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Unread 11-25-2019, 04:48 PM  
vecny.samotar
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when logging on to the character, he reports me these errors

Quote:
...Rings Online\Plugins\GaranStuff\MoorMap\MMSearch.lua:119 : attempt to index global 'a' (a nil value)

...gs Online\Plugins\GaranStuff\TerrainMap\TMSearch.lua: 35: attempt to index global 'a' (a nil value)
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Unread 10-23-2019, 04:50 PM  
Garan
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Re: Roving Threats

Quote:
Originally Posted by Kalex
Any plans to add Roving Threat spawn points to the data set?
Short answer: not at this time

Long answer:
I had considered it but since I no longer play the game I've limited development to maintaining existing functionality, especially since RTs are already covered by the RTPlugin by Mathwold although the data has been updated and maintained by others - I believe the update from Adra is the most current:
https://www.lotrointerface.com/downl...nMirkwood.html
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Unread 10-23-2019, 03:32 PM  
Kalex
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Roving Threats

Any plans to add Roving Threat spawn points to the data set?
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Unread 06-15-2019, 11:43 AM  
Garan
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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.
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Unread 04-20-2019, 04:35 PM  
Garan
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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).
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Unread 04-20-2019, 12:28 PM  
Altair7
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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.
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Unread 03-22-2019, 03:48 PM  
Garan
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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.
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Unread 03-22-2019, 03:24 PM  
chirick86
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Thanks, again for your Plugins.
How it is now whith supporting Russian. Bad, good or even better?
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Unread 03-19-2019, 08:47 PM  
Dravick
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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!
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Unread 03-19-2019, 06:52 AM  
Garan
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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.
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Unread 03-18-2019, 10:52 PM  
Dravick
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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...
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Unread 03-16-2019, 07:35 AM  
Garan
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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...
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Unread 01-31-2019, 04:47 PM  
Garan
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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).
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Unread 01-14-2019, 09:27 PM  
Garan
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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.
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Unread 12-30-2018, 09:30 PM  
Garan
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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.
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