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Unread 01-20-2012, 11:21 AM  
Tshakaar
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Quote:
I'll have to do a bit more debugging on the error, there isn't any obvious reason for the data it's referencing to be nil.
Would you have my old settings file?

Quote:
There is no way to detect the Server from Lua. Turbine does not expose the Server name.
Even with the load/write settings functions?

Quote:
To move the Quick Annotation Control, just grab the top edge with the mouse and move it where you want it, the same as the MoorMap icon.
hehe need to be precise, ok. Before i was always moving a shortcut ^^'

Quote:
EDIT: Are you possibly loading the plugin with a manager and accidentally selected the MoorMapLoader, MoorMapTerminator and/or MoorMapDefaults to be loaded automatically? This is the only cause I have found so far for the error you are reporting. Please do not load the support plugins or select them to be loaded by a Plugin Manager, they are used internally by the plugin itself. Only MoorMap should be loaded by the user or manager. If this is not the case in your situation, let me know and I will keep trying to replicate this error.
In fact i use the Shady plugin manager that loads Compendium, and it's Compendium that loads MoorMap ^^
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Unread 01-20-2012, 08:39 AM  
Garan
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Quote:
Hi!

With this update, a little error:
Online\Plugins\GaranStuff\MoorMap\Main.lua:4264: attempt to index field '?' (a nil value)
But like i didn't do so much customisation, i just deleted settings file and all is ok.

After, can't you detect on which server we are? Each time by default it's on Landroval.

And to finish, i didn't find how to move the "Quick Annotation Control".

Else, thank you, great work!
I'll have to do a bit more debugging on the error, there isn't any obvious reason for the data it's referencing to be nil.

There is no way to detect the Server from Lua. Turbine does not expose the Server name.

To move the Quick Annotation Control, just grab the top edge with the mouse and move it where you want it, the same as the MoorMap icon.

EDIT: Are you possibly loading the plugin with a manager and accidentally selected the MoorMapLoader, MoorMapTerminator and/or MoorMapDefaults to be loaded automatically? This is the only cause I have found so far for the error you are reporting. Please do not load the support plugins or select them to be loaded by a Plugin Manager, they are used internally by the plugin itself. Only MoorMap should be loaded by the user or manager. If this is not the case in your situation, let me know and I will keep trying to replicate this error.

Last edited by Garan : 01-20-2012 at 12:05 PM.
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Unread 01-20-2012, 08:34 AM  
Garan
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Quote:
Originally Posted by Adder
I'm having a bit of a problem updating MoorMap with LOTRO Plugin Compendium. Every time I try to update it, I get the following message just before the extraction is completed...

---------------------------
Problem while installing plugin MoorMap

Access to the path 'C:\Users\*****\Documents\The Lord of the Rings Online\Plugins\GaranStuff\MoorMap\Resources\Thumbs .db' is denied.
---------------------------

When I press OK, LPC finishes the extractions and indicates that the update is complete, and the MoorMap listing shows the current version is correct, but if you update that database, it isn't going to update (at least not on my system). Is the Thumbs.db file locked? I checked the properties to make sure that it wasn't set to Read-only (which it isn't, but it is hidden) and all of the access privileges are correct. Any ideas here?
Thanks for reporting this.

The Thumbs.db is a Windows System file used for cataloging the Thumbnails of images in a folder for displaying in "Thumbnails" view and is totally irrelevant to the proper functioning of a plugin - I usually try to avoid having one in the archive by using "Details" view on folders by default but I must have forgotten to change the default views when I had to recreate my developement environment before ver 1.14 (I had a drive failure and had to re-install the OS which set all of my user settings back to defaults). It is only throwing an exception when being updated because it is a "System" file and the OS is designed to prevent users from manually updating "System" files - usually a good thing but in this case just an annoyance.

So, short answer, ignore the error as the file is meaningless and shouldn't have been in the archive to begin with

P.S. when posting errors, mask out your user name in the path as that is one important piece of information that makes it easier for a potential hacker to break into your system - hopefully there aren't any hackers lurking around this site looking to break in to your computer, but you never know and it's a good practice. I masked it out in my quote, but you should edit your original post and mask it there as well.

Last edited by Garan : 01-20-2012 at 09:48 AM.
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Unread 01-20-2012, 05:47 AM  
Tshakaar
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Hi!

