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Unread 04-02-2011, 04:36 PM  
Garan
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Re: Monster Play?

Quote:
Originally Posted by bluedee
Is this only functional in Monster Play? I'm just wondering, because there are no icons on most of the maps in mine, and I don't do Monster Play. Please help.
While the project originally was spawned in Monster Play, the ability to add your own annotations works for all parchment maps. I briefly mentioned in "Future Plans" above that the default icons for the other maps would be slowly added over time. Currently only Archet and part of Angmar have icons. I've been busy getting the German and French text strings for the ore, wood and scholar nodes as well as a number of the scholar and cooking plant resources. As you can imagine, running around level 65 areas on a level 30 toon when every hostile creature in the zone aggros at insane distances while trying to locate a sample of each item to capture the exact name is, well, one heck of a stress test, especially since when you innevitably get cornered and defeated, you can't rez in zones that are significantly higher than your level. That said, I'm nearly done with the ones I can get. I will need someone else to head into Moria for me (I don't have access to Moria yet on my euro account) to get the French and German translations for "Pile of Ilex Wood" and "Pile of Heavy Ilex Wood" since Ilex is referred to as Ilex Branches outside of Moria. I still need to add a Cook Ingredient icon and a Scholar Ingredient icon (some scholar dye ingredients are harvested, not to be confused with Scholar Nodes). Once that is done, I will finish testing version 1.03 and release it. After that, I plan on publishing default data for a new zone roughly every week (some will take considerably longer, some may take less). I'm not sure how optimistic that one per week schedule is, only time will tell. For those wondering which maps will be added in what order, there is a MapID list in the ReadMe.txt file and for sanity sake I will be processing them in the order of that list. I will at some point take a break to publish the first set of dungeon maps, probably from the Breeland area which will introduce yet another massive data collection task. Whew! Such a long answer to such a seemingly simple question

Last edited by Garan : 04-02-2011 at 04:42 PM.
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Unread 04-02-2011, 08:42 PM  
The Old One
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If you're looking for default annotations you can add there a bunch at http://www.lotroalliance.com/maps.php
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Unread 04-02-2011, 09:51 PM  
Garan
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Quote:
Originally Posted by The Old One
If you're looking for default annotations you can add there a bunch at http://www.lotroalliance.com/maps.php
That's a nice map. I noticed that it had a number of script errors and wouldn't show any icons until I turned on Compatability View, but then it sprang to life. They are missing a few important things like some Stablemasters (I noticed the ones in Gath Forthnir and Gabilshathur in Angmar were both missing). They do have an impressive list of shard/flake droppers. Unfortunately, for heavily populated areas, I have to use 2 decimal coordinates to place the icons so that they don't overlap too much which requires actually visiting the locations - this is due to the fact that I use the ;loc coordinates which are easier for users to use for annotations than the /loc coordinates which are more precise. I may still contact them about using their npc data, especially the shard/flake droppers. Thanks for the link.

Last edited by Garan : 04-02-2011 at 09:51 PM.
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Unread 04-04-2011, 11:28 AM  
bluedee
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Re: Re: Monster Play?

