Quantcast
VGInterface.com
Search Downloads


Go Back   LoTROInterface > LotRO Stand-Alone Plugins > Maps, coordinates & compasses

Category: Maps, coordinates & compassesMoorMap
Interface Information
Download
Garan's Portal Bug Reports Feature Requests
How do I install this? (FAQ)
Name: MoorMap   Popular!
Author:
Date: 06-15-2019 10:22 AM
Size: 1.49 MB
Version: 1.38
Rate File: 5 out of 5 with 22 votes  
Pictures
Click to enlarge 

Views: 0
Size: 192.88 Kb
Dimensions: 1280 x 768
Users can add their own custom annotations
 
Click to enlarge 

Views: 0
Size: 232.26 Kb
Dimensions: 1280 x 768
The filterable list of annotations.
 
Click to enlarge 

Views: 0
Size: 181.68 Kb
Dimensions: 1280 x 768
Using the map to activate a Monster Player map
 
Click to enlarge 

Views: 0
Size: 227.50 Kb
Dimensions: 1280 x 720
Breeland map, all icons enabled, NPC Tarburz hover info displayed.
 
Description
NOT JUST FOR THE 'MOORS ANYMORE!
(well actually not for a loooong time now )

Ever wish you could annotate your own copy of the parchment maps?

Want to keep track of where that rare mob spawns? Or where the best places to mine ore are?

Want to know quickly where Soldier Pashum is located?

Ever wish you could just click on the map to activate your creep's map instead of trying to find the map in your inventory or remember the right hot key you assigned, especially after taking a break for a month or two?

Ever wish there was a way to let new players know what the abbreviations we use all mean?

Welcome to MoorMap, the map with More. Originally, only the Ettenmoors were included, but I expanded to all of the parchment maps so that players can mark any location they want to be able to find again. All of the parchment maps and many interior/instanced areas are available as well as a couple of city maps that Turbine has not yet added.

There is a filterable list of annotations, just enter a few characters in the name of the location or NPC you are looking for, then click on the entry in the list and a "ping" will show up on the map telling you where it is or right click on the entry to see the annotation detail. Hover over any icon on the map to see a brief summary of the annotation or left click the icon to see the detailed entry. You can left click on the map and add your own annotations. The entire map can be moved and resized. You can also change the language, colors, opacity and other customization setttings in the Options Panel (click the gears button on the top left of the map).

If you have Lunarwater's Waypoint installed, you can enable integration with Waypoint in the MoorMap Options panel and then any time you click on an annotation's coordinates (hover over the annotation to display its coordinates) Waypoint will be activated for those coordinates.

Installation
Just download the Zip file and unzip it to your Plugins folder. There are no dependancies on any outside files.

When upgrading from a prior version please either exit the game client or execute "/plugins refresh" in the chat window after copying the files but prior to executing "/plugins load moormap" for the new version.

Usage
To load the map, use "/plugins load moormap".
NOTE: If using a plugin manager to load "MoorMap", do NOT load "MoorMapDefaults", "MoorMapLoader" or "MoorMapTerminator". They are launched by the plugin itself as needed and loading them automatically will cause undesirable things to happen.

When first loaded, the map is minimized by default. There will be two icons in the extreme lower left of your screen which can be dragged to any location you want by holding the Alt or Shift key while dragging to move the icons (SSG broke the Ctrl key functionality). The left icon is the Minimized Icon and is used to display the map. The right icon is the Quick Annotation control and is used to add an annotation for your current target at your current location. You can hide either or both of these icons in the Options Panel . To open the map initially, click the Minimized Icon.

There are three chat commands for controlling the display of the map,
"/moormap show" will display the map
"/moormap hide" will minimize the map and show the icon if the icon hasn't been disabled in options
"/moormap toggle" will toggle the display of the map
There is a fourth chat command which you can bind to a quickslot in lieu of using the Quick Annotation control (if you prefer having it bound to a key stroke). This command is locale specific, please assign the command for your client:
Code:
EN:
/MoorMap add ;loc:5::;target
FR:
/MoorMap add ;loc:5:FR:;cible
DE:
/MoorMap add ;pos:5:DE:;ziel
(I used code tags to prevent accidental text conversion to smilies)
To add a custom annotation, just left click on the map, fill in the information and click "Save". You can also use the Quick Annotation icon, just target a resource node or item while standing next to it and click the Quick Annotation icon (looks like a flag) and an annotation will automatically be added to each map that matches your current coordinates.

To zoom out, right click anywhere on the map that doesn't have an annotation - basically the same as the built-in game map.

The map selection list is a little different than the built-in map. Since MoorMap also supports many interior/instanced maps, an asterisk may appear in the entry for a map indicating there are interior/instnaced maps available on that map. Hover over any entry with an asterisk to expand the list to include the available interior/instanced maps for that area (click on the interior/instanced name to display that map).

There are two search functions, local and global. They are both case insensitive and accent insensitive meaning that you can type search text without capitalization or accents and it will still match.

To find a location or NPC on the current map, click the silver magnifying glass button. A filter field and list will appear on the right size. If the filter field is blank, all annotations are listed alphabetically, grouped as "Locations", "Map Destinations", and "NPCs". If you type in the filter field, only those items with the filter string in their name will be displayed in the list. Clicking on an entry in the list will hide the list and cause an animated "ping" to appear on the map at the location of the selected entry. You can also hide the list by simply clicking anywhere on the map. You won't be able to click on the icon under the ping or see the hover information until you click once on the "ping" to clear it.

To search all maps, click the gold magnifying glass button. A search dialog is displayed, type in the text to search for and click "Search". All of the default data files are searched and the matches are displayed in a list. Click an entry in the list to display the map with a "ping" at the location.

To use the map to activate a Map Item or Creep Map Skill, just right click on the icon on the map at the destination location. As long as the map location is available and not on cooldown the map will activate. Note, if you have both of the maps to Gramsfoot or both of the maps to Glan Vraig, only the better map will be activated.

MoorMap supports Server specific annotations for the Ettenmoors. To use a specific server version, just open the Options Panel, select your server and save your changes. If your server has special names for any Ettenmoors location and you would like those names included in the defaults for your server, please submit them as Feature Requests (see the top right of this web page). When submitting a request, please include your server name, a short name for each location, a description of the location (and if possible a reason for the name) and the location map coordinates. Please keep the annotation names and descriptions appropriate. Submissions that are acceptable will automatically merge with the existing defaults when you download and install an updated version.

There is an additional chat command, "/moormap ping" which takes a number of parameters and will allow external plugins add annotations and display them on the map. See the Readme.txt file for more details.

Future Plans
I hope to continue adding more support for the French and German clients
I continue to add instance/dungeon maps.

Known Issues
Foreign language support is very limited at this time.

