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Unread 05-18-2011, 04:42 PM  
Mephistophles
The Wary

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Re: Re: Problem installing

Quote:
Originally Posted by Mephistophles
Hello,

I must be doing something wrong. I copied all the files to:

c:\users\<username>\Documents\The Lord of the Rings Online\plugins

and when I bring up the LOTRO client, I don't see the plugin in my list:

/plugins list
Available Plugins:
(None)
Loaded Plugins:
(None)

I also can't load it:

/plugins load MoorMap
Unable to load "MoorMap"

I tried moving it to:

c:\users\<username>\Documents\The Lord of the Rings Online\ui\plugins

and got the same result.

I'm running LOTRO on a Windows 7 64-bit edition platform.

Regards,

Dennis
Quote:
Originally Posted by Garan
The exact path can differ slightly based on your OS, so the rule of thumb is to take a screenshot inside the game and look for the folder where that screenshot is saved and create the "Plugins" folder under that. In your case it looks like the document folder is:
c:\users\<username>\Documents\The Lord of the Rings Online.

If so, your first path was probably almost correct, but you may not have preserved the GaranStuff folder from the zip file - your resulting path should probably be:
c:\users\<username>\Documents\The Lord of the Rings Online\plugins\GaranStuff
So the .plugin definition files, "MoorMap.plugin", "MoorMapDefaults.plugin", "MoorMapLoader.plugin" and "MoorMapTerminator.plugin" would be inside the GaranStuff folder and the "MoorMap" folder would be under that. Don't get confused by the extra plugins, they are necessary and used by MoorMap itself, but they will also show up in your plugins list once the files are in the correct path.

Additionally, if you have the client already running when you extract/copy the files, you have to force the client to re-poll the plugins folder using the "/plugins refresh" command. Otherwise the client only checks for new/changed plugin definition files on a client restart.
That was it, thanks. I'd thought the folder "Garanstuff" was just a placeholder and extracted only the contents into plugins. Once I moved everything into a "Garanstuff" folder it works fine. Thanks!

Last edited by Mephistophles : 05-18-2011 at 04:44 PM.
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Unread 05-18-2011, 03:30 PM  
Garan
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Re: Problem installing

Quote:
Originally Posted by Mephistophles
Hello,

I must be doing something wrong. I copied all the files to:

c:\users\<username>\Documents\The Lord of the Rings Online\plugins

and when I bring up the LOTRO client, I don't see the plugin in my list:

/plugins list
Available Plugins:
(None)
Loaded Plugins:
(None)

I also can't load it:

/plugins load MoorMap
Unable to load "MoorMap"

I tried moving it to:

c:\users\<username>\Documents\The Lord of the Rings Online\ui\plugins

and got the same result.

I'm running LOTRO on a Windows 7 64-bit edition platform.

Regards,

Dennis
The exact path can differ slightly based on your OS, so the rule of thumb is to take a screenshot inside the game and look for the folder where that screenshot is saved and create the "Plugins" folder under that. In your case it looks like the document folder is:
c:\users\<username>\Documents\The Lord of the Rings Online.

If so, your first path was probably almost correct, but you may not have preserved the GaranStuff folder from the zip file - your resulting path should probably be:
c:\users\<username>\Documents\The Lord of the Rings Online\plugins\GaranStuff
So the .plugin definition files, "MoorMap.plugin", "MoorMapDefaults.plugin", "MoorMapLoader.plugin" and "MoorMapTerminator.plugin" would be inside the GaranStuff folder and the "MoorMap" folder would be under that. Don't get confused by the extra plugins, they are necessary and used by MoorMap itself, but they will also show up in your plugins list once the files are in the correct path.

Additionally, if you have the client already running when you extract/copy the files, you have to force the client to re-poll the plugins folder using the "/plugins refresh" command. Otherwise the client only checks for new/changed plugin definition files on a client restart.

