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Category: Maps, coordinates & compassesTerrain Map
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Name: Terrain Map   Popular!
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Date: 06-17-2019 12:49 AM
Size: 18.08 MB
Version: 1.23
Rate File: 5 out of 5 with 8 votes  
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The Search window showing results for "bat cave"
 
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Eriador, Overview - note, the Overview is scaled to fit the display window
 
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Gondor, zoom x16 showing rough art for Eastern Gondor
 
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Breeland at zoom=2 with annotations
 
Description
NEW! TerrainMap is now the basis for a new Google map of Middle Earth. You can view all of the terrain of TerrainMap (without the undeveloped areas) as a contiguous map on any browser that supports Google maps (mobile device response time may be undesirable depending on your connection).
http://lotromap.net/terrainmap/google.html

You can also check out the old MyLotro Google map (without annotations)
http://lotromap.net/terrainmap/turbine.html


now, back to the plugin...

This plugin uses the in-game compass resource images to display a large, scrollable and zoomable terrain map of the game world. The map is broken down by regions - Eriador, Rhovanion, Gondor and Mordor - since there are different coordinate systems in use for the different regions.

Since this uses the in-game tiles, there are a number of locations that are not reachable by players but have been partly built by Turbine so they may show as complete terrain or as rough terrain with artist markups.

Think of this project as a 26 thousand piece jigsaw puzzle where not all pieces are guaranteed to exist, some pieces are covered in crayon and others are duplicates. If you believe I've accidentally placed a tile in the wrong location, let me know the coordinates and I'll double check. Note that some locations have multiple versions with slight differences - in general I use the tile with the highest resource number but sometimes that led to record keeping issues so I occaisonally retained whichever tile I came across first.

The zoom currently supports x1 to x32. Since most maps will be entirely displayed at x32, I do not anticipate providing higher zooms.

TerrainMap now supports Annotations in Zoom levels 1 and 2. Unfortunately, due to Turbine's constraints on loading data, it is not practical to allow Annotations at higher zoom levels. I have not (yet) implemented Custom Annotations, so the only annotations are those that are in the MoorMap Default Data files - basically all of the annotations from Turbine's Parchment maps plus a few things like Treasure caches. If multiple annotations overlap each other, you can hover the mouse over them to see a list of the annotations that are overlapped.

I have also implemented a Search window which allows you to enter search text and then search all of the default annotations (the same defaults that are also included in MoorMap), including names and descriptions. The entire search of all annotations on all maps takes about 10 seconds on my slowest computer. Once the results list is displayed, you can click on the name of a search result and an animated 'Ping' will be temporarily added to TerrainMap and the map will center on that location. The search is both case-insensitive and accent-insensitive (you can enter "A" instead of "" and the search will match).


Installation:
Just download and unzip the file to your Plugins folder. There are no dependancies and the file can be safely unzipped over my other plugins.

Usage:
"/plugins load terrainmap" to load
"/terrainmap show" to show the map if you closed it (or just use the icon)

To move the map, grab the top left corner with the mouse and drag to your desired location. You can not drag the map entirely off screen, if you want to hide the map, you can use the Esc key or click the close button (top right). To resize the map, grab the bottom right corner - note, the map will not allow you to size it larger than your current screen size or smaller than 30x30.

You can scroll the map quickly by using the scrollbars or slower by grabbing the map with the mouse and dragging it. There is an overview map of each zone that can be used to quickly view the entire region. The button to the left of the search magnifying glass opens the Overview. If you click on the overview, the map will display with the clicked location in the top left.

To quickly center the map on your current location, click the button to the left of the overview button (the one just to the right of the zoom level selection). An annotation (large red X) is added at your current location - unfortunately this can not be automatically updated due to limitations in the API.

Additionally, there is an Options window which you can open with the "Gears" button near the top left. Currently there are very few options but this does allow you to choose whether to start the plugin minimized, whether to display the icon and whether to use the mini (16x16) compass-ring style icon.

The icon is initially placed in the top left of the screen. You can reposition it by holding the Ctrl key and then dragging it to the desired location. If another window is blocking the icon, you can alternatively use the Options Window to specify coordinates for the icon Top and Left.

