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Unread 12-17-2014, 09:19 AM  
Cambruin
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Just wanted to thank you for your continued efforts to make everyone's LotRO experience better.

Vielen dank!
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Unread 11-18-2014, 10:00 AM  
bunny
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OK, the most important things is we got the closest map. The solution is does not matter Thanks for the developing!
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Unread 11-18-2014, 07:50 AM  
Garan
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Quote:
Originally Posted by bunny
Garan, what about the text part of the ;loc info? I just make a short circle and collect some:

House of Coins
Gondor: Court of the Fount: 74.6S, 71.2W
Rhovanion: The Twenty-first Hall: 5.8S, 105.3W
Rhovanion: Caras Galadhon: 15.2S, 68.2W
Rhovanion: Stangard: 25.6S, 62.9W
Eriador: Nan Laeglin: 66.8S, 16.4W
Eriador: Bree: 31.9S, 50.4W

Etc? That I am suggested to you, make a database (with player's help maybe) from the text part and you do not need any mambo-jambo with coordinates Or just do this in the problematic areas where the coordinates is same in more than one map. Dont need too mutch, just:
name ; map ;
Bree ; Bree-land;
Stangard;The Great River
etc.

Or please check the problematic coordinates, maybe one of them in Gondor other Eriador ... if this is true, you can combinate your coordinate system and my text part suggestion to separate easily with the text part.
Thank you for your comments. As you might have guessed, I have examined this issue several times in fairly great detail over the last four years - yes, MoorMap has existed for four years now so I've had quite some time to explore the possible solutions and the challenges with each approach.

I had already considered the text portion of the ;loc command. Unfortunately, the text part does not simplify the problem, it actually complicates it. Especially in areas with overlaps like the Old Forest. There are areas where the name is just a point of interest not a map area, others where the name is not unique such as Brigand Cave (there are at least two) and still others where the area name spans more than one map. The coordinates are more reliable with fewer exceptions.

Worse, the text portion creates a maintenance issue. The text is subject to change with points of interest added, moved and removed especially when areas get revamped. That would mean spending a significant amount of time running around all of the possible areas of every map every update. A coordinate based system with appropriate "mambo-jambo" does not need updating other than locating appropriate borders for each new map. Thus while it took a while to formulate the best programmatic approach specifically one that could account for multiple overlaps and some more time to gather the necessary base data, the programmatic approach is far more accurate (despite having some small exceptions) and will take far, far less time to maintain moving forward.

Last edited by Garan : 11-18-2014 at 08:01 AM.
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Unread 11-18-2014, 05:53 AM  
bunny
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Quote:
Unfortunately, the "current" map info is not exposed via Lua so this function uses the map zoom level and boundaries to attempt to find the most zoomed in map that contains the player's coordinates and if two or more maps contain the coordinates at the max zoom level then the one where the player's coordinates have a shorter percent distance from the center of the map is chosen. This will not always yield the "current" map as defined by the game but it is the best option I was able to implement with the available data.
Garan, what about the text part of the ;loc info? I just make a short circle and collect some:

House of Coins
Gondor: Court of the Fount: 74.6S, 71.2W
Rhovanion: The Twenty-first Hall: 5.8S, 105.3W
Rhovanion: Caras Galadhon: 15.2S, 68.2W
Rhovanion: Stangard: 25.6S, 62.9W
Eriador: Nan Laeglin: 66.8S, 16.4W
Eriador: Bree: 31.9S, 50.4W

Etc? That I am suggested to you, make a database (with player's help maybe) from the text part and you do not need any mambo-jambo with coordinates Or just do this in the problematic areas where the coordinates is same in more than one map. Dont need too mutch, just:
name ; map ;
Bree ; Bree-land;
Stangard;The Great River
etc.

Or please check the problematic coordinates, maybe one of them in Gondor other Eriador ... if this is true, you can combinate your coordinate system and my text part suggestion to separate easily with the text part.
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Unread 11-09-2014, 09:27 AM  
Garan
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Ver 1.28 has a number of minor fixes as well as the maps and data for Central Gondor.

Of particular note for 1.28, the "show location" button will now determine if the player's location can be displayed on the current map and if not, it will attempt to determine the "best" map. Unfortunately, the "current" map info is not exposed via Lua so this function uses the map zoom level and boundaries to attempt to find the most zoomed in map that contains the player's coordinates and if two or more maps contain the coordinates at the max zoom level then the one where the player's coordinates have a shorter percent distance from the center of the map is chosen. This will not always yield the "current" map as defined by the game but it is the best option I was able to implement with the available data.
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Unread 11-09-2014, 09:20 AM  
Garan
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Re: Re: Re: bug and add

Quote:
Originally Posted by bunny
The map detectin is hard I know. If you have no a list from all map area in the ;loc format ...

