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Unread 12-16-2018, 08:02 PM  
Therzok
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(The idea behind the functionality is hiding deeds and parts of deeds you completed, manually, as the API does not allow to query that)
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Unread 12-16-2018, 07:56 PM  
Therzok
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I've tried looking around and I can't find any way to toggle visibility of just _one_ overlay. Let's say I'm doing deeds in one area, and I've explored all but 2 overlays. I would like to manually toggle off other overlays while I work on getting the deed for those two. I might have missed it in the UI.

Through my short read of the source code, I did not find that functionality and was wondering if you wanted me to submit a patch with that functionality implemented.
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Unread 12-15-2018, 09:40 PM  
Garan
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Re: Contribution

Quote:
Originally Posted by Therzok
Hey, mind if I contribute a patch that allows hiding/showing specific overlays? Since the API doesn't allow querying quest/deed status, maybe users manually ticking visibility of overlays or graying them out would help with deed hunting.
Hi, Thanks for your interest in MoorMap Overlays. I'm not sure what you mean by hiding/showing specific overlays. MoorMap already has the ability to have user created Overlays which can be shown/hidden individually as desired. If you mean do I mind if you create and publish Overlays for deeds, then I certainly don't mind, that's the exact reason I created the Overlay capability (and included Berry's Deed Data Overlays as examples) - for users to make and publish their own Overlays. AFAIK, the only users making use of this feature are doing so within their own kins (actually I don't think any of those kins are even playing anymore). There are instructions in the readme.txt file in the MoorMap plugin folder on how to create a .tga file with transparency and how to use that file for an Overlay in MoorMap. If you create one or more Overlays, you can then publish them here on lotrointerface.com - the easiest way is to zip them up and instruct users to unzip them to their Plugins\GaranStuff\MoorMap\Overlays folder and also include instructions on which maps the overlays are for (and probably include the text of the readme.txt that explains how to create the overlay definitions). Once published, if you wish them to be included as default overlays in a future version of MoorMap, just post again here with the name of the interface you created and a request to include them in MoorMap. I'll review them and include them (with suitable note in the credits) if they are suitable for MoorMap.

Note: IIRC, the floating 'Legend' and data driven capabilities of the Berry's Deed Data Overlays is still hardcoded and not available for user defined Overlays so if you want a Legend you will have to include it in your transparency (it's been a number of years since I implemented the Overlays so I don't recall whether user defined Legends were ever implemented - they were on the ToDo list but kept getting bumped down due to other more important updates). Since MoorMap is basically in a maintenance mode, I don't foresee any real functional changes - map updates and simple content updates such as user generated Overlays yes, new functionality, no. As evidenced by the fact that the U23 update hasn't even gotten published yet, MoorMap is unfortunately a fairly low priority right now (RL and other projects keep getting in the way).

Last edited by Garan : 12-15-2018 at 10:16 PM.
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Unread 12-15-2018, 11:50 AM  
Therzok
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Contribution

Hey, mind if I contribute a patch that allows hiding/showing specific overlays? Since the API doesn't allow querying quest/deed status, maybe users manually ticking visibility of overlays or graying them out would help with deed hunting.
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Unread 12-06-2018, 10:22 PM  
Garan
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Re: Update for The Grey Mountain

Quote:
Originally Posted by Jethpriel
Heya
I like this plugin and I am wondering if any update for The Grey Mountain is comming?
Hi. Yeah, MoorMap, TerrainMap and the LotRO Google map are all due for an update for U23. Unfortunately, I have been very busy with RL projects and haven't had time to complete the updates. I hope to have them available before the Holidays but as that is fast approaching and RL keeps interfering it may not happen until after New Years.
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Unread 12-06-2018, 07:24 PM  
Jethpriel
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Update for The Grey Mountain

Heya
I like this plugin and I am wondering if any update for The Grey Mountain is comming?

Last edited by Jethpriel : 12-06-2018 at 07:25 PM.
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Unread 07-12-2018, 05:29 AM  
Amygdalus
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Re: Re: Adding the /MoorMap add ;loc:55::;target to a hotkey

Excellent! This worked perfectly! Thank you so much.

Quote:
EDIT:
OK, using the alias is pretty simple but slightly non-intuitive. The chat commands are:
Code:
/alias ;zzz loc
/shortcut 1 /moormap add ;;zzz:55::;target
/alias remove ;zzz
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Unread 07-11-2018, 11:57 AM  
Garan
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Re: Adding the /MoorMap add ;loc:55::;target to a hotkey

Quote:
Originally Posted by Amygdalus
This is an awesome plugin. I don't know how I have played for seven years without it. Even after using plugins for five years!!!

Ok, this is probably something I'm doing wrong, not a bug with the plugin, but I don't know how to fix it.

When I run this command: /shortcut 1 /MoorMap add ;loc:55::;target

I get this result: [07/11 11:12:31 AM] Shortcut to '/moormap add Rhovanion: Thinglad: 24.7S, 61.1W:55::;target' added in location 1.

Obviously, this is not what I want. How do I stop it from interpreting loc:55 as my current location and coordinates and put exactly ;loc:55 into my shortcut?

I run with an MMO mouse with a billion buttons, and so having to use the flag button on the UI is just less convenient for me. I can't seem to drag the button and drop it onto a quickslot either.
Hi. Thanks for the comment.

What you need to do is prevent the ";loc" from resolving when the command is added so that it will then resolve when the key is pressed. You can do this using an alias. It's been a couple of years since I played with this so I'll double check it in-game and post an edit to this post with the exact commands to enter.