Version History:
Ver 1.23
Added U24 tiles and data
Fixed some missing pre-zoomed tiles (some may have noticed that parts of Rhovanion mysteriously disappeared when zoomed greater than x2 in ver 1.22)

Ver 1.22
Added U23 tiles and data
Fixed a bug in annotations that prevented displaying descriptions that included commas

Ver 1.21
Updated tiles for changes made to Breeland, Ered Luin and parts of Great River in U22.2. Note, I did not update the pre-zoomed tiles as theses are very minor changes and mostly unnoticeable when zoomed out greater than x2.

Ver 1.20
I added and then subsequently removed the second age version of Blackroot Vale (from the instance "At the Stone of Erech"). I originally thought it would be good to show where Blackroot Vale was relative to West Rohan until I saw that the world builders hijacked the bottom left corner of Rohan instead of placing it further south and east where it belonged. It made for a very jarring and unrealistic map and clashed significantly with the information we know of the Blackroot Vale from the Gondor map In terms of a "google style" map of middle earth it was unworkable.
I added the ability to load and display custom annotations, unfortunately, the ability to actually create custom annotations did not make it into this build I hope to have time to revisit this for a future version, including the ability to import existing custom annotations from MoorMap - it won't be a bidirectional import/export due to the way annotations are stored for faster loading in TerrainMap (but maybe someday).
added terrain tiles and data from U22
Added missing POI, Anglanthir, reported by Rigantona as well as several other missing POIs in Angmar.
Adjusted Rhovanion region to account for Erebor being moved south and removed the duplicate of Grimbeorn's Cabin (the new version is located on the west side of northern mirkwood, due south of where it used to be)
Recreated the Rhovanion overview image since the region size and positioning of some elements changed.

Ver 1.19
Fixed bug in TMSearch reported by Rhongar

Ver 1.18
Added Zirakzigil
fixed an internationalization issue reported by maddog1169 on lotrointerface
added maps and data for Mordor expansion

Ver 1.17
Fixed search bug reported by maddog1169

Ver 1.16
Added U20 maps and data (The Wastes)
Fixed pre-zoomed tiles for Gondor housing area
Fixed cropping of region 4 pre-zoomed tiles

Ver 1.15
Added region 4, Mordor. Note that Region 4 uses the same overall coordinates as Region 3 but has different bounds which allows the terrain to be displayed contiguously but I chose to keep them seperate due to slight geographical changes, particularly the banks of the river, and overlapping annotation data in the area of pelennor fields due to the Before Battle and After Battle states.
Added default data for U19
Known Issue: The Region radio buttons will cut off the region names as there is not enough space in the control now with four regions. However, in 1024x768 there is not enough space to make the control larger, I will tackle this in a later update, probably by converting to a drop-down control.


Ver 1.14
The map will now load displaying the region/coordinates that were last displayed.
FINALLY! I have implemented full map annotation. While the mechanism may be a bit laggy on slower machines in areas with large densities of annotations such as Bree, it IS functional. Unfortunately, due to the method required to work with Turbine's restrictions, the map uses too many resources when displaying annotations beyond zoom=2 so annotations only display when at zoom level 1 or 2 (on many machines you may not want to scroll through areas with many annotations at zoom=2).
If you find that displaying annotations makes the map no longer viable due to your machine running too slowly (significant hitching when trying to scroll map), you can disable annotations in the settings dialog.
NOTE: using the filters to hide all Annotations will not appreciably clear hitching caused by Annotations since it is the underlying data retrieval, not the display that causes most of the hitching and so you have to uncheck the Show Annotations in the Options dialog.
Added a hover list for Annotations that are displayed on top of each other - hovering over an Annotation will show the list of all Annotations that are overlapped by the Annotation. Clicking on an entry in the list will display the description for that Annotation.
Added tiles for Update 18
With the addition of full map Annotations, clicking on a Search result in the Search window will now place a "Ping" at the location (instead of trying to add a duplicate annotation), similar to the functionality in MoorMap.
Added Default data for U18