Last edited by Garan : 05-18-2011 at 03:35 PM.
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Unread 05-18-2011, 01:38 PM  
Mephistophles
The Wary

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Problem installing

Hello,

I must be doing something wrong. I copied all the files to:

c:\users\<username>\Documents\The Lord of the Rings Online\plugins

and when I bring up the LOTRO client, I don't see the plugin in my list:

/plugins list
Available Plugins:
(None)
Loaded Plugins:
(None)

I also can't load it:

/plugins load MoorMap
Unable to load "MoorMap"

I tried moving it to:

c:\users\<username>\Documents\The Lord of the Rings Online\ui\plugins

and got the same result.

I'm running LOTRO on a Windows 7 64-bit edition platform.

Regards,

Dennis
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Unread 05-16-2011, 05:16 PM  
Garan
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ver 1.06 delay

EDIT: Version 1.06 is now available.
While re-capturing most of Ered Luin's default data I realized that I never entered any of the icons in Staddle, so that little oversight should get fixed in 1.06 as well. I have included a number of other "interior" maps who's resource IDs I already had found, but do not plan to enter default data for most of them until I get the parchment map data done, so don't be surprised if places like the Mirkstone Tunnels have maps but no icons. Other areas like Sarnur will not be added until I find the maps' image resource ids in order to avoid adding JPG maps.

I'm looking for feedback on one of the other future enhancements I've been toying with, user modifiable "overlays" which I think would be really helpful to raid leaders since users could overlay things like paths to follow and warnings about things to avoid, etc. This would require people to actually modify a TGA file but if I allowed them to be uploaded for sharing, I believe this could be useful. The basic idea would be to allow users to save a TGA file in a specific folder and then associate that image with a map as an overlay, then provide a dropdown list of available overlays for the currently displayed map. Since TGA files can be edited in layers, creating the overlays in Paint.net or other software would be pretty easy. Please let me know if there's interest in such a feature.

Last edited by Garan : 05-17-2011 at 08:16 AM.
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Unread 05-13-2011, 06:22 PM  
Garan
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Quote:
Originally Posted by Modnar
Garan,

First I would like to say that MoorMaps is a great plugin. Thank you for all of your hard work on this (and your many other!) projects.

I must admit I am mostly writing because I believe I've encountered two potential programming issues:

1) Editing Quick Annotations on Multiple Maps: While using quick annotation to add the tombs along the Way of Kings in Annuminas, I noticed that editing a newly added entry only updated the Annuminas map. Neither the Evendim or Eregion maps were updated with the new information. While not a deal breaker, it is a bit awkward since this means you add one entry (user perspective) but must edit 3 entries in 3 different places.

2) Entry into sub-maps: I had been adding a small addendum to the Description of each tomb since I keep forgetting whether or not it can be entered (example: <name> - [enterable | cannot be entered]) . But Elendil's Tomb created a problem which got me considering your comment about working on adding interior maps. Have you considered tracking how an interior is entered, and what type of interior it is? Because Elendil's Tomb is "enterable Quest Locked Instance" in my database right now. This allows for Quest, Reputation and Level locked areas. As well as accounting for Common and Instanced (raids, skirmishes and instances) versions. I'm not sure you want to account for this in the database, but thought i should bring it up while you're still working on this feature.
Thanks for your comments. I'd actually already given a great deal of thought to both of these issues and arrived at the current functionality as the best (or least annoying) of several options.

