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09-20-2012, 09:36 AM
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LUA Patcher
Forum posts: 78
File comments: 36
Uploads: 5
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Thanks for that info. In retrospect, it seems so simple. Of course, I didn't have to write a plugin, just to go get that skill information. I'm able to use yours!
Thanks once again for a really great mod!
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09-19-2012, 04:26 AM
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The Undying
Forum posts: 162
File comments: 144
Uploads: 8
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Re: Re: Re: All those extra Milestone slots!
Quote:
IndexedDictionary.lua "builds" a list of the 'map home' skills. But it appears to be hard coded with some sort of "hex address" (for want of a better term). Where did the 'addresses' for the Return Homes come from? How are they determined?
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Those codes are hard coded in the game, and I need to get them from the game. There are 2 ways I do this.
1. If I have the skill on character, I can add the skill to a quickslot plugin, like PagedSlots, and then look at the saved data to get the code.
2. I have another plugin I use just for scanning through skill codes and look for skills I don't actually have on a character.
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09-18-2012, 05:44 AM
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LUA Patcher
Forum posts: 78
File comments: 36
Uploads: 5
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Re: Re: All those extra Milestone slots!
Yippee!
Quote:
I have some stuff working in the Beta. Its not quite exactly as I would like to have it, but at least there is some progress.
The main thing I have coming is most of the skills will be detected automatically, however the ettenmoors map and all the 'map home' skills won't be.
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BTW (in my various, nefarious past lives) I've done a lot of maintenance coding where I had to pickup code from others and either fix it, maintain it or improve it. I've looked at lots of this LUA code and I still keep shaking my head. Travel has a prime example for me.
IndexedDictionary.lua "builds" a list of the 'map home' skills. But it appears to be hard coded with some sort of "hex address" (for want of a better term). Where did the 'addresses' for the Return Homes come from? How are they determined?
Thanks for a marvelous mod and being willing to continue to maintain it even in light of one of your previous, recent posts:
Quote:
Thank you for letting me know. I really have not played much lately so I don't keep up with the changes in game. Will look into adding more soon.
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09-17-2012, 04:30 PM
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The Undying
Forum posts: 162
File comments: 144
Uploads: 8
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Re: All those extra Milestone slots!
I have some stuff working in the Beta. Its not quite exactly as I would like to have it, but at least there is some progress.
The main thing I have coming is most of the skills will be detected automatically, however the ettenmoors map and all the 'map home' skills won't be.
Quote:
Just a "nudge" to see how the next release of Travel is coming....
Thx
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09-05-2012, 06:06 AM
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LUA Patcher
Forum posts: 78
File comments: 36
Uploads: 5
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All those extra Milestone slots!
Just a "nudge" to see how the next release of Travel is coming....
Thx
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07-29-2012, 08:12 PM
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The Undying
Forum posts: 162
File comments: 144
Uploads: 8
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Re: More Milestones
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Thanks for the very useful plugin. It's one of my favorites. I thought I'd let you know, they've added more milestone slots to the game. You can get up to 11 now (!!!). I bought my 7th, but when I try to add it to the travel window I get the following:
...s Online\Plugins\DhorPlugins\Travel\TravelWindow.lua :826: attempt to index local 'mapItem' (a nil value)
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Thank you for letting me know. I really have not played much lately so I don't keep up with the changes in game. Will look into adding more soon.
Last edited by D.H1cks : 08-18-2012 at 03:03 PM.
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07-29-2012, 06:04 AM
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The Wary
Forum posts: 0
File comments: 7
Uploads: 0
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Thanks for the new features... works perfectly
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07-29-2012, 01:42 AM
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The Wary
Forum posts: 0
File comments: 2
Uploads: 0
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More Milestones
Thanks for the very useful plugin. It's one of my favorites. I thought I'd let you know, they've added more milestone slots to the game. You can get up to 11 now (!!!). I bought my 7th, but when I try to add it to the travel window I get the following:
...s Online\Plugins\DhorPlugins\Travel\TravelWindow.lua :826: attempt to index local 'mapItem' (a nil value)
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07-18-2012, 11:32 PM
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The Wary
Forum posts: 0
File comments: 5
Uploads: 0
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Thank you for the new fixes! These are exactly what I had been hoping for.