Ver 1.13
Fixed a few tiles that Turbine broke in Update 17

Ver 1.12
Added Old Anorien map tiles

Ver 1.11
Added ability to center and zoom-in by double left clicking on map (to zoom out, double right click). If you are already zoomed all the way in, double click will simply center on the mouse.
Changed Zoom to position on center of screen when clicking zoom levels instead of positioning at top left corner (a realllllly old bug that was, well, bugging me)
Added Grimbeorn's Lodge and Erebor map tiles to Rhovanion region
Added East Gondor
Fixed bug in player location icon when zoomed

Ver 1.10
Finally added pre-zoomed tiles to support zoom levels above x2 - zoom now goes to x32
NOTE, this has significantly increased the download size but was necessary for zoomed performance
Changed overview window to display an image of the used tiles instead of the ugly grid
Fixed a number of bugs regarding map positioning when zoomed (previously only affected x2)

Ver 1.09
Added some Eastern Gondor tiles. Note, many of these are concept art but they show what the World Builders have been up to...

Ver 1.08
Bug fix for TMSearch error reported by PBLCelt

Ver 1.07
Fixed bug in Russian language option. Added translations provided by Bleaur.
Added Central Gondor maps and default data.

Ver 1.06
Added Western Gondor maps and Dead Marshes map and default data

Ver 1.05
Added Nan Curunir (flooded) and Entwood maps and default data

Ver 1.04
Fixed missing TMSearch.plugin file
Changed search window to process search when Enter is pressed in the search field
Fixed conflict bug that would cause search to hang when TerrainMap and MoorMap were both loaded
Added workaround for bug in GetCommands() that sometimes returns a non-sorting 0th element in the command table which would cause search to hang

1.03
Updated Western Rohan map tiles
Added Western Rohan default data

1.02
Added search data for Wildermore and Forlaw

1.01
Added icon at player location when centering on player
Added Search Window and temporary annotations

1.0 First release
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.22
17.62 MB
Garan
02-01-2019 12:02 PM
1.21
16.39 MB
Garan
06-08-2018 09:11 AM
1.20
16.44 MB
Garan
04-18-2018 08:40 PM
1.19
15.72 MB
Garan
01-16-2018 09:20 PM
1.18
15.72 MB
Garan
10-08-2017 08:54 AM
1.17
15.25 MB
Garan
04-22-2017 03:16 PM
1.16
15.25 MB
Garan
04-05-2017 01:21 PM
1.15
17.46 MB
Garan
12-03-2016 10:40 AM
1.14
13.08 MB
Garan
04-12-2016 01:11 PM
1.13
24.60 MB
Garan
11-19-2015 05:38 PM
1.11
11.39 MB
Garan
06-23-2015 09:32 PM
1.10
11.34 MB
Garan
03-24-2015 12:27 PM
1.09
1.19 MB
Garan
03-11-2015 10:05 PM
1.08
1.18 MB
Garan
03-06-2015 09:28 PM
1.07
1.18 MB
Garan
11-09-2014 09:42 AM
1.06
1.17 MB
Garan
09-16-2014 07:56 PM
1.05
1.14 MB
Garan
04-18-2014 08:29 AM
1.04
1.13 MB
Garan
03-01-2014 10:19 PM
1.03
1.14 MB
Garan
01-20-2014 01:40 AM
1.02
1.11 MB
Garan
08-03-2013 09:51 PM
1.01
1.10 MB
Garan
07-20-2013 10:37 PM
1.00
863.73 Kb
Garan
07-13-2013 11:44 PM
0.99
852.79 Kb
Garan
07-08-2013 10:09 AM
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Unread Yesterday, 10:02 AM  
Garan
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A minor correction to my previous post:
Quote:
Unfortunately, due to significant differences in the way Annotations are handled, the custom annotations from TerrainMap will not be shared with MoorMap. I'm still working on finding a way to over come this but at this time it is not really feasible.
This is no longer true. Due to a brilliant insight (or just a solid hit on the head) MoorMap WILL share custom annotations with TerrainMap when this feature is released (assuming you update to the latest MoorMap as well). This will slightly delay the release of both MoorMap 1.39 and TerrainMap 1.24 but I feel it will be well worth it. MoorMap 1.39 will still not share custom annotations between users (until a future update) but in the mean time, any custom annotations shared by TerrainMap will also automatically update MoorMap. I just need to make a few more tweaks to the way that MoorMap stores and maintains its custom annotations and do a LOT of additional testing.
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Unread 12-05-2019, 08:38 PM  
vecny.samotar
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Quote:
Quote:
Originally Posted by vecny.samotar
Maybe a smaller reminder about sending location information to the chat.
it would be good if you can disable or enable chatting. I now have a chat with various messages that send plugins such as. waypoint
The reason that most plugins send information to chat on the "Standard" channel is because there is information that can be parsed from some of the chat responses that is not otherwise exposed to Lua, especially location information. This is the reason Waypoint sends information to chat in order to update the pointer arrow - the chat command "/loc" is generated when the user clicks the arrow and the response is parsed to determine the player's current location allowing the plugin to update the pointer arrow to the destination. MoorMap use the same mechanism to position the player's marker on the map - this is the only mechanism available for such information and only gets updated in response to a user click.

