 |
 |
|
07-08-2020, 08:38 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: Re: Re: Re: Re: Unable to load
Quote:
Originally Posted by Beriahim
Thanks Garan. I have sent the file.
|
Thanks for the file. Part of the mystery is solved. That is a VERY old settings file (like version 1.0 or 1.01). That also explains why it was in the AllServers folder. Did you perhaps install an old version of MoorMap, perhaps back in 2011 or so and then stop playing LotRO/using MoorMap for many years? I'm going to have some fun figuring out just where the backwards compatibility broke, but it sure looks like that's the problem. Anyway, deleting the file is by far the simplest solution since most of the plugin's current settings didn't even exist back then so you won't be losing anything. Let me know if deleting the file resolves the issue for you (I will add a fix for this backwards compatibility bug in the next update but you shouldn't have any issue once the old file is deleted and recreated).
Last edited by Garan : 07-08-2020 at 09:12 PM.
|
|
|
07-08-2020, 04:56 PM
|
|
The Wary
Forum posts: 0
File comments: 4
Uploads: 0
|
Re: Re: Re: Re: Unable to load
Thanks Garan. I have sent the file.
|
|
|
07-08-2020, 08:05 AM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: Re: Re: Unable to load
Quote:
Originally Posted by Beriahim
Hey thank you Garan.
I seem to still be getting the error after unloading plugins, refreshing and loading moormaps.
LOTRO screencap
|
Hi,
It seems you shared the link as 'Restricted' instead of 'Anyone with the link' (dropdown box when getting a sharable link in Google drive) so I am unable to see the image you linked. Fortunately, it should not really matter.
If unloading all plugins, making sure the accessory plugins are not set to autoload and manually loading MoorMap did not fix the issue then the next likely problem is that your settings file for MoorMap has somehow gotten corrupted in a way for which MoorMap does not automatically account. The solution at this point is to delete the MoorMap settings file. If you would like to help identify the source of the original corruption, you can email me the file before you delete it - I have sent you an email address in a private message on this forum. The file in question is "MoorMapSettings.plugindata"
in the "Documents\The Lord of the Rings Online\PluginData\ accountName\serverName\characterName" folder. Make sure the client is not running, email the file if you wish and then delete the file - it will be recreated the next time MoorMap is loaded and unloaded.
To test the plugin's stability and be sure the problem is not going to immediately return, load the client, use "/plugins unload" to unload any automatically loaded plugins, use "/plugins load MoorMap" to manually load MoorMap and then switch maps within MoorMap several times (switching actually unloads and reloads the plugin behind the scenes). If this works, then you can set MoorMap to load automatically if desired and relog your character to reload all automatically loaded plugins. If the plugin still continues to function and all other plugins load then there is no ongoing conflict and you are all done.
Last edited by Garan : 07-08-2020 at 11:18 AM.
|
|
|
07-08-2020, 02:24 AM
|
|
The Wary
Forum posts: 0
File comments: 4
Uploads: 0
|
Re: Re: Unable to load
Hey thank you Garan.
I seem to still be getting the error after unloading plugins, refreshing and loading moormaps.
LOTRO screencap
Quote:
The most likely issue is setting one of the accessory plugins, MoorMapLoader, MMSearch, MMExport, or MMCust to load automatically. The only plugin that should be loaded by the user or set to load automatically is MoorMap.
If you tried setting any of the others to load automatically it can corrupt the settings file and lead to such errors but the plugin should automatically adjust by simply setting them not to load automatically, unloading all active plugins with the chat command "/plugins unload" and then manually loading moormap with the "/plugins load moormap" chat command. Once the corrupted settings are fixed, you can go back to setting MoorMap to load automatically and reload any other plugins (or just log out and back in to automatically reload any plugins that are set to load automatically).
If this was not the issue, or manually loading moormap did not fix the issue, let me know.
|
Last edited by Beriahim : 07-08-2020 at 02:26 AM.
|
|
|
07-04-2020, 10:14 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: Unable to load
Quote:
Hi everyone. I'm getting this error. What am I doing wrong?
