 |
 |
|
12-03-2022, 05:11 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
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.
|
|
|
12-03-2022, 02:18 PM
|
|
The Wary
Forum posts: 0
File comments: 6
Uploads: 0
|
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?
|
|
|
11-22-2022, 05:09 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
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.
|
|
|
11-22-2022, 03:48 PM
|
|
The Wary
Forum posts: 0
File comments: 26
Uploads: 0
|
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.
|
|
|
11-13-2022, 07:04 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
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.
|
|
|
11-13-2022, 04:44 PM
|
|
The Wary
Forum posts: 0
File comments: 1
Uploads: 0
|
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.
|
|
|
11-13-2022, 12:23 AM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
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.
|
|
|
11-12-2022, 09:10 PM
|
|
The Wary
Forum posts: 0
File comments: 6
Uploads: 0
|
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?
|
|
|
11-12-2022, 08:22 PM
|
|
The Wary
Forum posts: 0
File comments: 6
Uploads: 0
|
Re: Odd error
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.
|
|
|
11-12-2022, 08:09 PM
|
|
The Wary
Forum posts: 0
File comments: 6
Uploads: 0
|
Odd error
So I wanted to check if my nodes in the Lone Lands were working properly, and I clicked on Lone Lands while on the Bree map in Moormap. The plugin crashed and now won't reload.
It's giving the following error:
Quote:
...\Main.lua: 1589: attempt to index field '?' (a nil value)
|
I'm thinking that somehow my saved list has a problem with how something got stored.
Quitting the game fully does not do anything to fix it.
|
|
|
11-12-2022, 07:35 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: Lothlorien map out of sync with in game map
Quote:
Originally Posted by Drekskald
The lothlorien map seems to be shifted to the east by quite a bit as some of the points of interest are marked as being on the other side of the Anduin in Mirkwood not to mention Caras Galadhon poi are also off to the E-SE a bit. The whole map seems off in multiple ways. The coordinates are right but the markers are out of place in reference to the map.
Here is a screenshot showing what I mean. My normal in game map is the smaller one in the top left corner and the MoorMap is the lager one behind it. https://ibb.co/9gXj3Ht
|
Thanks for reporting that. SSG changed the bounds of the Lothlorien map a while back and I thought I had adjusted it but either they changed it again or the adjustment never made it into the published version. Either way it will be fixed for the next update.
|
|
|
11-12-2022, 03:11 PM
|
|
The Wary
Forum posts: 1
File comments: 12
Uploads: 0
|
Lothlorien map out of sync with in game map
The lothlorien map seems to be shifted to the east by quite a bit as some of the points of interest are marked as being on the other side of the Anduin in Mirkwood not to mention Caras Galadhon poi are also off to the E-SE a bit. The whole map seems off in multiple ways. The coordinates are right but the markers are out of place in reference to the map.
Here is a screenshot showing what I mean. My normal in game map is the smaller one in the top left corner and the MoorMap is the lager one behind it. https://ibb.co/9gXj3Ht
Last edited by Drekskald : 11-12-2022 at 03:23 PM.
|
|
|
11-09-2022, 10:01 AM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: question: record annotation: other trades
Quote:
Originally Posted by magdalena001
Other question the annotation is registered only if you have the profession? For example, I don't have the profession of miner, and I wanted to register an ore deposit, I see that the target has been registered "copper deposit" but when I look on the moormap I don't see the island, and I have activated the display of ores.
Thank you for your help.
|
Hi. No, the current player profession does not affect MoorMap. I'm not sure what you mean by "island", perhaps a translation issue.
If you mean that the annotation was not added to the map when you clicked the quick annotation tool, can you check that you have the Error channel enabled on your chat window - right click the tab of the chat window and select Filters then make sure the Error channel is checked. Try adding another annotation and see if there is any message in the chat window. If there is an error, please copy and paste it here.
|
|
|
11-09-2022, 09:56 AM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Quote:
Originally Posted by magdalena001
Hello, can we put an additional option to reduce the annotation icons 
|
Hi. I'm afraid I don't understand your question. Annotations can be filtered by type using the filter which you already discussed so you are aware of this. Additionally, using the local search (silver hourglass) you can type a partial name to filter the icons by distinct name.
|
|
|
11-09-2022, 07:36 AM
|
|
The Wary
Forum posts: 2
File comments: 22
Uploads: 0
|
question: record annotation: other trades
Other question the annotation is registered only if you have the profession? For example, I don't have the profession of miner, and I wanted to register an ore deposit, I see that the target has been registered "copper deposit" but when I look on the moormap I don't see the island, and I have activated the display of ores.
Thank you for your help.
|
|
|
All times are GMT -5. The time now is 05:23 AM.
|
 |