While you might not like the clutter of messages that look like spam, it is the price of having additional functionality such as player positioning (even if it requires a user to click a button to update). Any chat messages from my plugins are either required for functionality (such as /listchannels or /loc commands), are controllable by the user (the user must actively choose to click a button to send the info to chat, such as for sharing information with other players), or are generated to indicate a significant state change (such as the plugin loaded and unloaded messages). There are a few plugins that output extraneous information but they are the exception, not the norm.
I'm going to need it but it would be nice to be temporarily disabled when there is no need for the user to view it
as an example I would lead the waypoint: I use h often when looking for something, so every few meters I give updates what we then list my / loc but I do not find out how far I am from the target because it lists in nine x: y: z: o: what is good for authors and dev developers but not for users.
I have some experience with plugins (mainly from World of Warcraft) but not so much to prove them, max. I can already edit an existing plugin

Last edited by vecny.samotar : 12-05-2019 at 08:40 PM.
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Unread 12-04-2019, 05:46 PM  
Garan
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Quote:
Originally Posted by vecny.samotar
Maybe a smaller reminder about sending location information to the chat.
it would be good if you can disable or enable chatting. I now have a chat with various messages that send plugins such as. waypoint
The reason that most plugins send information to chat on the "Standard" channel is because there is information that can be parsed from some of the chat responses that is not otherwise exposed to Lua, especially location information. This is the reason Waypoint sends information to chat in order to update the pointer arrow - the chat command "/loc" is generated when the user clicks the arrow and the response is parsed to determine the player's current location allowing the plugin to update the pointer arrow to the destination. MoorMap use the same mechanism to position the player's marker on the map - this is the only mechanism available for such information and only gets updated in response to a user click.

While you might not like the clutter of messages that look like spam, it is the price of having additional functionality such as player positioning (even if it requires a user to click a button to update). Any chat messages from my plugins are either required for functionality (such as /listchannels or /loc commands), are controllable by the user (the user must actively choose to click a button to send the info to chat, such as for sharing information with other players), or are generated to indicate a significant state change (such as the plugin loaded and unloaded messages). There are a few plugins that output extraneous information but they are the exception, not the norm.

Last edited by Garan : 12-04-2019 at 05:48 PM.
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Unread 12-04-2019, 12:02 PM  
vecny.samotar
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Maybe a smaller reminder about sending location information to the chat.
it would be good if you can disable or enable chatting. I now have a chat with various messages that send plugins such as. waypoint
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Unread 12-03-2019, 03:20 PM  
Garan
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Quote:
Originally Posted by Thurallor
Quote:
Originally Posted by Garan
thanks to whoever got me thinking about the multi-player Cards plugin and sharing info between players (I looked for the thread on it but I couldn't even remember which forum it was on).
I think that was Agollas.

Looking forward to trying this out. And peeking at the source code to extract whatever nuggets of wisdom are left hidden in your brain.
Ah, yes! That was the thread. Thank you. I forgot it was accidentally posted in the DDO forum which explains why my digging didn't find it - I probably should have simply googled it What did we all do before Google?

Last edited by Garan : 12-03-2019 at 03:35 PM.
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Unread 12-03-2019, 02:39 PM  
Thurallor
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Quote:
Originally Posted by Garan
thanks to whoever got me thinking about the multi-player Cards plugin and sharing info between players (I looked for the thread on it but I couldn't even remember which forum it was on).
I think that was Agollas.