Version Log
Version History and Change Log:
Ver 1.38
NOTE: Changed Mouse handling to be more consistant with in-game map. Right click will now auto zoom out and left click will now pop up the mouse menu.
Removed erroneous 'Sulfurous Deposit' annotations from Ered Mithrin map
Fixed bounds on Nargroth map
I finally spent some time fixing my tool for determining interior location coordinates so I can more easily (and more accurately) add interior maps.
Fixed coordinates/bounds for all interior maps that were not yet set.
Added several interior maps, more to come in a future update.
Updated existing instanced maps to use in-game resources. Removed old JPG files from zip file. Note, users that had prior versions installed can delete all of the .jpg files in the MoorMap\Maps folder except Cliving.jpg, dale.jpg, Eaworth.jpg and laketown.jpg if they wish to save some space on their drives. Unfortunately, even with Compendium, authors have no way to automatically delete files that are no longer used.
Added an asterisk in the Map Selection list for any map that has interior maps - this makes it more obvious which maps have interior maps. As previously, hovering over an entry in the map selection list will expand the list to display the interior maps for that entry (interior map names are displayed with gold text).
Added a new option, Lock Aspect Ratio - this will force the map to preserve the 4:3 aspect ratio of the actual map images. Open the settings panel, click "Lock Aspect Ratio" under the map size and save settings. The map will snap to a 4:3 ratio and resizing will enforce this ratio. This will allow users to scale the map with less distortion.
Fixed a bug that was preventing breadcrumbs from displaying properly
Fixed bug in player position icon 'ping' when changing maps to show location
Fixed erroneous bounds on Lothlorien map reported by Altair7 on lotrointerface
Added Vales of Anduin
Updated coordinates for region overviews to better align with in-game coordinates (character marker can still have a fairly large margin of error in some parts of regional maps since they still do not completely coincide with the game world but they are a lot closer than before the revamped maps).
Added option to set plugin language to automatically use the current client language - in Options panel, select "Client". If set to "Client" then the language will change each time the plugin is loaded to whatever is the current language. If set to a specific language it will act as before, overriding the client language. Note, for new installs the default is "client", for prior users it will retain whichever language you previously chose until you change it.

Ver 1.37
Fixed rounding discrepancy that affected certain map sizes when reloading as reported by Singest on lotrointerface.com
Updated Cape of Belfalas map image
Thanks to a discussion with Therzok on lotrointerface.com, I was motivated to revisit the local search filter panel. More specifically, the application of the filter panel search text to the actual map annotations. I had originally disabled this functionality due to significant impact on performance, however, I realized I had not revisited this functionality after changing the way annotations were loaded and handled by the map (several versions and many years ago). With the enhanced annotation handling, I was able to re-implement this functionality so the local search filter not only applies to the list of annotations in the filter list but is also applied to the actual annotations on the map.
SSG somehow broke functionality of the Control key so I have changed Breadcrumbs to work by holding Control OR Alt while pressing the position icon at the top of the map (or executing the /loc chat command).
I also changed moving the quick annotation tool icon and the map icon to work by holding Control OR Shift OR Alt and then left dragging the icon.
Added maps and default data for U23

Ver 1.36
Fixed bug in External Ping command (not sure when this bug crept in, but it looks like it was there for a while) that prevented ping from actually showing up.
Added External Ping by Region command. If you only know the region and NS/EW coordinates you can let the plugin determine what it thinks is the best map (basically the closest zoomed map in that region that also contains the coordinates)
The syntax for the new ping command is very similar to the old one but with region instead of map ID, i.e. "/MoorMap ping_r region:NS:EW:Nameescription"
Added maps for Northern Mirkwood, Felegoth, Dale (custom), Lake Town (custom), Hall Under the Mountain, Dol Guldur (Razed) and default data for U22
Updated Rhovanion map and connectors for U22 and revised player positioning.
Fixed bug reported by Invizet when loading the Ettenmoors map with the Russian language selected.
Added missing POI, Anglanthir, reported by Rigantona as well as several other missing POIs in Angmar.
Fixed some missing translations for DE/FR clients. There are still a few missing translations, mostly in obscure, relatively unused parts of the UI

There is a known issue when using the global search with DE/FR clients - if the name or coordinates don't return correctly, clicking on the returned value doesn't re-position the map at that location. I will be looking into this further for the next release.

Ver 1.35
Changed all Trajan fonts to Verdana fonts since Trajan does not support cyrillic characters
Added Russian translation of UI, translations thanks to chirick86 on lotrointerface.com
-- note, Lua window titles do not support cyrillic fonts so they will probably show as "?????" characters when Russian is selected.
-- additionally, popup menus do not support cyrillic so the help text and other popup menus will also show as "?????" characters.
-- both of these have been submitted as bugs but it is doubtful that SSG has the resources to fix this at this time.
Fixed miscellaneous strings missing from translate table.
Fixed bug that prevented node filters from filtering unselected node tiers for languages other than English
Fixed bug where node filter text would not update correctly without reloading plugin after changing languages
Added Tier 10 crafting node types from The Wastes to quick annotation tool
Added Tier 11 crafting node types to quick annotation tool
Added Tier 11 to node filter
Added Mordor expansion maps (Plateau of Gorgoroth, Agarnaith, Dor Amarth, Lhingris, Orodruin, Sammath Naur, Talath Urui, Nargroth, and Udun)
Added Mordor default annotations
Fixed a bug in the quick annotation tool that was causing it to fail for DE/FR clients. Apparently Turbine stopped using native strings for coordinates so location responses to the ;loc and ;pos chat commands are now all in english regardless of the current language (and probaby have been for a while, this bug was probably added when EU servers were taken over from Codemasters).

Ver 1.34(a)
Fixed the location of Thargelon in North Ithilien reported by Altair7
Added ability to resize the markers for Berry's Deed Data requested by fade2gray. Just click the +/- on the Marker Size in the Legend - be patient, it takes a second or two to refresh.
Added The Wastes map and default data.
Changed some default annotations in Rivendell and Trollshaws due to past game updates.
Fixed Evendim Treasure Caches that were erroneously flagged as NPCs.