The issue with the multiple annotations on separate maps arises from limitations in the Turbine Lua interface (no map ID and no ability to save/load data in real time) combined with the fact that most maps overlap a bit. Unfortunately, we do not have any way to determine the "correct" map via Lua - the interface doesn't expose this information and the overlaps don't only occur on horizontal or vertical lines making it impossible to do anything other than allow the icons to be added to every map that potentially contains the coordinates. I considered tying the annotations together via a unique identifier, but that got scrapped when I ran into issues with too many custom annotations being carried in a global list. For performance reasons, starting in version 1.06, only the annotations that are for the current map are guaranteed to be in the custom annotations list at any particular time - when leaving a map, the custom annotations specific to a particular map are saved in a separate file and removed from the global custom annotations list, allowing the global list to stay relatively small. Otherwise what happens is that users that have added a couple thousand annotations (one user is already well into the thousands) start having five or six seconds of load time for every map due to the number of custom annotations and that number would significantly increase with additional annotations. That combined with the Turbine 15 second delay on loading/saving live data, means that I can not update annotations on multiple maps without subjecting users to unreasonable delays when loading/switching maps. So, having to manually update annotations on multiple maps if you ever want to change an annotation that is on multiple maps, while mildly annoying, is currently the best compromise. For those who only want one annotation on one map, users can always just open the desired map, right click and add the annotation rather than using the Quick Annotation tool, but for crafters and such, having the nodes show up on multiple maps can be a significant benefit.

You raised an interesting point with the type and amount of data stored for non-parchment map locations. Currently any information that would be specific to a location can be entered into the description text and that is probably how it will remain just due to time constraints (it takes a tremendous amount of time to track down all of these locations and NPCs but it's necessary, especially in the revamped zones). Many of these locations aren't even accessible once you've completed their quests, so I have to go through them on alts, at level, collecting mapping data while fighting mobs, etc - I can tell you, the respawn timers in some of those places are wicked when you have a side task to deal with I'm not looking forward to the higher level instances, imagine "hey, raid leader, can we take another break here so that I can record all of the location information on these mobs?..." hehehe. Anyway, once I've completed gathering and publishing the basic default data for all of the maps I will certainly be extending the interior location information. Whether it is only displayed in the description or gets it's own set of filter/search flags will depend on how much time I am able to allocate when I get to that point. Of course, we may all be level 100 and taking screenies of the Crack of Doom before then, but...

Last edited by Garan : 05-14-2011 at 10:32 AM.
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Unread 05-13-2011, 06:46 AM  
Modnar
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Garan,

First I would like to say that MoorMaps is a great plugin. Thank you for all of your hard work on this (and your many other!) projects.

I must admit I am mostly writing because I believe I've encountered two potential programming issues:

1) Editing Quick Annotations on Multiple Maps: While using quick annotation to add the tombs along the Way of Kings in Annuminas, I noticed that editing a newly added entry only updated the Annuminas map. Neither the Evendim or Eregion maps were updated with the new information. While not a deal breaker, it is a bit awkward since this means you add one entry (user perspective) but must edit 3 entries in 3 different places.

2) Entry into sub-maps: I had been adding a small addendum to the Description of each tomb since I keep forgetting whether or not it can be entered (example: <name> - [enterable | cannot be entered]) . But Elendil's Tomb created a problem which got me considering your comment about working on adding interior maps. Have you considered tracking how an interior is entered, and what type of interior it is? Because Elendil's Tomb is "enterable Quest Locked Instance" in my database right now. This allows for Quest, Reputation and Level locked areas. As well as accounting for Common and Instanced (raids, skirmishes and instances) versions. I'm not sure you want to account for this in the database, but thought i should bring it up while you're still working on this feature.
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Unread 05-05-2011, 04:23 PM  
Garan
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The Ered Luin map data and version 1.06 will be delayed a little. I added the code necessary to process Interior Location maps so that I could add the Thorin's Hall (main floor and lower level) location. I have not added any other interior maps yet, but the mechanism is in place. I am also working on a mechanism for storing the custom annotations in separate files per map - I hadn't counted on anyone adding as many annotations as some users have and when working with the data I noticed a significant impact on load times. This should all be included in version 1.06 with the Ered Luin map data in about two weeks (if the custom data changes are not ready in two weeks, I will simply roll back the changes and publish the data update so as not to delay it too long).
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Unread 05-05-2011, 03:36 AM  
Crackpot370
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Talking Re: Re: Re: Re: Re: Re: Houston, we have a problem...

