iconInf o[5][6]);
end

This suggested precisely zero solutions to me, at least without learning LUA.

So that's what I've done, and I can't think of anything more. I'm going to delete the MoorMap installation, reinstall AltInventory and Wallet, and wait to hear from you.

Thanks again for your work on what looks to be a great plugin. Sorry to trouble you with this. Let me know if you need any further information about my installation.

Thanks, Garan,

NikolaiWolf
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Unread 03-11-2013, 06:38 PM  
Garan
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Re: How do I resize the map if it's loading full screen?

Quote:
Sorry, if this is a basic question (I've checked the readme and done a number of Google searches), but MoorMap loads in fullscreen for me and I cant' figure out how to resize it?

Thanks for your help!

Fantastic addon!
Even in full screen, the right side and bottom sides of the map (and the right bottom corner) can be grabbed with the mouse for resizing. Just move the mouse all the way to the side and/or bottom before holding down the left mouse button to resize the map.
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Unread 03-11-2013, 05:10 PM  
Zigrivers
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How do I resize the map if it's loading full screen?

Sorry, if this is a basic question (I've checked the readme and done a number of Google searches), but MoorMap loads in fullscreen for me and I cant' figure out how to resize it?

Thanks for your help!

Fantastic addon!
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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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