Ver 1.33
Bug fix for update bug reported by Altair7 and Tappo

Ver 1.32
Fixed Euro handling bug reported by Murxx.
Fixed settings bug when switching between EN and DE/FR clients.
Fixed missing Treasure Caches in Far Anorien reported by Jethpriel / verified by Murxx.
Added missing Treasure Caches in Eriador (Angmar, Evendim, Forochel, Mirkwood, Misty Mountains and North Downs) reported by chaotic2091
Added Mordor region
Added maps and default data for Cape of Belfalas, Mordor, March of the King, North Ithilien, Pelennor after Battle, Minas Tirith after Battle and Osgiliath after Battle

Ver 1.31
Major revamp of Default data processing. No more processing screen. Much faster initial load after updates. Slight (very slight) performance increase when changing maps.
Fixed bug in global search handling certain special characters
Fixed bug in Reload Defaults that could fail to fix missing overlays
Removed the "MoorMapDefaults.plugin" and "MoorMapTerminator.plugin" definition files from the zip package - these files are no longer used and can be manually deleted from existing installations
Removed the "Terminator.lua" source file from the zip package - this file is no longer used and can be manually deleted from existing installations
Added Custom Annotations to global Search in response to request by fade2gray @ lotrointerface.com. Added radio buttons to select search type, "Default","Custom" or "Both". Note, this may have a slight performance impact on slower/older machines as the search has to load its child plugin for every map now instead of just once per search but once the search is complete, the resources should all be released so there should be no permanent increase in resource usage.
Major behind the scenes update to filters to allow future additional annotation/filter types and some other customization options...
Added a distinct icon (blue flag instead of red flag) and separate filter for Custom PoIs in response to request by fade2gray @ lotrointerface.com - I didn't add a separate filter for Custom NPCs as there are far fewer NPCs and less issue with distinquishing them
Added Icon Maintenance for assigning custom icons for annotations. Now you can replace the default icons with your own images, simply copy an appropriately sized (32x32 for normal/hover icons, 16x16 for small icons) .jpg or .tga file to the Resources folder, right click the annotation type in the Filter panel to open the Icon Maintenance window and enter the file name (without path) for the icon you wish to use and click Save. Each annotation has three icons, Normal, Hover and Small (used in the Filter Panel). If you want to restore the default icon, simply click Reset Default on the Icon Maintenance Window. You can use other sizes than 32x32 and 16x16 but they will be cropped/tiled when displayed. Note, you can also use built-in resources if you know the resource ID, just enter the number instead of a file name.
Fixed the PoIs for the History of the Dunedain deed (reported by Thiok and fade2gray)
Added Default data for U18

Ver 1.30
Added separate icon and filter options for Treasure Caches (requested by Jethpriel). Existing default data Treasure Cache Points of Interest should automatically use the new icon.
Changed "Sage's Lockbox" to "Sage's Locker" (reported by DJPorterNZ) and other moria crafting nodes that were changed.
Changed all farmlands to simply "Farmland"
Added Talath Anor, Minas Tirith, Pelennor, and Old Anorien maps


Ver 1.29
Added Eastern Gondor maps and default data

Ver 1.28
Fixed Search Window location bug when resizing main window reported by bunny.
Added "pin" to keep Annotation Window open. When pressed in the window will stay open even when the map is closed (but can still be dismissed by clicking OK or the close button). When un-pinned the window will close when the map closes as normal.
Modified the "Show Location" function - if the player can not be shown on the current map then the "best" fitting map will be displayed. Note, this may not coincide with what the in-game map considers the correct map as that information is not exposed to Lua.
Removed language specific maps now that Turbine has moved the language specific maps back into the language libraries. The hardcoded map images were blank, so the client now selects the image based on the client language. Basically, Turbine went back to saving language specific maps the way they did prior to Isengard so I had to revert my display mechansim to avoid blank maps.

Ver 1.27
Added Western Gondor maps and Dead Marshes map and default data
Added custom image for Eaves of Fangorn map to replace the one incorrectly shown in-game
Added overlay for Matalan's quest start locations in Entwood

Ver 1.26
Added Nan Curunir (flooded) and Entwood maps and default data

Ver 1.25
Bug fix for users experiencing load error on line 1726

Ver 1.24
Fixed a bug that prevented global searches of Western Rohan
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

Ver 1.23
Added Western Rohan maps and default data
Fixed Moria overview default data
Fixed a few invalid annotations
Added support for Whiteberry's Deed Maps as Overlays. Any map that has a Deed map Overlay
will show the "Select Overlay" message - hover over the message to display the available overlays.
Click the checkbox to display the Overlay and the Deed Map Legend for that map. Note,
each map overlay is separate so you have to enable/disable the overlay on each map where you want
the overlay to display.
You can click the entries in the legend to activate a "ping" on the map to make the deed markers easier to find.
Slayer Deed Recommended Areas can have more than one location per map so they can be listed more than once in the legend.

Ver 1.22
Changed settings to store at the Character level instead of the Account level. When loaded on a character for the first time settings will automatically inherit the last character's settings or defaults if the plugin has never been loaded on any character.
Fixed default data bug for server specific ettenmoors data (since no one has reported this bug in over 2 years I suspect that no one actually uses this feature )
Converted default data files for use with global search functionality
Fixed bug in placement of hover help for control buttons when map was less than full screen.
Implemented accent insensitive filtering for local search
Implemented global search functionality - the silver magnifying glass is local search, the gold magnifying glass is global search
Added default data for Wildermore and Forlaw
Fixed the Options Panel Cancel button
Added Map size and position to Options Panel
Added Icon position to Options Panel
Added Quick Annotation Tool position to Options Panel

Ver 1.21
fixed upgrade bug in 1.20

Ver 1.20
Changed the way the quickannotation icon is selected for moving. If you hold the Alt (or Shift) key BEFORE moving the mouse over the icon, you can grab any part of the icon to make moving it easier.
Fixed the Good TR and Poor TR map locations (they got swapped with the Ettenmoors revamp and I kept forgetting to fix them, thanks to LagunaD for reminding me).
Added Opacity to Overlays
Fixed a bug that would cause overlays to improperly resize when the map was resized if they were a different original size than the map they were displayed on.
Added maps for Goblin-town. Breadcrumbs are very handy in there...
Updated Bree default data.
Fixed incorrect annotation label. "Writhenbores" was incorrectly labeled "Erforgh Cleft". reported by Areswolf.
Updated default data for Moria revamp.
Modified Annotation pop-up dialogs to include Location.
Annotation pop-up text is now selectable for copying to clipboard.
Updated coordinates in Delving of Fror to allow use of Breadcrumbs and Player Position
Updated NPCs in Delving of Fror (removed NPCs that no longer exist since the Moors revamp)
Fixed bounds on Byrgenstow Upper and Lower for Breadcrumbs/Position. Changed map for Byrgenstow Upper and Lower to 1024x768 and added annotations.
Fixed bounds on Sprigley's Cellar
Added a check to automatically remove out-of-bounds annotations the next time a map is loaded - this will automatically fix the Sprigley's Cellar (or any other map) custom annotation file by removing annotations that were accidentally added due to invalid bounds.
Added an Overlay list to the main map window for quickly turning on/off overlays. If any overlays are defined for the current map, the "Overlay" caption will appear next to the map select box. Hover over or click on the "Overlay" caption to display the list of defined overlays and check/uncheck to show/hide the overlays.