With this update, a little error:
Online\Plugins\GaranStuff\MoorMap\Main.lua:4264: attempt to index field '?' (a nil value)
But like i didn't do so much customisation, i just deleted settings file and all is ok.

After, can't you detect on which server we are? Each time by default it's on Landroval.

And to finish, i didn't find how to move the "Quick Annotation Control".

Else, thank you, great work!
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Unread 01-20-2012, 05:02 AM  
Adder
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I'm having a bit of a problem updating MoorMap with LOTRO Plugin Compendium. Every time I try to update it, I get the following message just before the extraction is completed...

---------------------------
Problem while installing plugin MoorMap

Access to the path 'C:\Users\Bill\Documents\The Lord of the Rings Online\Plugins\GaranStuff\MoorMap\Resources\Thumbs .db' is denied.
---------------------------

When I press OK, LPC finishes the extractions and indicates that the update is complete, and the MoorMap listing shows the current version is correct, but if you update that database, it isn't going to update (at least not on my system). Is the Thumbs.db file locked? I checked the properties to make sure that it wasn't set to Read-only (which it isn't, but it is hidden) and all of the access privileges are correct. Any ideas here?
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Unread 01-19-2012, 02:37 PM  
lunarwtr
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Can't wait to try the new version! Thank you for your hard work.
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Unread 01-17-2012, 11:21 PM  
Garan
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Re: File naming issue?

Quote:
Originally Posted by cordeval
Garan,

MoorMap is a great plugin.
I look forward to your next version that integrates even more with WayPoint.

I've two questions on MoorMap:

1) Are resource node locations supposed to be in the downloaded files?
Asked another way, What data should be in the default files?

I can add custom annotations for resource nodes as I find them (ie wood, ore, etc), and they show up on the map properly, but it'd be nice if the data was already there.


And perhaps more importantly,
2) In file "Main.lua", is the mis-spelling of "annotation" for file names intended? Are there possible adverse effects if not corrected?

It occurs in the following three lines lines:

331 "PatchDataSave( Turbine.DataScope.Account, "MM_CustomAnotations", annotations);"

349 "annotations=PatchDataLoad( Turbine.DataScope.Account, "MM_CustomAnotations");"

352 "PatchDataSave( Turbine.DataScope.Account, "MM_CustomAnotations_bak", annotations);"

Thanks again for a great plugin.
Thanks for the feedback.

The default data does not include any nodes, only the icons from the standard Turbine maps plus a few noteworthy locations and most of the NPCs. Note, parts of Moria still do not have their default data.

The MM_CustomAnotations file name was mis-spelled about a year ago and by the time I noticed it was too late to change since changing meant breaking the backwards compatability. The name is used consistently so it doesn't cause any problems, but you are right, it was originally a typo.
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Unread 01-17-2012, 05:57 PM  
Cordeval
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File naming issue?

Garan,

MoorMap is a great plugin.
I look forward to your next version that integrates even more with WayPoint.

I've two questions on MoorMap:

1) Are resource node locations supposed to be in the downloaded files?
Asked another way, What data should be in the default files?

I can add custom annotations for resource nodes as I find them (ie wood, ore, etc), and they show up on the map properly, but it'd be nice if the data was already there.


And perhaps more importantly,
2) In file "Main.lua", is the mis-spelling of "annotation" for file names intended? Are there possible adverse effects if not corrected?

It occurs in the following three lines lines:

331 "PatchDataSave( Turbine.DataScope.Account, "MM_CustomAnotations", annotations);"

349 "annotations=PatchDataLoad( Turbine.DataScope.Account, "MM_CustomAnotations");"

352 "PatchDataSave( Turbine.DataScope.Account, "MM_CustomAnotations_bak", annotations);"

Thanks again for a great plugin.
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Unread 01-15-2012, 08:48 AM  
Garan
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Re: Where are the icons?

Quote:
Originally Posted by blackrat
My MoorMap icon (when minimized) has diminished. Any poosiblity to reset MoorMap or which file to delete in PluginData/.../AllServers ?
The most likely reason for the icon seeming to disappear is changing resolutions - the Icon will automatically position itself so that it remains on screen, but if you change resolutions back to the original it may then be hidden behind another UI element (I will be making changes in the next version to eliminate the icon moving issue). If you have not changed resolutions lately, you may have changed the icon to the "small" icon in the options panel which will make it harder to find if you positioned it near other UI elements.