EDIT:
OK, using the alias is pretty simple but slightly non-intuitive. The chat commands are:
Code:
/alias ;zzz loc
/shortcut 1 /moormap add ;;zzz:55::;target
/alias remove ;zzz
The first line assigns the alias. I used 'zzz' as the alias for 'loc' while assigning the command so it doesn't resolve prematurely.

The second line creates the shortcut for the built in quickslot. Since you have to reference aliases with a semicolon character, the shortcut assignment has two semicolons before 'zzz', one to reference 'zzz' and resolve it to 'loc' while assigning the command and the other to reference the 'loc' to resolve when executing the command.

The third command simply removes the zzz alias since it is no longer needed once the shortcut is assigned.

P.S. Also make sure you don't have anything targeted when assigning the key, otherwise the ;target will resolve prematurely causing a similar issue. For ;target, all you have to do is make sure you have nothing targeted while assigning the command - the ;loc is a bit trickier since you always have a location.

Last edited by Garan : 07-12-2018 at 06:23 AM.
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Unread 07-11-2018, 11:16 AM  
Amygdalus
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Unhappy Adding the /MoorMap add ;loc:55::;target to a hotkey

This is an awesome plugin. I don't know how I have played for seven years without it. Even after using plugins for five years!!!

Ok, this is probably something I'm doing wrong, not a bug with the plugin, but I don't know how to fix it.

When I run this command: /shortcut 1 /MoorMap add ;loc:55::;target

I get this result: [07/11 11:12:31 AM] Shortcut to '/moormap add Rhovanion: Thinglad: 24.7S, 61.1W:55::;target' added in location 1.

Obviously, this is not what I want. How do I stop it from interpreting loc:55 as my current location and coordinates and put exactly ;loc:55 into my shortcut?

I run with an MMO mouse with a billion buttons, and so having to use the flag button on the UI is just less convenient for me. I can't seem to drag the button and drop it onto a quickslot either.
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Unread 04-25-2018, 06:52 AM  
Garan
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I just fixed the copy/paste error in the version log for 1.36. Thanks Thurallor for pointing that out.
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Unread 04-11-2018, 08:59 AM  
Garan
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The error reported by Invizet is caused by a bug specific to loading the Ettenmoors map with the Russian language selected. If anyone else has run into this error, you can simply change the line at or just prior to (depending on your version) line 1086 that reads:
Code:
	if _G.tmpMapString~=nil and type(_G.tmpMapString)=="table" then
to
Code:
	if _G.tmpMapString~=nil and type(_G.tmpMapString)=="table" and _G.tmpMapString[Settings.language]~=nil then
This fix will be incorporated into ver 1.36 which should be out soon.

Last edited by Garan : 04-11-2018 at 09:01 AM.
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Unread 04-08-2018, 05:11 PM  
Garan
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Re: Error

Quote:
Originally Posted by Invizet
Hi, I am russian user of your Plugin. When i tried to load MoorMap on my Hunter, i saw:
...Online\Plugins\GaranStuff\MoorMap\Main.lua:1086 : bad argument #1 to 'pairs' (table expected, got nil)

Earlier I loaded russian ex-version of MoorMap, but all data of this version was deleted. So... Whats wrong?
Hi, I responded to your PM. Please let me know which version of the plugin you are using (looks like version 1.35) and which version of the client.

Also, could you clarify what you mean by the "russian ex-version" of MoorMap? Do you mean you last used MoorMap with the RU lotro client before it was discontinued? Or were you using a modified version of MoorMap? The solution may be the same either way, I would just like to have an idea of how many others may be affected in case others run into the same problem.
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Unread 04-08-2018, 12:29 PM  
Invizet
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Just add a pic

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Unread 04-08-2018, 12:17 PM  
Invizet
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Exclamation Error

Hi, I am russian user of your Plugin. When i tried to load MoorMap on my Hunter, i saw:
...Online\Plugins\GaranStuff\MoorMap\Main.lua:1086 : bad argument #1 to 'pairs' (table expected, got nil)

Earlier I loaded russian ex-version of MoorMap, but all data of this version was deleted. So... Whats wrong?
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Unread 03-12-2018, 09:12 PM  
Jethpriel
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Re: Re: Northern Mirkwood

Quote:
Originally Posted by Jethpriel
Heya.
Just wanted to ask if any update for Northern Mirkwood on its way?
Quote:
Short answer: Yes, eventually

Long answer:
Updates to MoorMap and TerrainMap always lag behind game updates by a couple of weeks since none of the information is exposed via Lua and must be gathered and updated manually. Unfortunately, mother nature decided to add to the delay this time by knocking out my power this past week. I still haven't even seen Northern Mirkwood on the live servers so it will likely be quite a while yet.

Additionally, there has been a reported bug with positioning the player position on the Northern Mirkwood map which will slightly hinder my ability to determine the correct function for game coordinates to map coordinates. Usually it's a simple matter to take screenshots of the player position at two diagonally opposed corners of the map and using the matching in-game coordinates and the xy position of the center pixel of the player marker on the map assign a function to map game coordinates for that specific map (each parchment map has unique scale and offsets). Since the player marker is wrong in-game I will have to find an alternate way of determining the correct function definition for this map unless SSG fixes the bug before I get that far.
understandable, I know about the bugs in game.
Thank you for your answer.
Looking forward for the update when ready
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