Ver 1.19
Fixed bug in Breadcrumbs that would save the breadcrumbs to the wrong map when switching maps.
Fixed a bug in Breadcrumbs that could require the user to switch maps or reload the plugin to get breadcrumbs to display after clicking "Clear" and then adding a new breadcrumb.
Changed Breadcrumbs to only add on the currently displayed map
Changed the Breadcrumb "Clear" button to only clear breadcrumbs on the currently displayed map
Changed how the mouse hover function works in the map selection so that interior maps remain showing if you hover over another map in the same area (makes the list a little less volatile)
Added sample default overlays for Isengraf and The Ancient Tomb showing the path to the enemy leader
Updated guild-hall info for Thorin's Hall and Esteldin
Fixed interior bounds for Thorin's Hall so breadcrumbs and player location now work in Thorin's hall upper and lower.
Added "stair up/down" map connectors for interior locations (Thorin's Hall, Ost Magol, Byrgenstow, Gerngarth, Wyrmdelf, etc)
Note, for player position, breadcrumbs, and quick annotations the maps do not account for elevation (yet) so be sure to have the correct level displayed when checking location or adding breadcrumbs/annotations
Added interior maps for Byrgenstow, Langraf, Ost Magol, The Living Deep, Gerngarth, Isengraf, Wyrmdelf, Dwergfant, The Ancient Tomb, Dígelon and The Creeping Wood
Added default data for Eaves of Fangorn, Entwash Vale, East Wall and Sutcrofts (not including Hytbold)

Ver 1.18
Fixed icon dragging. again. Hopefully I won't accidentally delete this again. You must now hold down the Alt (or Shift) Key to drag the Map and Annotation Icons to new locations
Fixed some inconsistent display mechanics with F12 and Escape.
Added hover help for control panel icons.
Added Overlays - users can now view Overlays on maps. An Overlay is mearly a transparent image used to show pathways, directions, guides, etc. on top of a map. Users can make their own overlays as well as displaying built in overlays. To open the overlay selection and maintenance window, click the Overlay button in the control panel near the top left of the map.
To add a custom overlay, create a .tga file (more detailed instructions are available in the readme) with transparency and copy it into the GaranStuff/MoorMap/Overlays folder (or a subfolder within the Overlays folder). Then in MoorMap, select the map for the overlay, then click the Overlays button, select "New" and enter the info for the overlay.
This should make it fairly easy to add "guides" to maps and will be even more useful as additional interior maps are added. Users may also want to add overlays to show good areas for grinding deeds, questing, etc.
Maps can have multiple Overlays and the user can decide which if any are displayed as well as the order in which they display.
Added "Breadcrumbs"
Breadcrumbs allow you to mark your way by putting a flashing trail of dots where you have travelled. Since LotRO's implementation of Lua does not allow us to automatically retrieve player position, you have to hold down Alt while entering the /loc command. The easiest way to do this is to bind the /loc command to a built-in quickslot which uses the Alt key as a modifier. Otherwise you can also drop a breadcrum by holding Alt while clicking the "Location" button on MoorMap.
It is important to remember to hold the Alt key until the chat message displays with your location (just hold it for half a second after you click the button). This is because MoorMap's breadcrumbs are actually triggered by the chat message response, not the actual button press.
Breadcrumbs are persistant until manually cleared using the "Clear" button on the Breadcrumbs window - click the new "Breadcrumbs" button to display the Breadcrumbs Window.
You can also change the color of the breadcrumbs in the Breadcrumbs window.
Fixed a couple glitches in percent sizing. Users will no longer get an error if they change to a smaller resolution before unloading the plugin but the map may be too large to display and the user will have to unload and reload to force it back to a size that fits on screen. That's the best I can do until Turbine exposes an event for display resolution changes.
Updated quick annotation tool and node filter for Tier 7 and Tier 8 nodes
Added "Most Recent" default map option - this will cause the plugin to remember your most recently used map as your default when reloading

Ver 1.17a
Hotfix for the missing defaults, loader and unloader plugins.

Ver 1.17
Added Hidden Burrow in Great River
Added Tal Mathedras maps (Before and After have distinct data points).
Updated Great River and Stangard map backgrounds.
Changed Iron Pit map from the compass version to the Turbine art version.

Ver 1.16 Updates
Added the Great River and Stangard maps and default data

Ver 1.15 Updates/Fixes
Changed window and icon locations to be stored as a percentage of display, reducing positioning issues when changing resolutions (plugin should not be loaded when changing resolutions or odd behaviour will still occur as the change can not be detected)
Re-added the Option Window and Button (I just couldn't get used to having to open the plugin manager and then find the plugin to get to Options). If you use the Plugin Manager to set options, the panel will show there by default. If you prefer to use the button on the map, the options panel will be displayed in its normal in-game Window. The PluginManager version of the options panel disappears when the in-game version is being displayed but will reappear when the in-game version is closed (using one panel prevents a situation where two options panels could be overriding each other).
Added integration with Lunarwater's Waypoint plugin. If you have Waypoint installed, you can enable Waypoint on the MoorMap Options and then clicking on the coordinates of any annotations will display Waypoint with those coordinates set. Note, after enabling or disabling Waypoint you have to either change the currently displayed map or reload MoorMap for the setting to take effect.
Updated several annotation icons to use the in-game resources. There are a number of icon resource IDs that I have still not identified.
Removed Faction Rep Item Traders.
Added default data for Waterworks, Flaming Deeps, Zelem-melek, Redhorn Lodes and Foundations of Stone

ver 1.14 Updates/Fixes
Updated the Quick Annotation tool to support DE & FR clients. Fixed the Quick Annotation tool for the EN client (it had worked for EN prior to 1.13).
Added The Great Delving, Durin's Way, The Silvertine Lodes and ZirakZigil default data

ver 1.13 Updates/Fixes
Added the Oxclan Merchant Camp to Nan Curandir
Added Frostbluff NPCs

ver 1.12 Updates/Fixes
Fixed the resizing bug introduced with the Character Location icon.
Added Image, Description and Options Panel for U5 Turbine Plugin Manager
Added Mirkwood, Lothlorien and Caras Galadhon default data.

ver 1.11 Updates/Fixes
Added RoI maps and most of the RoI default data. This includes Galtrev, Dunland, Dunlending, Gap of Rohan, Nan Curandir, and Isengard. Some of the NPCs exist in different locations based on your quest status, especially in Dunland, so some of the locations are still missing.
Added a special map for Pit of Iron since Turbine didn't include one for some reason
Added the Character Position button that places the character position marker on the map IF the character's coordinates are on the current map. This has to be repetitively clicked by the user to update the position but it's better than no marker.
Updated the Ettenmoors map to to use the new Creep map skills instead of the old inventory items
Fixed a couple of bad location values

ver 1.10 Updates/Fixes
Added a "mini" icon option that uses a 16x16 circular icon instead of the 32x32 square icon for those that like to put plugin icons on their compass-map frame
Added default data for Shire, Shire Homesteads, Trollshaws

ver 1.09a Hotfix
Fixed a bug that caused a load error for new installations

ver 1.09 Updates/Fixes
Fixed map dropdown positioning bug that was added in 1.06 when implementing hiding interior map names until hovering over the parent map name.
Added a Default Map option so that users can set their own prefered default map. Hopefully Turbine will someday expose the map coordinates and heading to Lua so this will no longer be necessary.
Changed the description popups to retain position as long as MoorMap is loaded.
Added default data for Lone-lands. Note that a couple of the NPCs inside the Garth Agarwen instances have only approximate locations until I get a chance to actually run the instances.
Added default data for Rivendell. Yeah, it's out of sequence but I was on my way to Misty Mountains so...
Added default data for Misty Mountains. Note, Helegrod and Goblin-town instanced locations are not yet included.
Added default data for North Downs. Note, Fornost instanced location is not yet included.