In any case, if you can not find the icon, you can set it to the top left of the screen by editing the file "MoorMapSettings.plugindata" in your "...\The Lord of the Rings Online\PluginData\Username\AllServers" folder (where Username is your account name). Using any text editor, open the file, find the entries for IconTop and IconLeft and set the values to 0, i.e.:
Code:
 {
  ["1"] = "IconTop",
  ["2"] = "0"
 },
will reset the icon's top.

Be sure that MoorMap is not loaded when you edit the file.

If you delete the entire file instead of editing those two values, it will set ALL of the moormap settings back to their defaults which will also put the icon back in the bottom left of the screen when moormap is next loaded.

Last edited by Garan : 01-15-2012 at 08:52 AM.
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Unread 01-15-2012, 06:29 AM  
blackrat
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Arrow Where are the icons?

My MoorMap icon (when minimized) has diminished. Any poosiblity to reset MoorMap or which file to delete in PluginData/.../AllServers ?
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Unread 01-13-2012, 10:20 PM  
Skyzen
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Re: Re: Incredibly useful for gathering, but a few suggestions :)

Wow. Thanks for the quick reply.
Quote:
Originally Posted by Garan
1) Automatic display of the position is not possible as the lua interface can only perform the action required to display the location by the user manually triggering the /loc command on a hot key (or actually typing it) which can not be combined with any other alias or action. Hopefully Turbine will someday grant us access to the character's location without having to jump through hoops in which case we can programatically get the location data in response to things like changing the display state of a plugin (but I'm not holding my breath).
Understandable. Thanks. I didn't realize that I could display the locator by typing /loc while the map was up. I can just bind /loc to another key. Then, it's just 3 keypresses to show the map display my pos and hide the map, instead of 2. That's simple enough. Or maybe write a macro to do it - I don't much yet about the capabilities of the macro language.

Quote:
Originally Posted by Garan
2) The position indicator is using the in-game map icon resource rather than an external JPG or TGA file. I use the in-game resources as often as possible for two reasons, first to limit the memory footprint of the plugin - the Lua engine keeps all custom images in memory after they are accessed until the client is closed, even unloading the plugin will not release the memory, using the in-game resources eliminates that. The second reason is that many of the resources can be overridden using skins and by using the game resource image, the skin changes are automatically incorporated into the plugin. I am considering adding an option to change the opacity of the icon as that would help with the obscurring issue, or make it so the icon can be hidden by clicking it (the same way the "ping" goes away when clicked).
Makes sense. I might try to see how easy it is to change the in-game resource for the position icon. If you do look into a way of hiding the icon, maybe you could make a command that would toggle the icon, like /moormap icontoggle, that way, I could assign it to a hotkey as well.

Quote:
Originally Posted by Garan
3) I've already considered allowing users to change the icons but it is no where near as straight forward as it should be. Turbine does not allow simple things like file path dialogs and mis-handling image resources can create major headaches. I may revisit this option when I have time to implement an image selection dialog but it is a fairly low priority as it has marginal value for the amount of time required to implement it. For now, you can edit the icons, just be sure to keep the same resolution - they are TGA files so you can always add a transparent border to fill out a smaller image.
OK. That's cool. I'll just edit the icons myself for now. Thanks.

Quote:
Originally Posted by Garan
4) Sharing map data is already a work in progress. There is a prototype for saving custom annotations and importing them, but there are significant issues related to data collision that have prevented me from adding it to the plugin.
Yes, I can see data collisions could be a significant problem.

Quote:
Originally Posted by Garan
5) The Quick Annotation Tool (the button with the flag icon) already has a filter that should prevent you from adding another annotation with the same name at the same coordinates. If this is not working then it is a bug - I will check again later tonight, but as of the last check it was functioning properly. The only way to add a duplicate annotation should be with the Annotation Window (by right clicking on the map, selecting "Add Annotation" and manually entering the data).
Don't bother looking into this. I just wasn't sure if resources show up in *exactly* the same location when they respawn. I thought that if they show up close but not exactly in the same place, that you could end up with a number of icons for essentially the same resource so close together on the map that they overlap and obscure that part of the map. Does that make sense?