Quote:
Originally Posted by Crackpot370
MapData_9.lua 24 kb 4/30/2011 10:43 pm

Also, I don't know if it will help to know this or not, but when I download an update, I've been deleting the GaranStuff folder & everything below it, then moving in the new unzipped stuff. I leave the PluginData stuff alone so it will keep all the node info I've found.
I may have figured out what is going on. You mentioned way back in one of your original posts that you loaded MoorMap with PluginManager but I didn't realize the possible implication. When you configure PluginManager, there are actually four distinct components displayed for MoorMap, but you should only ever load the one labelled "MoorMap". The additional components are launched by the plugin itself as it needs them - loading them via PluginManager will not only prevent the default file from being processed but can also generate a null map ID that in turn causes an error on line 3159.

If you did indeed configure PluginManager to load the other componets the fix is pretty simple, load PluginManager and use "/manager" to open it's configuration window and make sure that the plugins "MoorMapDefaults", "MoorMapLoader" and "MoorMapTerminator" are NOT selected to be loaded by PluginManager - "MoorMap" itself should be the only plugin with a name starting with "MoorMap" that is checked. Apply your changes then unload all plugins using "/plugins unload" and reload PluginManager - MoorMap will now be in a stable state. You will then have to manually reload the defaults by opening the Annotation Maintenance Window (click the second button from the left at the top of the window or edit any existing annotation) and click the "Reload Defaults" button. I will be updating the usage instructions to avoid this in the future.

If this was not the issue, let me know (well, please let me know either way).

P.S. I've been seeing some significant load times on the maps with all those custom annotations. I may have to consider breaking up the custom annotations the same way the default ones are to ease that a bit.

@Matzig - this may also be the underlying problem with your missing default icons. Please let me know if you were using PluginManager (or other plugin loading method) and were loading more than just the "MoorMap" plugin. If so, just follow the steps outlined above to resolve.


This was in fact the issue for me. I thought for moment it wasn't when I brought up Ered Luin, but then I remembered it wasn't on the list of loaded defaults yet. I loaded Bree-land and all kinds of new flags popped up.

Thank you, thank you, thank you!
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Unread 05-04-2011, 08:07 PM  
Garan
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Re: Re: Re: Re: Re: Houston, we have a problem...

Quote:
Originally Posted by Crackpot370
MapData_9.lua 24 kb 4/30/2011 10:43 pm

Also, I don't know if it will help to know this or not, but when I download an update, I've been deleting the GaranStuff folder & everything below it, then moving in the new unzipped stuff. I leave the PluginData stuff alone so it will keep all the node info I've found.
I may have figured out what is going on. You mentioned way back in one of your original posts that you loaded MoorMap with PluginManager but I didn't realize the possible implication. When you configure PluginManager, there are actually four distinct components displayed for MoorMap, but you should only ever load the one labelled "MoorMap". The additional components are launched by the plugin itself as it needs them - loading them via PluginManager will not only prevent the default file from being processed but can also generate a null map ID that in turn causes an error on line 3159.

If you did indeed configure PluginManager to load the other componets the fix is pretty simple, load PluginManager and use "/manager" to open it's configuration window and make sure that the plugins "MoorMapDefaults", "MoorMapLoader" and "MoorMapTerminator" are NOT selected to be loaded by PluginManager - "MoorMap" itself should be the only plugin with a name starting with "MoorMap" that is checked. Apply your changes then unload all plugins using "/plugins unload" and reload PluginManager - MoorMap will now be in a stable state. You will then have to manually reload the defaults by opening the Annotation Maintenance Window (click the second button from the left at the top of the window or edit any existing annotation) and click the "Reload Defaults" button. I will be updating the usage instructions to avoid this in the future.

If this was not the issue, let me know (well, please let me know either way).