Code:
Online\Plugins\GaranStuff\MoorMap\Main.lua:26: bad argument #1 to 'gsub' (string expected, got nil)
I installed with LOTRO Plugins Compendium.
|
The most likely issue is setting one of the accessory plugins, MoorMapLoader, MMSearch, MMExport, or MMCust to load automatically. The only plugin that should be loaded by the user or set to load automatically is MoorMap.
If you tried setting any of the others to load automatically it can corrupt the settings file and lead to such errors but the plugin should automatically adjust by simply setting them not to load automatically, unloading all active plugins with the chat command "/plugins unload" and then manually loading moormap with the "/plugins load moormap" chat command. Once the corrupted settings are fixed, you can go back to setting MoorMap to load automatically and reload any other plugins (or just log out and back in to automatically reload any plugins that are set to load automatically).
If this was not the issue, or manually loading moormap did not fix the issue, let me know.
Last edited by Garan : 07-04-2020 at 10:15 PM.
|
|
|
07-04-2020, 08:28 PM
|
|
The Wary
Forum posts: 0
File comments: 4
Uploads: 0
|
Unable to load
Hi everyone. I'm getting this error. What am I doing wrong?
Code:
Online\Plugins\GaranStuff\MoorMap\Main.lua:26: bad argument #1 to 'gsub' (string expected, got nil)
I installed with LOTRO Plugins Compendium.
|
|
|
07-04-2020, 05:27 AM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: Overlays
Quote:
Originally Posted by Ohio2Texas
Is there a tutorial on how to build overlays?
Thank you
|
There is not yet a tutorial on Overlays. They are explained in the readme.txt file and there are a couple of sample Overlays provided with MoorMap. They are actually incredibly easy to make once you understand the process, the hardest part is creating the actual .tga file. I have found that Paint.net works great as an editor for this as it supports multiple layers in an easy to learn UI (and it's free).
Basically, you pick a map for which you want to create an overlay, then create a screenshot of that map. It is preferable to use the native resolution of the map - all parchment maps are natively 1024x768, the interior maps vary but you can get the map size from the defaults.lua file included with MoorMap (most map entries have a comment with the name of the map). The easiest way to get the screenshot is to change your client resolution to the desired map resolution (full screen) and use the in-game screenshot function. Then open your picture editor and load that screenshot as the main layer for a new image (create image and paste the screenshot). Then add a layer on top of the main layer and draw whatever it is you want the Overlay to display. Once you have drawn your overlay, simply remove the main layer and you are left with just the overlay which you can save as a transparent .tga file. Follow the instructions in the readme.txt to save the file in the Overlays folder and to set up the overlay attributes in the overlay maintenance window in the plugin.
I did not incorporate any mechanism for publishing overlays since they are just an image that can be shared as a zip file with instructions to fill in the overlay maintenance window values. Unfortunately, Turbine's implementation of Lua does not make importing/exporting of user data easy so the simplest mechanism is to let users maintain them.
|
|
|
07-04-2020, 04:02 AM
|
|
The Wary
Forum posts: 0
File comments: 2
Uploads: 0
|
Overlays
Is there a tutorial on how to build overlays?
Thank you
|
|
|
06-30-2020, 07:48 PM
|
|
The Wary
Forum posts: 0
File comments: 2
Uploads: 0
|
Quote:
Originally Posted by RhaegarG
FWIW, resource nodes do not always spawn in the same location and multiple resources can share the same spawn so they may not always be the same type. Noting resource locations is good to determine the general area where a certain type of node can spawn, but it isn't really useful to try to tag them all.
|
Thanks for the speedy reply. I also had the idea to use an alias to resolve the problem but made a syntactical error, which prevented it from working at all.
And yeah, I plan to use it to judge density of nodes in an area to determine where I should spend most of my time looking while I gather to level all my crafts since I'm starting over from scratch. Your plugin will help me immensely to get back into the swing of things.
|
|
|
06-30-2020, 05:42 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Quote:
Originally Posted by RhaegarG
I am curious about how to bind quick annotation to a quickslot. Every time I try to do it, the game doesn't understand ;loc is a string literal for the plugin's command and just uses current location as an argument instead.
What exactly am I supposed to type in order to have my annotations be visible on the maps?