Looking forward to trying this out. And peeking at the source code to extract whatever nuggets of wisdom are left hidden in your brain.
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Unread 12-03-2019, 11:22 AM  
Garan
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Well, I finally found some time to revisit some things on the ToDo list, so I threw a dart at the board and it stuck on TerrainMap. The result? Custom Annotations will be coming to TerrainMap in the next version. But, not only can you add annotations to TerrainMap, you can share those annotations with friends (or enemies if you like) via chat (the recipient must be running TerrainMap at the time).
Here's a preview of what some of it will look like (this is on my dev box so some things are subject to change):


Note, you will be able to white list senders so that annotations go directly to your map without waiting in the Pending list. You can also black list senders so that all pending and future annotations from that sender are ignored.

Unfortunately, due to significant differences in the way Annotations are handled, the custom annotations from TerrainMap will not be shared with MoorMap. I'm still working on finding a way to over come this but at this time it is not really feasible. However, MoorMap will undoubtedly gain from this the ability to share it's custom annotations with other users of MoorMap in some future version.

Oh yeah, it will also work with all three clients, EN/DE/FR even if the sender and recipient are on different clients. The UI is fully translated, the only thing that won't automatically translate is the text of the actual annotation name and description as that is user maintained.

Thanks to vecny.samotar for reminding me that the Add Annotation menu item didn't actually do anything and thanks to whoever got me thinking about the multi-player Cards plugin and sharing info between players (I looked for the thread on it but I couldn't even remember which forum it was on).

There are two obvious extensions to this idea, one being sharing your location via chat so others can find you (limited to tells, fellowship, raid and kinship channels - otherwise I can see people spamming this to be a nuisance) and the ability to send annotation info (name and cords) to chat for people that don't have the plugin but ask where something is. Unfortunately, my current time doesn't allow for implementing those but they will take the place of Custom Annotations of the dreaded ToDo list.
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Unread 11-15-2019, 01:58 PM  
vecny.samotar
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thank you for your reaction
I have accepted that the information from the plugins cannot be displayed on the default map.
I just thought of merging information from various map plugins into one plugin so the user wouldn't have to have 4-5 plugins, each specializing in only one area to display. so the user would have 2 maps (default and associated, linked plugin)
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Unread 11-14-2019, 01:56 PM  
Garan
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Quote:
Originally Posted by vecny.samotar
Thank you for responding to my questions
your plugin is probably the best I found I tried the LotroMaps plugin but it is not working

so if I understood the world map display you figured out that you had merged the regions into one big screen, so if I wanted to look at another region (map) than I have to increase the map size display and move the map to a tax point.

as far as the replacement of the map skoda can not be done.
For many years I played world of warcraft and there were also plugins that displayed other information such as localization of various NPCs, places of deposit of raw materials and other info according to how the player had installed addons. these addons, although they did not replace the default map, but modified the default map management such as. change the size of the map (it was no longer displayed in full screen), the map could be moved to another location, display quests and especially the display of possible occurrences of deposits of craft resources.

I also have stupid assault and question
couldn't the information be displayed either on the default map or your map? I know if it couldn't be work for one person and it would take longer.
information is available because when I was looking for some plugins so I found some plugins that can show various info (RTPlugin, MoorMap, Fowl Map and LOTRO Compendium (which is only a database but can work together from the map especially when I have the plugin installed Waypoint))
when I mention Waypoint plugin couldn't add support for it? that when I clicked on your map at a certain location to pop up the offer. I am not following chat commands
LotroMaps was never a fully functional plugin, it was just a prototype, covering one very small section of the map (Lothlorien) as a proof of concept. It was never further developed due to limitations in the API at the time.

Unfortunately most of what you would like is simply not possible with the limited API exposed by LotRO. Other games like WoW expose much more of the game UI as well as more of the game data which is why plugins in those games support more functionality. For instance, in LotRO, the built-in map is not exposed to Lua so there is no way to display additional information on it. Additionally, none of the map data is exposed so all of the information that you see in plugins like RTPlugin, MoorMap, Fowl Map and LOTRO Compendium are all manually compiled by the authors.