P.S. I've been seeing some significant load times on the maps with all those custom annotations. I may have to consider breaking up the custom annotations the same way the default ones are to ease that a bit.

@Matzig - this may also be the underlying problem with your missing default icons. Please let me know if you were using PluginManager (or other plugin loading method) and were loading more than just the "MoorMap" plugin. If so, just follow the steps outlined above to resolve.

Last edited by Garan : 05-04-2011 at 08:32 PM.
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Unread 05-03-2011, 05:44 PM  
Crackpot370
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Re: Re: Re: Re: Houston, we have a problem...

Quote:
Originally Posted by Crackpot370
Quote:
Originally Posted by Crackpot370
To test your theories, I ran the program & loaded my plugins with PluginManager. MoorMap came up saying MoorMap 1.04 Garan loaded. Still no default stuff on Breeland.

I then looked at the ReadMe that unpacked from the .zip. It showed 1.04 in the
history list. (I always use the Download button to get the latest version. I only use the archive links if I'm after an older version.)

I guess it will remain a mystery.

I downloaded 1.05a. Problem. When it tried to load I got a TON of
...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3159: attempt to index field '?' (a nil value)

Hope you get 'er fixed soon. I love this plugin.
Before going too much further, I would like to try reproducing your situation. I will PM you information on how to send me your saved data files so that I can try to recreate what is occuring.

OK. It's in the mail to you. Hope it helps.
Thanks for the data. It was quite helpful and part of the mystery is solved. All of your map data files are dated 4/6/2011 which means they were never updated after version 1.03. The data itself is fine and updates correctly when an update is processed on my test box so it's not a bad data issue. The mystery is why has your settings file been updated but the map data did not. One of two things is occuring. Either the source data files in your Plugin folder are not getting updated when you download the new plugin versions or an error is occurring while processing the new data files. The next step is to make sure you actually have the new source data files and they are in the correct location (if you unzipped the update and accidentally didn't preserve the folder paths or declined to overwrite existing files or they are write protected or for what ever reason, you may still have the old source files). Please check the size and date on the "MapData_9.lua" file in your "My Documents\The Lord of the Rings Online\Plugins\GaranStuff\MoorMap\Data" folder. Let me know what the date and file size are (they should be 24KB and 4/23/2011) so that I can determine which direction to look further. We should be pretty close to solving this mystery.

MapData_9.lua 24 kb 4/30/2011 10:43 pm

Also, I don't know if it will help to know this or not, but when I download an update, I've been deleting the GaranStuff folder & everything below it, then moving in the new unzipped stuff. I leave the PluginData stuff alone so it will keep all the node info I've found.

btw, that's an impressive number of nodes you've entered

I have been exploring a bit
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Unread 05-03-2011, 08:50 AM  
Garan
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Re: Re: Re: Houston, we have a problem...

Quote:
Originally Posted by Crackpot370
Quote:
Originally Posted by Crackpot370
To test your theories, I ran the program & loaded my plugins with PluginManager. MoorMap came up saying MoorMap 1.04 Garan loaded. Still no default stuff on Breeland.

I then looked at the ReadMe that unpacked from the .zip. It showed 1.04 in the
history list. (I always use the Download button to get the latest version. I only use the archive links if I'm after an older version.)

I guess it will remain a mystery.

I downloaded 1.05a. Problem. When it tried to load I got a TON of
...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3159: attempt to index field '?' (a nil value)

Hope you get 'er fixed soon. I love this plugin.
Before going too much further, I would like to try reproducing your situation. I will PM you information on how to send me your saved data files so that I can try to recreate what is occuring.