Here is an example of what is happening:
https://i.imgur.com/A5yRxPR.png
The mod is really cool. I'm new to LOTRO and I am using it to mark all resource nodes, but I really don't want to have to click an icon that I could hotkey instead!
|
Ah. This was answered a looooooong time ago somewhere in this thread but is now quite buried. I will add it into the readme.txt file, but for now, here's the original note:
Quote:
Getting around the ";loc" resolution requires use of the "/alias" command. "/alias" allows you to set up a string to represent another string when typing commands and is usually used to abbreviate long commands. In this case, we use it to avoid the auto resolution of ";loc":
1) set up an alias for "loc" using "/alias"
/alias ;abcdef loc
2) make sure you have nothing targetted (you can hit the "Esc" key to clear your current target) to avoid issues with ";target"
3) assign the quickslot using the alias - note the double semi-colons
/shortcut 70 /MoorMap add ;;abcdef:5::;target
4) clear the alias if you are done setting up quickslots - once the shortcut is assigned, the alias is no longer needed
/alias remove ;abcdef
|
FWIW, resource nodes do not always spawn in the same location and multiple resources can share the same spawn so they may not always be the same type. Noting resource locations is good to determine the general area where a certain type of node can spawn, but it isn't really useful to try to tag them all.
Last edited by Garan : 06-30-2020 at 05:44 PM.
|
|
|
06-30-2020, 02:26 PM
|
|
The Wary
Forum posts: 0
File comments: 2
Uploads: 0
|
I am curious about how to bind quick annotation to a quickslot. Every time I try to do it, the game doesn't understand ;loc is a string literal for the plugin's command and just uses current location as an argument instead.
What exactly am I supposed to type in order to have my annotations be visible on the maps?
Here is an example of what is happening:
https://i.imgur.com/A5yRxPR.png
The mod is really cool. I'm new to LOTRO and I am using it to mark all resource nodes, but I really don't want to have to click an icon that I could hotkey instead!
|
|
|
06-27-2020, 04:16 AM
|
|
The Wary
Forum posts: 0
File comments: 17
Uploads: 0
|
Re: Conflict with Moormap Plugin since LOC updates
My mistake on how I asked that last question. Moormap is fine and updated as it should be in the Compendium, but RT Plugin still shows last update in 2015. There's also a Pets plugin by another dev that is not up to date and hasn't been in at least 8 months or more. That's why I was curious. I should have posted that in the RT Plugin forum I guess. Thanks so much for the explanation of how that all works though, that is helpful. 
|
|
|
06-26-2020, 01:22 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: Conflict with Moormap Plugin since LOC updates
Quote:
Originally Posted by jojobean
I do have a question for you. I am wondering why your Moormap (as well as some other plugins that others have developed) are not updated fully in the Plugin Compendium. Is that app going away or is there some other reason we're unaware of that the updates aren't in there? There's a handful of plugins that we use that don't get updated in there and most people don't even realize they can come to the forums here and get the updates, or that there even is an update. Just curious is all.
|
I will attempt to explain the process:
When an author publishes a plugin there is a checkbox that determines whether other authors can publish patches for the plugin. Those patches show up in the "Patch & Add-on List" section of the plugin's listing. This is a good feature for plugins that might otherwise become truly out of date when the game updates, it just requires the user to manually check the "Patches and Add-ons List" section.
Compendium uses a feed from lotrointerface.com (anyone with a registered account can set up a feed, on your 'Favorites' page there is an RSS button that will generate an RSS feed of your favorites) to determine the available downloads. I will use Crafting Companion as an example since I know that Thurallor uploaded a patch for the Ironfold crafting tier. If you go to the actual download page you will see the patch in the "Patches and Add-on List" section. The favorites RSS feed for Crafting Companion is:
Code:
<item>
<title>Crafting Companion (1.2.0)</title>
<link>https://www.lotrointerface.com/downloads/info763-.html</link>
<description>
<![CDATA[ To install, copy the 'GaluhadPlugins' folder to your plugins directory. eg. C:\Users\..\Documents\The Lord of the Rings Online\Plugins\GaluhadPlugins This plugin is designed to help players with the... ]]>
</description>
<author>Galuhad</author>
<category domain="https://www.lotrointerface.com"/>
<guid>https://www.lotrointerface.com/downloads/info763-.html</guid>
<pubDate>Fri, 26 Oct 2012 01:24:02</pubDate>
</item>
You can see where the feed shows information for the plugin, but does not include the available Patches. It seems Lunarwater is parsing the version info from the title tag, but all of the other info is easily distinguishable. Unfortunately, the patch information is not in the feed, only the info for the plugin itself, so patches are not available to Compendium.