In the case of TerrainMap, the annotations are actually based on the data I have compiled for MoorMap - since the display mechanisms are so different, the annotations have to be stored and loaded differently and use a completely different format but they come from the same source (I have a SQL database that keeps track of the default annotations that I find and then I export that data either as files for MoorMap or files for TerrainMap - fwiw, that same database also exports the data files for the web based google map). Displaying another author's data also involves complications beyond just getting permission to use their data, especially when considering the differences between systems like MoorMap and TerrainMap - many other authors display their data over the images of the built-in parchment maps (basically what MoorMap does) but that data does not lend itself to being displayed by TerrainMap where every 200x200 pixel block has to have it's own data file to support dynamic loading unlike MoorMap where all of the data for an entire parchment map is in one file.
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Unread 11-14-2019, 12:54 PM  
vecny.samotar
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Quote:
Quote:
Originally Posted by vecny.samotar
I have some questions

1. how to zoom in on a map
2. How to switch from a region map to a world map. I'm in Breeland, for example, and I want to look at the Dunland map. on the default map, I just click with the right mouse button and get to the world map and there I can choose a map of the region
3. one more question, couldn't your map replace the default map? So after pressing the 'M' key, your map would be displayed, not the map which is implemented in

and more

i have a smaller problem
in the settings menu more precisely in the contextual idea what to show you have the option to check Moormap but it's gray although moormap I have installed and loaded
To zoom the map, either pick a zoom level from the radio buttons at the top or double click on the map. A left double click zooms in, a right double click zooms out.

There is no world map for TerrainMap. Since TerrainMap displays coordinates and the coordinate systems are different for each region, you have to select a region using the radio buttons at the top. The built-in game map avoids this issue by simply not showing coordinates on the world map. I've thought of adding a world map for region selection but it was never a high priority.

As to replacing the built-in map, the answer is no. Unlike the inventory bags, there is no way to suppress the display of the in-game map, so at best both maps would display (we can detect the Toggle Map action and respond to it, we just can't suppress the built in map). Additionally, since the built-in map provides some significant features such as the quest tracker, it is highly unlikely that anyone would really want to permanently replace the built-in map - and before you ask, no, we can't implement a quest tracker since quest info is not exposed to Lua.

The "Show in MoorMap" and "Add Annotation" options should both be grayed out since they are for features that were never completely implemented (I noticed I accidentally left the Add Annotation entry enabled and it will appear to work except that the annotation will not be persistent). I may still find time to finish those features in a future version.
Thank you for responding to my questions
your plugin is probably the best I found I tried the LotroMaps plugin but it is not working

so if I understood the world map display you figured out that you had merged the regions into one big screen, so if I wanted to look at another region (map) than I have to increase the map size display and move the map to a tax point.

as far as the replacement of the map skoda can not be done.
For many years I played world of warcraft and there were also plugins that displayed other information such as localization of various NPCs, places of deposit of raw materials and other info according to how the player had installed addons. these addons, although they did not replace the default map, but modified the default map management such as. change the size of the map (it was no longer displayed in full screen), the map could be moved to another location, display quests and especially the display of possible occurrences of deposits of craft resources.

I also have stupid assault and question
couldn't the information be displayed either on the default map or your map? I know if it couldn't be work for one person and it would take longer.
information is available because when I was looking for some plugins so I found some plugins that can show various info (RTPlugin, MoorMap, Fowl Map and LOTRO Compendium (which is only a database but can work together from the map especially when I have the plugin installed Waypoint))
when I mention Waypoint plugin couldn't add support for it? that when I clicked on your map at a certain location to pop up the offer. I am not following chat commands
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Unread 11-12-2019, 09:49 PM  
Garan
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Quote:
Originally Posted by vecny.samotar
I have some questions

1. how to zoom in on a map
2. How to switch from a region map to a world map. I'm in Breeland, for example, and I want to look at the Dunland map. on the default map, I just click with the right mouse button and get to the world map and there I can choose a map of the region
3. one more question, couldn't your map replace the default map? So after pressing the 'M' key, your map would be displayed, not the map which is implemented in

and more

i have a smaller problem
in the settings menu more precisely in the contextual idea what to show you have the option to check Moormap but it's gray although moormap I have installed and loaded
To zoom the map, either pick a zoom level from the radio buttons at the top or double click on the map. A left double click zooms in, a right double click zooms out.