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07-09-2012, 05:03 AM
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The Undying
Forum posts: 162
File comments: 144
Uploads: 8
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Thank you for the comments. Let me answer your requests.
Quote:
- When using the suitcase icon to unhide the window, is there a way to make it appear above all the other windows? Often I will have my crafting window or inventory open and its annoying to have it pop "under" and be obscured
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I will look into it, but can't guarantee anything.
Quote:
- I use the Icon Grid view. Could you add an option to auto-hide the window when I select one of the travel icons?
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I have actually been thinking about doing this for a while, so I will attempt to make it work. I don't think it will be a problem.
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07-07-2012, 07:37 PM
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The Wary
Forum posts: 0
File comments: 7
Uploads: 0
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Okay, first of all I really love this plugin. I wish I had started using it much earlier. More than that I wish Turbine would but something like this in game. I pulled 20 icons off my quickslots after installing this
2 suggestions:
- When using the suitcase icon to unhide the window, is there a way to make it appear above all the other windows? Often I will have my crafting window or inventory open and its annoying to have it pop "under" and be obscured
- I use the Icon Grid view. Could you add an option to auto-hide the window when I select one of the travel icons?
Cheers.
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06-09-2012, 02:23 AM
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The Wary
Forum posts: 0
File comments: 4
Uploads: 0
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THX
Great Plugin. Thank You!
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05-21-2012, 10:08 AM
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The Undying
Forum posts: 85
File comments: 165
Uploads: 0
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Two items
First... an Update 7 "warning" -- Moria now has multiple new travel locations.
I just got around to visiting 2 of them last evening -- completely new locations with new stable masters, and 21st hall revisions.... I'll post the changes as soon as I get to visit the other areas where I know there are changes in Moria.
(I haven't been to the Fornost revamp yet so I don't know if they/that/it have new travel locations or not.)
Second, as far as the Turbine Plugin Manager is concerned. Your "selections" are stored in and XML file at:
PluginData/<userid>/<server>/PluginOptions.xml
The file is a plain-text file in xml format. Here's what mine looks like.
Code:
<PluginOptions>
<AutoloadOptions>
<Plugin AllCharacters="true" Name="Travel"/>
<Plugin AllCharacters="true" Name="AltInventory"/>
<Plugin AllCharacters="true" Name="MoorMap"/>
<Plugin AllCharacters="true" Name="TonicBars"/>
<Plugin AllCharacters="true" Name="BuffBars"/>
<Plugin AllCharacters="true" Name="Compendium"/>
<Plugin AllCharacters="true" Name="AltTracker"/>
</AutoloadOptions>
</PluginOptions>
If your selections are not sticking, the Plugin Manager is probably having issues writing to that file.
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05-20-2012, 09:54 AM
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The Undying
Forum posts: 162
File comments: 144
Uploads: 8
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Quote:
To help with the brainstorming (and just in case it's a compatibility issue), here is my laundry list of plugins:
- Ctime
- Palantir
- MCHA
- Buffbars
- Tonicbars
- This one, of course
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I have tried using only those plugins but am still not able to create the issue.
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05-17-2012, 04:54 AM
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The Wary
Forum posts: 1
File comments: 14
Uploads: 0
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Quote:
So just to be clear, the Turbine Plugin Manager will not load the Travel plugin automatically for any of your characters?
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It doesn't appear to be isolated to just one particular character. It doesn't automatically load for any of them.
To help with the brainstorming (and just in case it's a compatibility issue), here is my laundry list of plugins:
- Ctime
- Palantir
- MCHA
- Buffbars
- Tonicbars
- This one, of course
Last edited by Eleventeen : 05-17-2012 at 04:59 AM.
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