Quote:
Originally Posted by bluedee
Is this only functional in Monster Play? I'm just wondering, because there are no icons on most of the maps in mine, and I don't do Monster Play. Please help.
While the project originally was spawned in Monster Play, the ability to add your own annotations works for all parchment maps. I briefly mentioned in "Future Plans" above that the default icons for the other maps would be slowly added over time. Currently only Archet and part of Angmar have icons. I've been busy getting the German and French text strings for the ore, wood and scholar nodes as well as a number of the scholar and cooking plant resources. As you can imagine, running around level 65 areas on a level 30 toon when every hostile creature in the zone aggros at insane distances while trying to locate a sample of each item to capture the exact name is, well, one heck of a stress test, especially since when you innevitably get cornered and defeated, you can't rez in zones that are significantly higher than your level. That said, I'm nearly done with the ones I can get. I will need someone else to head into Moria for me (I don't have access to Moria yet on my euro account) to get the French and German translations for "Pile of Ilex Wood" and "Pile of Heavy Ilex Wood" since Ilex is referred to as Ilex Branches outside of Moria. I still need to add a Cook Ingredient icon and a Scholar Ingredient icon (some scholar dye ingredients are harvested, not to be confused with Scholar Nodes). Once that is done, I will finish testing version 1.03 and release it. After that, I plan on publishing default data for a new zone roughly every week (some will take considerably longer, some may take less). I'm not sure how optimistic that one per week schedule is, only time will tell. For those wondering which maps will be added in what order, there is a MapID list in the ReadMe.txt file and for sanity sake I will be processing them in the order of that list. I will at some point take a break to publish the first set of dungeon maps, probably from the Breeland area which will introduce yet another massive data collection task. Whew! Such a long answer to such a seemingly simple question

Thank yo very much for the answer, I really appreciate it, if there's anything I can help with to help you out in-game, my highest character is a LM at level 29 (as of this wtiting anyway! ) but if I can help, I would be glad to! Please let me know. You can PM me if you want!
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Unread 04-10-2011, 09:06 PM  
Crackpot370
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Awesome improvements!!!

I love it adding the deposits & branches with the quick notation.

It looked like it had a problem adding a 2nd one real close to one already on the map, but I'm still experimenting with that. Still learning how to use it.

I do seem to have a problem adding notations manually though and having them show up on the map. To experiment, I picked an apparently blank spot on the map and manually added a Rich Iron Deposit. It seemed to go through the process fine, but when I clicked on the map, it didn't show.

What I did was click on the map icon to bring up the map. Click on the Flag icon on the top of the map (2nd from the left). This brought up the Custom Annotations Maintenance panel. I hovered the cursor on a blank spot on the map and changed the coords in the panel to match where the cursor was. I then changed the Annotation & Type to be Barrow-Iron & Ore. I then clicked Save. There were no error messages. The red Pickaxe didn't show up on the map.

What did I miss?

I have a long list of deposits & branches for Ered Luin, The Shire, Bree-land, & Lone Lands I'd like to add manually.

Which reminds me of a question. If a deposit gets added twice with the same coordinates does the script eliminate one of them? Or does it assume there are just two real close & leave them both in?

Last edited by Crackpot370 : 04-10-2011 at 09:17 PM.
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Unread 04-10-2011, 11:33 PM  
Garan
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Re: Awesome improvements!!!

Quote:
Originally Posted by Crackpot370
I love it adding the deposits & branches with the quick notation.

It looked like it had a problem adding a 2nd one real close to one already on the map, but I'm still experimenting with that. Still learning how to use it.
The Quick Annotation tool will see an existing annotation with the same name and coordinates as being a duplicate so as to prevent accidental double clicking - not to mention there'd be no way to show two icons on top of each other.

Quote:
I do seem to have a problem adding notations manually though and having them show up on the map. To experiment, I picked an apparently blank spot on the map and manually added a Rich Iron Deposit. It seemed to go through the process fine, but when I clicked on the map, it didn't show.

What I did was click on the map icon to bring up the map. Click on the Flag icon on the top of the map (2nd from the left). This brought up the Custom Annotations Maintenance panel. I hovered the cursor on a blank spot on the map and changed the coords in the panel to match where the cursor was. I then changed the Annotation & Type to be Barrow-Iron & Ore. I then clicked Save. There were no error messages. The red Pickaxe didn't show up on the map.

What did I miss?
If you change the "Annotation", you will be editing an existing annotation, not adding a new one. To add a new annotation, either start by right clicking on the map at the desired coordinates and selecting "Add Annotation" from the popup menu, or manually open the Annotation Maintenance window (as you did) and select "New" from the list. Then continue as you had by selecting a Type and entering a name and description - if you opened the window manually you will also have to enter the coordinates, if you opened it by right clicking the map, the coordinates are filled in for you.