ver 1.08 Updates/Fixes
Fixed the sizing and positioning bugs for the map when resolution is changed
Fixed the positioning bug for the Quick Annotation when resolution is changed
Added Allegiance to the Annotation Maintenance dialog for NPCs and fixed the bug that was setting Allegiance to the Type value
Added default data for Forochel.

ver 1.07 Updates/Fixes
Modified pop-up dialog to handle significantly larger text values - changed width/height calculations to favor 8/3 ratio, changed min/max limits and added a scrollbar
Color coded NPC icons and Search List results
Added default data for Eregion, Walls of Moria, Annuminas and Evendim. Note that most of the interior maps for these areas are still not identified even though they are shown with the "Interior Map" icon. Those maps will be added over time as they are identified.

ver 1.06 Updates/Fixes
Added ability to display interior maps (currently, only a limited number of interior maps are implemented)
Changed the Search List so that vendors, traders and other interactable NPCs show up under the NPC header.
Added default data for Thorin's Hall Homesteads, Thorin's Hall (main floor and basement), Thorin's Gate, Falathlorn Homesteads, Ered Luin and The Delving of Fror.
Fixed bug that didn't refresh view when "Select Default" filter button was clicked.
Fixed missing Staddle icons
Modified how Custom Annotations are stored. The global file only contains those annotations who's maps have not been loaded since they were modified. This will significantly reduce load times for those with a large number of custom annotations (once they reload each map with annotations at least once) and prevent those long load times in the future.

ver 1.05a Hotfix
Fixed the bug that prevented saving options changes when not in debug mode.
Fixed mapID for Enedwaith stables and skirmish camp on Eriador map (they weren't showing on Eriador).

ver 1.05 Updates/Fixes
Added the default data for Enedwaith

ver 1.04 Updates/Fixes
Added the default data for Breeland, Archet, Bree, Old Forest, Barrow-downs North, Barrow-downs South and Breeland Housing maps
Eliminated the last jpg map files for the parchement maps, thanks to Equendil for providing the missing resource IDs
Fixed typo in Southern Barrow-downs map name.
Added the last Free Peoples Ettenmoors NPCs (TA and Lugz)

ver 1.03 Updates/Fixes
Added Quick Annotation control
Added Ore Node, Wood Node, Scholar Node, Scholar Ingredient, Cooking Ingredient, Skirmish Camp, and Mustering Horn icons
Added Tier filtering for Ore, Wood and Scholar nodes
Updated Annotation Maintenance to remove non-user assignable icons
Updated Icon Filter Panel to only show Ettenmoors specic icons when the Ettenmoors map is displayed (to cut down on need for scrolling)
Added Angmar zone default data
Added server specific Ettenmoors annotations for Brandywine, Elendilmir, Firefoot and Landroval. No other servers had special annotations noted at this time, but they will be added as people report them.

Ver 1.02 Updates/Fixes
Added a "Reload Defaults" button in the Annotation Maintenance window
Updated the "Save" mechanism to insert new annotations in alphabetical order in the Annotation Maintenance window
Fixed language selection to reload the translated annotation list in the Annotation Maintenance
Added several fields (Allegiance, NPC Type, NPC Rank and Quest type) to the default annotations in preparation for Filter capability
Expanded to include all of the parchment maps - major overhaul
Added Icon filter
Added all of the default map icons plus a new custom icon for Skirmish Camps
Added default data for Archet
Started adding default data for Angmar
Implemented external "ping" command

Ver 1.01 Updates/Fixes
Added N/S, E/W radiobuttons for the coordinates on the Annotation Maintenance window
Added validation to the Annotation Maintenance window
Added Creep NPCs from Lugz and TA areas
Fixed a bug that would disable the coordinates in the Annotation Maintenance window when adding a new annotation after editing a default annotation.
Fixed missing Icon files
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.37
2.28 MB
Garan
01-31-2019 03:49 PM
1.36
2.22 MB
Garan
04-24-2018 12:52 PM
1.35
2.02 MB
Garan
10-08-2017 08:48 AM
1.34a
2.00 MB
Garan
04-05-2017 01:13 PM
1.33
2.00 MB
Garan
12-04-2016 07:07 AM
1.32
2.00 MB
Garan
12-03-2016 10:42 AM
1.31
1.97 MB
Garan
04-12-2016 12:40 PM
1.30
3.42 MB
Garan
11-19-2015 05:35 PM
1.29
3.40 MB
Garan
06-23-2015 05:51 AM
1.28
3.39 MB
Garan
06-23-2015 05:50 AM
1.29
3.40 MB
Garan
06-23-2015 05:36 AM
1.28
3.39 MB
Garan
11-09-2014 09:19 AM
1.27
3.38 MB
Garan
09-16-2014 07:58 PM
1.26
1.92 MB
Garan
04-18-2014 08:26 AM
1.25
1.92 MB
Garan
04-05-2014 09:42 PM
1.24
1.92 MB
Garan
03-01-2014 10:24 PM
1.23
1.92 MB
Garan
02-14-2014 12:22 AM
1.22
1.81 MB
Garan
08-03-2013 09:00 PM
1.21
4.79 MB
Garan
03-08-2013 11:00 AM
1.19
4.44 MB
Garan
11-22-2012 10:07 AM
1.18
6.22 MB
Garan
11-06-2012 11:59 AM
1.17a
3.59 MB
Garan
05-01-2012 10:53 AM
1.16
2.75 MB
Garan
03-12-2012 09:35 AM
1.15
1.60 MB
Garan
01-19-2012 02:14 PM
1.14
1.57 MB
Garan
12-23-2011 06:31 PM
1.13
1.57 MB
Garan
12-20-2011 12:43 PM
1.12
1.56 MB
Garan
11-19-2011 02:39 AM
1.11
1.54 MB
Garan
11-13-2011 10:09 AM
1.10
372.52 Kb
Garan
07-06-2011 05:23 PM
1.09a
354.09 Kb
Garan
06-26-2011 04:09 PM
1.08
331.40 Kb
Garan
06-16-2011 11:42 PM
1.07
321.56 Kb
Garan
05-29-2011 07:33 PM
1.06
300.13 Kb
Garan
05-16-2011 09:45 PM
1.05a
281.03 Kb
Garan
04-30-2011 03:38 PM
1.04
276.35 Kb
Garan
04-23-2011 10:24 PM
1.02
8.91 MB
Garan
03-23-2011 10:32 PM
1.01
125.77 Kb
Garan
02-28-2011 05:33 PM
1.00
111.11 Kb
Garan
02-27-2011 10:15 PM
File Statistics
User Rating:
5 out of 5 with 22 votes
Downloads: 227372
Views: 418923
Favorites: 172
Uploaded By:
 
Last Modified: N/A

View Pictures. Download Now! Post A Comment


Post A Reply
Author Comments Comment Options
Unread 06-15-2019, 11:43 AM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
1.38 is now available with maps through U24

The biggest internal change is mouse handling. I swapped the left and right mouse handling on the map to better coincide with the in-game map. So now, right clicking will auto zoom out one level and left clicking will bring up the mouse menu.