OK. It's in the mail to you. Hope it helps.
Thanks for the data. It was quite helpful and part of the mystery is solved. All of your map data files are dated 4/6/2011 which means they were never updated after version 1.03. The data itself is fine and updates correctly when an update is processed on my test box so it's not a bad data issue. The mystery is why has your settings file been updated but the map data did not. One of two things is occuring. Either the source data files in your Plugin folder are not getting updated when you download the new plugin versions or an error is occurring while processing the new data files. The next step is to make sure you actually have the new source data files and they are in the correct location (if you unzipped the update and accidentally didn't preserve the folder paths or declined to overwrite existing files or they are write protected or for what ever reason, you may still have the old source files). Please check the size and date on the "MapData_9.lua" file in your "My Documents\The Lord of the Rings Online\Plugins\GaranStuff\MoorMap\Data" folder. Let me know what the date and file size are (they should be 24KB and 4/23/2011) so that I can determine which direction to look further. We should be pretty close to solving this mystery.

btw, that's an impressive number of nodes you've entered

Last edited by Garan : 05-03-2011 at 08:54 AM.
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Unread 05-03-2011, 12:16 AM  
Crackpot370
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Re: Re: Houston, we have a problem...

Quote:
Originally Posted by Crackpot370
To test your theories, I ran the program & loaded my plugins with PluginManager. MoorMap came up saying MoorMap 1.04 Garan loaded. Still no default stuff on Breeland.

I then looked at the ReadMe that unpacked from the .zip. It showed 1.04 in the
history list. (I always use the Download button to get the latest version. I only use the archive links if I'm after an older version.)

I guess it will remain a mystery.

I downloaded 1.05a. Problem. When it tried to load I got a TON of
...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3159: attempt to index field '?' (a nil value)

Hope you get 'er fixed soon. I love this plugin.
Before going too much further, I would like to try reproducing your situation. I will PM you information on how to send me your saved data files so that I can try to recreate what is occuring.

OK. It's in the mail to you. Hope it helps.
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Unread 04-30-2011, 10:56 PM  
Garan
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Re: Houston, we have a problem...

Quote:
Originally Posted by Crackpot370
To test your theories, I ran the program & loaded my plugins with PluginManager. MoorMap came up saying MoorMap 1.04 Garan loaded. Still no default stuff on Breeland.

I then looked at the ReadMe that unpacked from the .zip. It showed 1.04 in the
history list. (I always use the Download button to get the latest version. I only use the archive links if I'm after an older version.)

I guess it will remain a mystery.

I downloaded 1.05a. Problem. When it tried to load I got a TON of
...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3159: attempt to index field '?' (a nil value)

Hope you get 'er fixed soon. I love this plugin.
Before going too much further, I would like to try reproducing your situation. I will PM you information on how to send me your saved data files so that I can try to recreate what is occuring.

Last edited by Garan : 04-30-2011 at 11:06 PM.
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Unread 04-30-2011, 08:12 PM  
Crackpot370
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Houston, we have a problem...

To test your theories, I ran the program & loaded my plugins with PluginManager. MoorMap came up saying MoorMap 1.04 Garan loaded. Still no default stuff on Breeland.

I then looked at the ReadMe that unpacked from the .zip. It showed 1.04 in the
history list. (I always use the Download button to get the latest version. I only use the archive links if I'm after an older version.)

I guess it will remain a mystery.

I downloaded 1.05a. Problem. When it tried to load I got a TON of
...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3159: attempt to index field '?' (a nil value)

Hope you get 'er fixed soon. I love this plugin.
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Unread 04-30-2011, 03:10 PM  
Garan
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Quote:
Originally Posted by matzig
I keep getting this error message:
...the Rings Online\Plugins\GaranStuff\MoorMap\Main.lua:3635: attempt to index field 'LocationQuickSlot' (a nil value)
Thanks for posting this. This error occurs when saving options changes. I have reproduced the error and will get a fix for it ASAP, probably later today.
The bug was introduced while working on adding a manual location update. I have fixed the bug and once I am done testing the changes I will post a hotfix, "version 1.05a".
EDIT: 1.05a is now available

Last edited by Garan : 04-30-2011 at 06:17 PM.
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