Following what you posted, that is, selecting an existing Annotation named "Barrow-iron", changing it's type and setting new coordinates, name and description should have moved the existing annotation to the new coordinates and changed it's type, name and description - so far my testing shows that this is working. I'm not sure what happened differently for you, but if you use the right click & "Add Annotation" method, you should have no problem as it will automatically select "New" Annotation and enter the coordinates for you, all you have to enter is the Type, Name and Description.

Quote:
I have a long list of deposits & branches for Ered Luin, The Shire, Bree-land, & Lone Lands I'd like to add manually.

Which reminds me of a question. If a deposit gets added twice with the same coordinates does the script eliminate one of them? Or does it assume there are just two real close & leave them both in?
As noted above, annotations with the exact same name and coordinates can not be added using the Quick Annotation control - however, you CAN enter them manually by opening the Annotation Maintenance window, manually select "New" Annotation, select and enter all of the information and click Save. Using this method, you can create as many duplicate annotations as you'd like, however they will stack on the map so you will only see the topmost icon and there's no way to select the icons below that - it will also be impossible to distinquish them in the filter list since they have the same name, so I'm not sure there is any point to adding exact duplicates. If you want to show two icons very close to each other, then use a second decimal value in the coordinates to distinquish them - ie, add one at coordinate "21.5" and the other at "21.51" and if needed, a third at "21.52" - this will position the icons slightly off center of each other making it apparent that there are several items very close together.
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Unread 04-11-2011, 02:20 PM  
Crackpot370
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Thanks for the quick response

I had thought I was doing it just the way you described, but I now think I had been changing the annotation off New to Barrow-Iron Deposit.

It works perfectly when I follow step by step the way you described it.

As for my question about it making duplicate entries. I'm glad you set it to do as you described in your reply. My concern was that I might accidentally enter the same node more than once on the same map (once by the quick method & once more when I get around to manually entering all the deposits I've kept a list of). That problem has already been solved by you in advance.

This is going to be a fantastic aid to me.

The only thing I'm waiting on now is for them to add an API so you can detect the toon's location & show him on your map in realtime.

Marvelous work. Thank you once again!
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Unread 04-13-2011, 12:00 AM  
Crackpot370
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problem with adding things to the map using quickbar

Hey it's me again

I added a button to my quickbar with /shortcut 70 /MoorMap add ;loc:5::;target

Problem is, it adds my current location to the shortcut instead of the ;loc. So whenever I click it, it'll try to add something to that same location again.

What syntax would I use to get it to create the shortcut with the ;loc in it instead of the actual location I'm at?

Thanks for the help
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Unread 04-13-2011, 11:32 AM  
Garan
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Re: problem with adding things to the map using quickbar

Quote:
Originally Posted by Crackkpot370
Hey it's me again

I added a button to my quickbar with /shortcut 70 /MoorMap add ;loc:5::;target

Problem is, it adds my current location to the shortcut instead of the ;loc. So whenever I click it, it'll try to add something to that same location again.

What syntax would I use to get it to create the shortcut with the ;loc in it instead of the actual location I'm at?

Thanks for the help
Ah yes. I've gotten too used to not having to deal with aliases when setting shortcuts via Lua. If you set a shortcut via the chat interface, the special values ";loc" and ";target" will be resolved before being added to the quickslot. You can avoid this problem with ";target" by simply adding the shortcut when you have nothing targetted.