Quote:
Originally Posted by Garan
6) Plugins have no access to the clipboard. As a matter of professional courtesy, integration with any third party plugin requires the approval of both parties - fortunately, I've worked with Lunarwater before and expect that she will be happy to allow MoorMap to send coordinates to Waypoint so this suggestion will probably find it's way onto my "to do" list.
That'd be great. Thanks.

Mods like this make the game much more enjoyable. Thanks again.
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Unread 01-13-2012, 07:33 PM  
Garan
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Re: Incredibly useful for gathering, but a few suggestions :)

Quote:
Originally Posted by Skyzen
Thanks for this mod. It was just what I needed for keeping track of resources on the map - I was adding coordinates in Notepad before. Made my life soooooo much simpler, and gathering so much faster.

However, some things that would make it even better for me, and maybe others too (all of these are things I thought of while using MoorMap for gathering, so they may not be as useful for other uses of MoorMap):

-- An option to automatically display my position on the map every time I show it. I created a hotkey to toggle the map. As I run from one resource towards another, I toggle the map on, but then I have to click the locator icon to see where I am. Not a big deal, but if the map just showed me where I am automatically, I could just toggle the map on and off without having to click on the locator icon.
-- Another thing to do with the locator icon is that it obscures that part of the map I am at. If the locator icon was just a triangular outline with a transparent middle, that would still show direction without obscuring the map.
-- Some way to change the icons for the different items. I find the existing icons for resources a little large when there are a bunch of them clustered together on the map. I'll probably just edit the .tga file for now, but if there was a way, maybe in the same page where you can select which items to show on the map, where you could pick the icon you want to display for that item from a list of icons, that would be cool.
-- I'd like to be able to share subsets of my maps with my kindred, or even anyone else. If I could export all of my ore locations so that someone else could import them into their MoorMap. that would be very cool.
-- It'd be nice if there was a way of removing locations that could be considered duplicates, or not marking locations that could be considered duplicates. Right now, every time I run up to a node I have to bring up the map and see if I already have that node recorded before I record it. If I could always just select a node and record it and either have MoorMap ignore it because it was close enough to an existing node to be considered a duplicate, or just record it and let me do something later on to tell MoorMap to remove all duplicates, or all duplicates of a particular type, that'd be great.
-- You could add an option when you right-click on a node to copy the location to the clipboard, so that I could paste it into another mod, like WayPoint so I can find my way there easier, or paste it into chat so I can tell someone else where to find it.

None of these are a big deal, but I think they would make this great mod just that much better.

Thanks.
Thanks for your comments. Unfortunately, some of the features you would like are not possible due to the limitations of the current API. Others are actually already in the works.

1) Automatic display of the position is not possible as the lua interface can only perform the action required to display the location by the user manually triggering the /loc command on a hot key (or actually typing it) which can not be combined with any other alias or action. Hopefully Turbine will someday grant us access to the character's location without having to jump through hoops in which case we can programatically get the location data in response to things like changing the display state of a plugin (but I'm not holding my breath).

2) The position indicator is using the in-game map icon resource rather than an external JPG or TGA file. I use the in-game resources as often as possible for two reasons, first to limit the memory footprint of the plugin - the Lua engine keeps all custom images in memory after they are accessed until the client is closed, even unloading the plugin will not release the memory, using the in-game resources eliminates that. The second reason is that many of the resources can be overridden using skins and by using the game resource image, the skin changes are automatically incorporated into the plugin. I am considering adding an option to change the opacity of the icon as that would help with the obscurring issue, or make it so the icon can be hidden by clicking it (the same way the "ping" goes away when clicked).

3) I've already considered allowing users to change the icons but it is no where near as straight forward as it should be. Turbine does not allow simple things like file path dialogs and mis-handling image resources can create major headaches. I may revisit this option when I have time to implement an image selection dialog but it is a fairly low priority as it has marginal value for the amount of time required to implement it. For now, you can edit the icons, just be sure to keep the same resolution - they are TGA files so you can always add a transparent border to fill out a smaller image.
EDIT: Ver 1.15 will have more of the built in resource images and fewer TGA files. I will look into allowing custom images for Ver 1.16.