Another fairly large change is the inclusion of more interior maps as well as a long over due bug fix to the interior map coordinates (not all maps were properly supporting breadcrumbs and player icon positioning). With these fixes to internal maps, I will slowly be including more of the older area internal maps - feel free to mention if there are any really significant (large area or including important but hard to locate objects/npcs) interiors that you feel should be included (there's LOTS of interiors so not all of them will make the cut). Note also that any interiors that require a raid to explore will not be eligible unless you can provide an appropriately sized escort that doesn't mind wasting an hour or so to map them out - capturing coordinates and mapping them to x/y map coordinates takes about 15 minutes but getting to some of the necessary points (either two opposing diagonal points or four side points as near the edge of the map as possible) can take quite a while.

1.38 also includes a new option to lock the map to a 4:3 aspect ratio. When set, the option will force the map to a 4:3 aspect ratio (the parchement images are 1024x768 and all others are multiples of 800x600) eliminating stretching of text and icons when resizing (some blurring will still occur, just not due to stretching).

See the Version log for the list of bug fixes.

Last edited by Garan : 06-15-2019 at 12:52 PM.
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 04-20-2019, 04:35 PM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
Re: Minor bug with Loc in Lothlorien

Quote:
Originally Posted by Altair7
If I'm in Lothlorien and use the Alias/loc button on the map, or the /loc command, the map either opens the main Rhovanion map or the Great River map, depending on where I am.

So, at Echad Andestel or in the Nimrodel area, I get Rhovanion map. At Vineyards I get Great River.
Thanks for reporting this. There are actually two issues, the Lothlorien bounds were completely wrong (no idea how they got so messed up, probably a bad copy/paste). Additionally, the Great River bounds overlaps Lothlorien and will be adjusted slightly to better reflect the in-game map selection. Both issues are now fixed and will be released with ver 1.38 (I don't have an ETA as there are a few other tweaks currently being worked on).
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 04-20-2019, 12:28 PM  
Altair7
The Wary

Forum posts: 0
File comments: 17
Uploads: 0
Minor bug with Loc in Lothlorien

If I'm in Lothlorien and use the Alias/loc button on the map, or the /loc command, the map either opens the main Rhovanion map or the Great River map, depending on where I am.

So, at Echad Andestel or in the Nimrodel area, I get Rhovanion map. At Vineyards I get Great River.
Altair7 is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 03-22-2019, 03:48 PM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
Quote:
Originally Posted by chirick86
Thanks, again for your Plugins.
How it is now whith supporting Russian. Bad, good or even better?
Hi. The last Russian translation was prior to the Mordor update. Nothing since the "Battle of the Black Gate" map has been translated for Russian. You are welcome to recommend translations for the map names as well as the other strings in string.lua after index 347. FR and DE translations exist for Mordor and North Mirkwood but not U23.

Note, only the interface and map names are translated. None of the annotations are translated, not even for FR or DE clients (the mechanism exists, just no actual translations).

Last edited by Garan : 03-22-2019 at 03:48 PM.
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 03-22-2019, 03:24 PM  
chirick86
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Thanks, again for your Plugins.
How it is now whith supporting Russian. Bad, good or even better?
chirick86 is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 03-19-2019, 08:47 PM  
Dravick
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Quote:
Quote:
Originally Posted by Dravik
Hello, so I've been trying for the last couple hours to get a shortcut key to work so i can tag ore nodes in the world... And I just can't figure it out. I have a hard time remembering where stuff is on the map (memory problems) so this would be a huge help to me. The alias system Is beyond unfriendly to use. I saw you posted some command lines down below but couldn't figure out what to do with them.

I've tried right clicking on the map while standing next to a node but that doesn't seem to want to work for me either, it just wants to create a pin on the map in the same location no matter where I'm standing or where I click on the map. As well as taking a long time to pick the type of pin i want to drop, name it, description, ect.

Any help would be greatly appreciated! For some reason when I asked people in-game about plugins, I'm met with borderline hostility about how i don't need plugins to play the game...

The simplest approach for you would be to use the 'quick annotation tool' that was added for exactly the point of quickly and easily keeping track of items in the game world. The tool is an icon that looks like a flag. It is transparent unless you mouse over it so that it doesn't negatively impact game play so you may not have noticed it. Its default position should be in the top left of the screen (it can be moved by either holding Alt and then dragging it to where you want it (note, Alt must be pressed and held BEFORE you move the mouse over the icon. It used to use Ctrl + drag but SSG broke the Ctrl key for plugins a while back and haven't fixed it yet). If you are having trouble moving it, you can also open the settings (click the gears in top left of map) and enter coordinates for the icon manually. The tool will use your in-game location and whatever you have currently targeted to add an icon to moormap. Note, if your location coincides with multiple maps, the annotation will be added to all maps that match. I would not recommend adding every single ore node you come across, just a small sampling so you can later recall which map that type of node spawns on - I know some people that have added literally thousands of ore nodes and displaying MoorMap now negatively impacts their game play.

Right clicking on the map will add the annotation at the location you clicked, not at the location of your character and does not attempt to determine the type of annotation for you so it is less useful for nodes, really only better for NPCs and points of interest where you might want to manually enter coordinates or a detailed description (with the quick annotation tool you'd have to add the annotation and then edit it to set a detailed description, slightly harder).

As to people complaining about plugins, it is true that plugins are not necessary. They just make some aspects of the game a little easier to handle, especially where the built-in UI is limited. Turbine/SSG purposely limited the API to prevent automation so plugins don't have much impact on gameplay other than making it easier for some users to organize and find information or keep better track of frequently used skills, particularly those that need to be used in combinations. Those of us that played back in vanilla SoA days didn't have plugins. We made do with the built-in interface enhanced by external applications like Notepad for keeping track of our own info and websites to look up info from others. We played the game just fine. When plugins were introduced, the first thing I did was write AltInventory so I could see all of my crafting alt info without task switching to notepad. Not because it was necessary, it was just a little bit easier.
Thank you so so much! Seriously exactly what I needed to know! I have a hard time remembering things, so sometimes I just get lost and can't remember where i need to be going. It's not all bad though, I get to see things like new multiple times lol.