There is no world map for TerrainMap. Since TerrainMap displays coordinates and the coordinate systems are different for each region, you have to select a region using the radio buttons at the top. The built-in game map avoids this issue by simply not showing coordinates on the world map. I've thought of adding a world map for region selection but it was never a high priority.

As to replacing the built-in map, the answer is no. Unlike the inventory bags, there is no way to suppress the display of the in-game map, so at best both maps would display (we can detect the Toggle Map action and respond to it, we just can't suppress the built in map). Additionally, since the built-in map provides some significant features such as the quest tracker, it is highly unlikely that anyone would really want to permanently replace the built-in map - and before you ask, no, we can't implement a quest tracker since quest info is not exposed to Lua.

The "Show in MoorMap" and "Add Annotation" options should both be grayed out since they are for features that were never completely implemented (I noticed I accidentally left the Add Annotation entry enabled and it will appear to work except that the annotation will not be persistent). I may still find time to finish those features in a future version.
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Unread 11-12-2019, 02:46 PM  
vecny.samotar
The Indomitable
 
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I have some questions

1. how to zoom in on a map
2. How to switch from a region map to a world map. I'm in Breeland, for example, and I want to look at the Dunland map. on the default map, I just click with the right mouse button and get to the world map and there I can choose a map of the region
3. one more question, couldn't your map replace the default map? So after pressing the 'M' key, your map would be displayed, not the map which is implemented in

and more

i have a smaller problem
in the settings menu more precisely in the contextual idea what to show you have the option to check Moormap but it's gray although moormap I have installed and loaded

Last edited by vecny.samotar : 11-12-2019 at 04:12 PM.
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Unread 06-17-2019, 09:18 AM  
Garan
The Undying
 
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Ver 1.23

Version 1.23 is available with Vales of Anduin (U24) and some minor fixes to the prezoomed Rhovanion tiles.
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Unread 02-01-2019, 12:18 PM  
Garan
The Undying
 
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1.22

Version 1.22 has been uploaded and should be available soon. This includes all of the terrain from U23. The devs also gave us a sneak peak at the area around the Beorning lands, but that is obviously all dev markup work and subject to change (but it does show that the devs are working on that area).

The online Google map won't be updated for a while, I have to re-work a couple of the tools I used to make the map since they work great for creating the project from scratch (easy to do but quite time consuming) but doesn't handle partial updates (a little harder to do but far less time consuming for future updates) quite so well.

Last edited by Garan : 02-01-2019 at 12:19 PM.
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Unread 02-01-2019, 12:12 PM  
Garan
The Undying
 
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Forum posts: 267
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Quote:
Originally Posted by cipher_Nemo
I've been using this since I posted. Works great. I put a macro on my mouse for doing /loc so that I can update my current position whenever I want. I keep it open all the time and usually at 2x zoom out, but sometimes 4x for general without icons.

The only issue I've noticed is that resizing the window is clunky when it's not on 1x zoom out level. Otherwise everything is smooth.

Other than the new areas, the only regular map area it didn't show during my gameplay was the road/path area leading up to Thorin's Gate (the path that goes North-South).
Sadly, the behavior with the window resizing is a byproduct of the client image handling with scaled images. The pre-zoomed tiles help with it at zoom level 4 and 16. Using additional pre-zoomed tiles for zoom levels 2, 8 and 32 would help smooth it out more but would bloat the client tremendously (it's already a huge download) so the clunky resizing was my compromise for a smaller footprint.

There will be some discrepancies between what you see in the radar map and TerrainMap because there are multiple versions of many of the terrains in the game. I tend to use the resource image with the highest ID when faced with near duplicates but that doesn't always represent the latest version of the area (sometimes the devs will rework an old area, such the tutorial areas which leads to resource IDs that are higher representing a version of the world that are older). TerrainMap will always represent some version of the game world since the images are coming from the actual client, unlike the online google map which has static images that may not reflect updated terrain from a reworked area.

Hope that explains the issues. Glad you enjoy the plugin.

Last edited by Garan : 02-01-2019 at 12:12 PM.
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