4) Sharing map data is already a work in progress. There is a prototype for saving custom annotations and importing them, but there are significant issues related to data collision that have prevented me from adding it to the plugin.

5) The Quick Annotation Tool (the button with the flag icon) already has a filter that should prevent you from adding another annotation with the same name at the same coordinates. If this is not working then it is a bug - I will check again later tonight, but as of the last check it was functioning properly. The only way to add a duplicate annotation should be with the Annotation Window (by right clicking on the map, selecting "Add Annotation" and manually entering the data).

6) Plugins have no access to the clipboard. As a matter of professional courtesy, integration with any third party plugin requires the approval of both parties - fortunately, I've worked with Lunarwater before and expect that she will be happy to allow MoorMap to send coordinates to Waypoint so this suggestion will probably find it's way onto my "to do" list.
EDIT: Ver 1.15 will have integration with Waypoint.

Last edited by Garan : 01-15-2012 at 04:51 PM.
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Unread 01-13-2012, 03:32 PM  
Skyzen
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Incredibly useful for gathering, but a few suggestions :)

Thanks for this mod. It was just what I needed for keeping track of resources on the map - I was adding coordinates in Notepad before. Made my life soooooo much simpler, and gathering so much faster.

However, some things that would make it even better for me, and maybe others too (all of these are things I thought of while using MoorMap for gathering, so they may not be as useful for other uses of MoorMap):

-- An option to automatically display my position on the map every time I show it. I created a hotkey to toggle the map. As I run from one resource towards another, I toggle the map on, but then I have to click the locator icon to see where I am. Not a big deal, but if the map just showed me where I am automatically, I could just toggle the map on and off without having to click on the locator icon.
-- Another thing to do with the locator icon is that it obscures that part of the map I am at. If the locator icon was just a triangular outline with a transparent middle, that would still show direction without obscuring the map.
-- Some way to change the icons for the different items. I find the existing icons for resources a little large when there are a bunch of them clustered together on the map. I'll probably just edit the .tga file for now, but if there was a way, maybe in the same page where you can select which items to show on the map, where you could pick the icon you want to display for that item from a list of icons, that would be cool.
-- I'd like to be able to share subsets of my maps with my kindred, or even anyone else. If I could export all of my ore locations so that someone else could import them into their MoorMap. that would be very cool.
-- It'd be nice if there was a way of removing locations that could be considered duplicates, or not marking locations that could be considered duplicates. Right now, every time I run up to a node I have to bring up the map and see if I already have that node recorded before I record it. If I could always just select a node and record it and either have MoorMap ignore it because it was close enough to an existing node to be considered a duplicate, or just record it and let me do something later on to tell MoorMap to remove all duplicates, or all duplicates of a particular type, that'd be great.
-- You could add an option when you right-click on a node to copy the location to the clipboard, so that I could paste it into another mod, like WayPoint so I can find my way there easier, or paste it into chat so I can tell someone else where to find it.

None of these are a big deal, but I think they would make this great mod just that much better.

Thanks.
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Unread 01-02-2012, 05:41 PM  
Garan
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Re: Bad choice of name.

Quote:
Originally Posted by Araward
Have you considered changing the name of this plugin?
Thanks for the comments.

As it happens, the plugin was originally just a map of the Ettenmoors with custom annotations so that 'Moors newbs could have an easier time finding some of the places we use nicknames for out there. It wasn't until several months after the initial release that it got expanded to include additional maps.

I have considered changing the name a couple of times, but I kind of like the "MoorMap" pun ("more map", kind of like the "Moor Cowbell") and it reminds people of where it originally came from.

Last edited by Garan : 01-02-2012 at 05:45 PM.
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Unread 01-02-2012, 02:37 PM  
Araward
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Bad choice of name.

Sweet, nice plugin!

I've seen this plugin for a long time now, but have never bothered to see what it is all about.

Why?

Because of the name. MoorMap.

I am living proof that many (if not most) people who see this plugin name will assume it has something to do with the moors and will pass it over (assuming they have no interest in the moors). I clicked on it more out of boredom of current new offerings and saw it in the new and updated list, so figured I take a look at it even though I don't play in the Moors very often.

Have you considered changing the name of this plugin?
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