Forever grateful for the help, thoroughly enjoying this game and so glad the community has been pretty awesome so far!
Dravick is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 03-19-2019, 06:52 AM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
Quote:
Originally Posted by Dravik
Hello, so I've been trying for the last couple hours to get a shortcut key to work so i can tag ore nodes in the world... And I just can't figure it out. I have a hard time remembering where stuff is on the map (memory problems) so this would be a huge help to me. The alias system Is beyond unfriendly to use. I saw you posted some command lines down below but couldn't figure out what to do with them.

I've tried right clicking on the map while standing next to a node but that doesn't seem to want to work for me either, it just wants to create a pin on the map in the same location no matter where I'm standing or where I click on the map. As well as taking a long time to pick the type of pin i want to drop, name it, description, ect.

Any help would be greatly appreciated! For some reason when I asked people in-game about plugins, I'm met with borderline hostility about how i don't need plugins to play the game...

The simplest approach for you would be to use the 'quick annotation tool' that was added for exactly the point of quickly and easily keeping track of items in the game world. The tool is an icon that looks like a flag. It is transparent unless you mouse over it so that it doesn't negatively impact game play so you may not have noticed it. Its default position should be in the top left of the screen (it can be moved by either holding Alt and then dragging it to where you want it (note, Alt must be pressed and held BEFORE you move the mouse over the icon. It used to use Ctrl + drag but SSG broke the Ctrl key for plugins a while back and haven't fixed it yet). If you are having trouble moving it, you can also open the settings (click the gears in top left of map) and enter coordinates for the icon manually. The tool will use your in-game location and whatever you have currently targeted to add an icon to moormap. Note, if your location coincides with multiple maps, the annotation will be added to all maps that match. I would not recommend adding every single ore node you come across, just a small sampling so you can later recall which map that type of node spawns on - I know some people that have added literally thousands of ore nodes and displaying MoorMap now negatively impacts their game play.

Right clicking on the map will add the annotation at the location you clicked, not at the location of your character and does not attempt to determine the type of annotation for you so it is less useful for nodes, really only better for NPCs and points of interest where you might want to manually enter coordinates or a detailed description (with the quick annotation tool you'd have to add the annotation and then edit it to set a detailed description, slightly harder).

As to people complaining about plugins, it is true that plugins are not necessary. They just make some aspects of the game a little easier to handle, especially where the built-in UI is limited. Turbine/SSG purposely limited the API to prevent automation so plugins don't have much impact on gameplay other than making it easier for some users to organize and find information or keep better track of frequently used skills, particularly those that need to be used in combinations. Those of us that played back in vanilla SoA days didn't have plugins. We made do with the built-in interface enhanced by external applications like Notepad for keeping track of our own info and websites to look up info from others. We played the game just fine. When plugins were introduced, the first thing I did was write AltInventory so I could see all of my crafting alt info without task switching to notepad. Not because it was necessary, it was just a little bit easier.

Last edited by Garan : 03-19-2019 at 09:45 AM.
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 03-18-2019, 10:52 PM  
Dravick
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Hello, so I've been trying for the last couple hours to get a shortcut key to work so i can tag ore nodes in the world... And I just can't figure it out. I have a hard time remembering where stuff is on the map (memory problems) so this would be a huge help to me. The alias system Is beyond unfriendly to use. I saw you posted some command lines down below but couldn't figure out what to do with them.

I've tried right clicking on the map while standing next to a node but that doesn't seem to want to work for me either, it just wants to create a pin on the map in the same location no matter where I'm standing or where I click on the map. As well as taking a long time to pick the type of pin i want to drop, name it, description, ect.

Any help would be greatly appreciated! For some reason when I asked people in-game about plugins, I'm met with borderline hostility about how i don't need plugins to play the game...
Dravick is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 03-16-2019, 07:35 AM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
While running through Moria on the Legendary servers I realized there are a number of NPCs and items that the devs moved, added or removed in the last revamps. I may need to re-do all of the default annotations in Moria. Blech! (lot of work). Since a number of items and locations can only be reached when specific quests are active it will be a major pain On the good side, I finally got around to tracking down my silly math error that made interior locations harder to display so the areas I rework should include more interiors. Now I just need to figure out how to find another 8 hours in every day...
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 01-31-2019, 04:47 PM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
OK, the U23 update is finally released.

Known issues:
1) There are still a couple of Scourges from the resource instances that I haven't located - I'll add them in a later updated if I ever encounter them.

2) I included Sulferous Deposit locations for the Withered Heath resource instance before I realized their locations are semi-random and then forgot to go back and remove them before publishing. They will be gone in the next release (whenever that happens).
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 01-14-2019, 09:27 PM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
FWIW, I have not abandoned MoorMap (although the U23 update has been significantly delayed, some of you may have run into me slacking off on the Legendary servers). In fact, I was inspired by my discussion with Therzok to dig back into the implementation of the local search panel and realized I had not revisited the search filter after I changed the way that annotations are loaded. Part of that change had actually made it possible to dynamically filter the actual annotations (as opposed to just filtering the list on the search panel) via the search filter without significantly impacting performance. That functionality has now been re-implemented and will be in the next release.

So, thank you Therzok for bringing this topic up, I know this is not the functionality you were asking for, but your comments did inspire me to re-investigate this option.

I will be getting back to gathering U23 update annotation data and the next release should be out soon. Thank you for your patience

Last edited by Garan : 01-14-2019 at 09:28 PM.
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 12-30-2018, 09:30 PM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
Quote:
Originally Posted by Therzok
Hey, thanks for the solid answer and sorry for my late response. Yes, it seems like I have a different use case.

Given the breeland zone:
https://i.imgur.com/6Pm83cK.png

We have 2 colors here used in my drawing, yellow and red.

I used red to mark zones and slayer deeds I have not completed yet. Since I want to complete all of them, I want to have an efficient way to tackle the problem at hand. I'm only interested in exploration markers and deed numbers while in this mode.

In example, I would like all deeds annotations and exploration markers that are _not_ in the red circles to not show up (even if that meant manually clicking them all the other deed markers to go away, since there is no API to query whether someone has completed a deed or not).

When I only see the deeds I have to do, I can trace a path to make deed completion a less ardous task, as I only have to check the deed log once to disable the deeds I'm not interested in (i.e. already done), rather than have to check over and over to see which ones I have left. Switching between MoorMap and the actual map to see what's left to do is friction.

So, I would count this as: remove things I've done from the map.

Then, we get to the yellow color. When I only see the deeds I have left to do, I can simply trace the yellow path mentally when I see only 'interesting' nodes, not everything.