Getting around the ";loc" resolution requires use of the "/alias" command. "/alias" allows you to set up a string to represent another string when typing commands and is usually used to abbreviate long commands. In this case, we use it to avoid the auto resolution of ";loc":
1) set up an alias for "loc" using "/alias"
/alias ;abcdef loc

2) make sure you have nothing targetted (you can hit the "Esc" key to clear your current target) to avoid issues with ";target"

3) assign the quickslot using the alias - note the double semi-colons
/shortcut 70 /MoorMap add ;;abcdef:5::;target

4) clear the alias if you are done setting up quickslots - once the shortcut is assigned, the alias is no longer needed
/alias remove ;abcdef

Last edited by Garan : 04-13-2011 at 11:34 AM.
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Unread 04-13-2011, 12:02 PM  
Crackpot370
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Re: Re: problem with adding things to the map using quickbar

Quote:
Originally Posted by Crackkpot370
Hey it's me again

I added a button to my quickbar with /shortcut 70 /MoorMap add ;loc:5::;target

Problem is, it adds my current location to the shortcut instead of the ;loc. So whenever I click it, it'll try to add something to that same location again.

What syntax would I use to get it to create the shortcut with the ;loc in it instead of the actual location I'm at?

Thanks for the help
Ah yes. I've gotten too used to not having to deal with aliases when setting shortcuts via Lua. If you set a shortcut via the chat interface, the special values ";loc" and ";target" will be resolved before being added to the quickslot. You can avoid this problem with ";target" by simply adding the shortcut when you have nothing targetted.

Getting around the ";loc" resolution requires use of the "/alias" command. "/alias" allows you to set up a string to represent another string when typing commands and is usually used to abbreviate long commands. In this case, we use it to avoid the auto resolution of ";loc":
1) set up an alias for "loc" using "/alias"
/alias ;abcdef loc

2) make sure you have nothing targetted (you can hit the "Esc" key to clear your current target) to avoid issues with ";target"

3) assign the quickslot using the alias - note the double semi-colons
/shortcut 70 /MoorMap add ;;abcdef:5::;target

4) clear the alias if you are done setting up quickslots - once the shortcut is assigned, the alias is no longer needed
/alias remove ;abcdef

Works like a champ! Thank you very much
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Unread 04-13-2011, 12:37 PM  
matziq
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This is a dumb question I know but does it show an icon on the map where your toon is? Does it know where you are? Thanks!
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Unread 04-13-2011, 05:05 PM  
Garan
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Quote:
Originally Posted by matzig
This is a dumb question I know but does it show an icon on the map where your toon is? Does it know where you are? Thanks!
No such thing as a dumb question as long as it's only asked once
Unfortunately, the Lua interface does not currently have access to the character's location. I've considered adding a button so that users could manually update/display their location using the same mechanism as the "Ping" command but I haven't decided whether that's really worth doing. Sadly, that would not include "heading" information since the "/loc" command can not be combined with a Lua plugin registered command the way ";loc" can be.

Last edited by Garan : 04-13-2011 at 05:05 PM.
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Unread 04-14-2011, 10:00 AM  
The Old One
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Quote:
I've considered adding a button so that users could manually update/display their location using the same mechanism as the "Ping" command
I'd like that.
I remember Digital_Utopia talking about getting the player location but it took an external program reading the game memory address that stores the /loc cord and I don't thank you would like to do it that way.
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Unread 04-24-2011, 01:17 AM  
Garan
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Version 1.04 eliminates the last of the JPG maps, all Parchment maps are now using the game resource images so French and German clients will display the correct maps.

The default data has been added for Bree-land and all of it's sub-maps, Archet, Bree, The Old Forest, Northern Barrow-downs, Southern Barrow-downs and Bree Housing.

I should be adding the next installment of default values, for Enedwaith, in about another week.
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Unread 04-26-2011, 03:10 PM  
matziq
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What I keep finding is all the markers, POIs, etc., are missing from the maps. SOMETIMES some show up like characters (NPCS)... like Elrond was on there but thats it. even though all the boxes are checked nothing shows up.
have you seen this happen? I can still use the compendium and it will put a flashing icon on the map but that's it. i'm on imladris, btw. english client
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