Now, I am a bit confused since you said that Compendium does not show the current version of MoorMap - it should. MoorMap is not set to allow other authors to upload patches since I am still maintaining it so the version on the download page (and thus the RSS feed) is always the latest version. The feed for Compendium should automatically update the available version whenever you restart or refresh the view in Compendium. If you are not seeing the latest version of plugins then it would seem that Compendium is not getting a new RSS feed on your system for some reason - that would be a question for Lunarwater.
Last edited by Garan : 06-26-2020 at 01:24 PM.
|
|
|
06-26-2020, 11:37 AM
|
|
The Wary
Forum posts: 0
File comments: 17
Uploads: 0
|
Conflict with Moormap Plugin since LOC updates
Quote:
Since shared annotations were meant to affect both map products, it had to be initially implemented with one of them but with the ability to affect both. I happened to randomly select to initially implement the maintenance of shared annotations in TerrainMap - no real reason, it was just the plugin I was working on at the time so it got top priority for this particular functionality. The intent was always to implement the same capabilities in MoorMap so either plugin could share with users that were using either plugin - i.e. MoorMap to MoorMap, MoorMap to TerrainMap, TerrainMap to MoorMap and/or TerrainMap to TerrainMap. That way it wouldn't matter which plugin you personally chose to maintain your custom annotations, you would be able to share them with everyone (once it was fully implemented).
|
Thanks for clarifying all that, I will definitely try using the setting to sync then. Appreciate the info.
Quote:
Hi,
Thanks for reporting this. This is due to how MoorMap behaves when it detects the response to a /loc chat command. This is not actually due to a conflict with RTPlugin or any other plugin, for instance, you could do the same thing by simply walking/riding to a new map and manually typing the "/loc" command in chat. This is instead a bug in MoorMap - it isn't checking the prior display state when switching maps in response to the /loc so when the new map loads it is automatically displaying. This logic was not affected by the change to the /loc command (this bug has apparently been lurking for quite some time), but you may have co-incidentally made a change in your default display options at or near the same time as the /loc change which may have exposed this undesired functionality (bug), I'll have to look into how the various options interact with a reload due to a map change. This particular bug probably crept in back when custom annotations were implemented.
|
Glad to hear you are aware of it, hopefully it's something fixable.
I do have a question for you. I am wondering why your Moormap (as well as some other plugins that others have developed) are not updated fully in the Plugin Compendium. Is that app going away or is there some other reason we're unaware of that the updates aren't in there? There's a handful of plugins that we use that don't get updated in there and most people don't even realize they can come to the forums here and get the updates, or that there even is an update. Just curious is all.
Last edited by jojobean : 06-26-2020 at 11:41 AM.
|
|
|
06-25-2020, 12:34 PM
|
|
The Undying
Forum posts: 327
File comments: 939
Uploads: 20
|
Re: Re: Re: Re: Re: Suggestion: Sharing item/mob location info via chat
Quote:
Originally Posted by jojobean
Not sure why we need 2 plugins for the sharing is what I think the confusion is on my part and a few others in my kin that are wondering too.
|
Since shared annotations were meant to affect both map products, it had to be initially implemented with one of them but with the ability to affect both. I happened to randomly select to initially implement the maintenance of shared annotations in TerrainMap - no real reason, it was just the plugin I was working on at the time so it got top priority for this particular functionality. The intent was always to implement the same capabilities in MoorMap so either plugin could share with users that were using either plugin - i.e. MoorMap to MoorMap, MoorMap to TerrainMap, TerrainMap to MoorMap and/or TerrainMap to TerrainMap. That way it wouldn't matter which plugin you personally chose to maintain your custom annotations, you would be able to share them with everyone (once it was fully implemented).
|
|
|
 |
|
All times are GMT -5. The time now is 06:57 AM.
|
 |