On a more advanced level, it would be nice to have a button that traces a shortest path via dijkstra or the like, for you with the given visible markers.
Much of what you are looking for will not work well with the file handling available via Lua. When I first wrote MoorMap I imported the default data during each update and saved that data in user data files - I had originally intended letting users show/hide or otherwise modify the annotation data (basically what you are asking for). Unfortunately, due to inefficiencies in the underlying code that handles the user data files, this led to excessive load times when switching maps (especially the larger regional maps) and I had to scrap that mechanism for the current process that loads all of the default data from .lua files which the Lua interpreter handles far faster and more efficiently than the Turbine implementation of .plugindata files. This eliminated the delays caused by reloading while switching maps but also eliminated the ability to customize anything in the default data such as a display state. Those running off SSDs wouldn't notice as much difference (it was still perceptible but not as annoying), but it makes a huge difference to any users using a HDD for their documents folder.

The ability to show/hide individual parts of the Berry's Deed Data may be practical but I don't expect to be spending much time working on MoorMap (as previously mentioned, it has been in maintenance mode for several years as I've moved on to other projects that require my time - the plugin was written eight years ago, eons ago in software terms). Any customization would likely only persist until the user changes maps or unloads the plugin but that might suit your purpose. I'll make a note to look into this on my ToDo list but actual implementation would be a fairly low priority.

Additionally, since we have no access to the underlying terrain, automatically drawing a best or shortest path is pointless as impassable terrain can not be detected. That would mean the shortest path would often be horribly incorrect. I once toyed with the idea of using my Lua line class to allow users to create their own lines within the plugin and save them but again, inefficiencies in the plugin system (we can't actually draw lines, the line class creates thin rotated windows to simulate lines) made the process clunky at best - it would be great if SSG gave us the ability to actually save images via Lua but since the API hasn't changed appreciably since 2014 (none of the devs that implemented Lua are still with SSG) I doubt we'll ever see any significant updates to the API, certainly not something as involved as image editing.

Last edited by Garan : 12-30-2018 at 09:42 PM.
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 12-30-2018, 08:44 PM  
Therzok
The Wary

Forum posts: 0
File comments: 6
Uploads: 0
Hey, thanks for the solid answer and sorry for my late response. Yes, it seems like I have a different use case.

Given the breeland zone:
https://i.imgur.com/6Pm83cK.png

We have 2 colors here used in my drawing, yellow and red.

I used red to mark zones and slayer deeds I have not completed yet. Since I want to complete all of them, I want to have an efficient way to tackle the problem at hand. I'm only interested in exploration markers and deed numbers while in this mode.

In example, I would like all deeds annotations and exploration markers that are _not_ in the red circles to not show up (even if that meant manually clicking them all the other deed markers to go away, since there is no API to query whether someone has completed a deed or not).

When I only see the deeds I have to do, I can trace a path to make deed completion a less ardous task, as I only have to check the deed log once to disable the deeds I'm not interested in (i.e. already done), rather than have to check over and over to see which ones I have left. Switching between MoorMap and the actual map to see what's left to do is friction.

So, I would count this as: remove things I've done from the map.

Then, we get to the yellow color. When I only see the deeds I have left to do, I can simply trace the yellow path mentally when I see only 'interesting' nodes, not everything.

On a more advanced level, it would be nice to have a button that traces a shortest path via dijkstra or the like, for you with the given visible markers.
Therzok is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 12-16-2018, 10:30 PM  
Garan
The Undying
 
Garan's Avatar
Interface Author - Click to view interfaces

Forum posts: 253
File comments: 748
Uploads: 19
Quote:
Originally Posted by Therzok
I think I was referring to the overlay in a wrong manner, I meant individually hide each marker from the UI.
Yes, I suspect there is a miscommunication due to terminology. As used in MoorMap (and mapping in general), an overlay is quite literal, that is, a transparency laid over a map. In the case of MoorMap, a transparent image used to denote a path to an objective, a highlight of an area, etc. drawn over the image of the map. The individual marks that are actually part of MoorMap are called Annotations (just a synonym of 'mark' commonly used to reference notes or other markings on a document). Annotations usually denote a specific item, npc or location coordinate.

Deeds can often refer to things that occur in a large part of the map or at (or very near) a group of distinct locations. In the former case, Overlays are the best solution as they can be used to indicate a large area of a map in which a deed can be completed (see Berry's Deed Data overlay examples). In the latter case , which I now assume you are interested in, you are looking for one or more Annotations which might be obscured by other nearby Annotations. While there is indeed no way to hide all but a single annotation, there IS a means of temporarily highlighting either 1) a specific Annotation or 2) the location of a specific Annotation. I make the distinction because in the first case you still see all of the annotations, in the second case, you suppress some or all annotations to make the marked location easier to spot. In both cases you use the Local Search, accessed by the silver (or greyish) magnifying glass at the top of MoorMap, fourth button from the left. For instance, if you are looking for the flowers in the Old Forest deed and show the Breeland map (I know the Old Forest has it's own less cluttered map, but Breeland is used for the sake of demonstrating finding a single annotation in a larger clutter). Below is a screenshot of the Breeland map with all annotations showing: Fig 1 (click the image to see full size):
ScreenShot00375
If you click on the silver magnifying glass, it opens a panel on the right side with a filter box at the top. Type in the name (or part of name) of the annotation you are looking for - in this case I typed 'dor' to find Dorollin's Flower. The list of annotations will be reduced to those matching the typed text. Fig 2:
ScreenShot00377a
If you now click on the entry for Dorollin's Flower, a 'ping' (an animated expanding circle) is displayed at the coordinates of that annotation (look at the lower left area just above the text for Withywindle Crossing - the animated version is easier to spot) Fig 3:
ScreenShot00376
If you can't spot the animated ping, then you can use the second option which is to filter out the annotations by clicking the filter button (looks like a circle with red and green dots above a separator and just red below it), third button from the left top corner of MoorMap. I selected 'Clear All' to make the ping far more visible, you can clearly see one of the animated rings in the lower left corner (again the actual animated ping is far easier to spot). Fig 4:ScreenShot00377

FWIW, I did consider making the annotations subject to the filtering of the local search panel but testing indicated it significantly impacted the performance of the filter text box, especially on lower end systems. I also considered adding an "update filter" button to apply the filter but it just didn't seem worth the time for what was essentially very little gain in functionality over the existing functionality.
Garan is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 12-16-2018, 08:18 PM  
Therzok
The Wary

Forum posts: 0
File comments: 6
Uploads: 0
I think I was referring to the overlay in a wrong manner, I meant individually hide each marker from the UI.
Therzok is offline Report comment to moderator   Reply With Quote Reply With Quote
Post A Reply

 
Category Jump:
Search this Category:
 

All times are GMT -5. The time now is 01:25 PM.


Our Network
EQInterface | EQ2Interface | Minion | WoWInterface | VGInterface | LoTROInterface | MMOInterface | Swtorui