About the annotation window. It is too complicated maybe a simple button is enough that is send to CHAT the location info with some nice color
Well, both of these features got implemented. Sort of.
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Unread 11-04-2014, 08:16 AM  
Garan
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Quote:
Originally Posted by Areswolf
In the Eaves of Fangorn, The Sweetmead is actually located at 38.1S, 73.2W. The map has it a bit further south. Was going crazy looking for it.

Thanks.
Thanks for reporting that. That is a typo in the data file which will be corrected in the next release.
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Unread 11-03-2014, 06:29 PM  
Areswolf
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In the Eaves of Fangorn, The Sweetmead is actually located at 38.1S, 73.2W. The map has it a bit further south. Was going crazy looking for it.

Thanks.
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Unread 10-22-2014, 05:12 PM  
bunny
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Re: Re: bug and add

Quote:
Thanks for the bug report. That one's been there for a long time, I'm surprised I never noticed. It will be fixed in the next release.

It isn't possible at this time to accurately determine the correct map. I am working on a possible solution but it requires me to find time to finish collecting some more data about map boundaries. Unfortunately it became a fairly low priority and I don't anticipate getting back to that any time soon.

I will look into the possibility of adding an option to leave the annotation window open when closing the map.
The map detectin is hard I know. If you have no a list from all map area in the ;loc format ...

About the annotation window. It is too complicated maybe a simple button is enough that is send to CHAT the location info with some nice color
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Unread 10-21-2014, 04:03 PM  
Garan
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Re: bug and add

Quote:
Originally Posted by bunny
Hi
There is a bug, if you resize the map the search drop-down list moved to bottom.

Some rich feature that I suggest: When push the "where I am" button and I am not in the map that show maybe the plugin load the correct map! I am sure it is a lot of work but it would be nice.

When I click the point I got a window with coordinate, that is nice. But if I close the map this windows also close. It will be help a lot if I can pinpoint the coordinate window. For explorer deed the map on the screen take too much space but this window not and help a lot if I see the coordinates meanwile moving.

Anyway thank for this ueseful plugin!
Thanks for the feedback.

Thanks for the bug report. That one's been there for a long time, I'm surprised I never noticed. It will be fixed in the next release.

It isn't possible at this time to accurately determine the correct map. I am working on a possible solution but it requires me to find time to finish collecting some more data about map boundaries. Unfortunately it became a fairly low priority and I don't anticipate getting back to that any time soon.

I will look into the possibility of adding an option to leave the annotation window open when closing the map.

Last edited by Garan : 10-21-2014 at 04:04 PM.
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Unread 10-21-2014, 02:32 AM  
bunny
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Thumbs up bug and add

Hi
There is a bug, if you resize the map the search drop-down list moved to bottom.

Some rich feature that I suggest: When push the "where I am" button and I am not in the map that show maybe the plugin load the correct map! I am sure it is a lot of work but it would be nice.

When I click the point I got a window with coordinate, that is nice. But if I close the map this windows also close. It will be help a lot if I can pinpoint the coordinate window. For explorer deed the map on the screen take too much space but this window not and help a lot if I see the coordinates meanwile moving.

Anyway thank for this ueseful plugin!
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Unread 10-11-2014, 04:36 AM  
Skillomite
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Map overlays

Really appreciate your lengthy reply, thanks. Not sure which of your instructions worked but I now see purple text to the right of the dropdown box at the top and it works!! *rubs hands with glee*

I just want to say that this is by far the most useful plugin I've come across, so a huge thanks for maintaining it.
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Unread 10-10-2014, 08:34 PM  
Garan
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Quote:
Originally Posted by Areswolf
Hi,

Wakenflood in The Wold is missing from the map. It's required for the "On Notice" quest chain and it includes an NPC Quest giver "Sergeant Hubyrt"

I can't find these on the map.

Great addon, btw! (I feel like I might have mentioned that before!)
Thanks for the feedback. Sergeant Hubyrt and Wakenflood will be added at 38.1S, 50.4W in the Wold with the next update (hopefully I will find time soon after Update 15).

Last edited by Garan : 10-10-2014 at 08:35 PM.
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Unread 10-10-2014, 07:47 PM  
Areswolf
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Hi,

Wakenflood in The Wold is missing from the map. It's required for the "On Notice" quest chain and it includes an NPC Quest giver "Sergeant Hubyrt"

I can't find these on the map.

Great addon, btw! (I feel like I might have mentioned that before!)
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Unread 09-26-2014, 06:07 PM  
Garan
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Re: Deed Map Overlays

Quote:
Originally Posted by Skillomite
HI, really love your plugin. I'm fairly new to lotro and find it very very useful. I'm a bit stuck on the whiteberry overlays. I have the latest version installed but none of the previous advice seems appropriate, there is no overlay text to click and nothing comes up on the MOria maps even when I click on the overlay options button. Would really appreciate your help as together the map and the overlay would be absolutely perfect!
Hi. The text "Select Overlay" should be showing in the top right corner of the map for any map with an overlay available. If it does not display then perhaps something went wrong while processing the update - the plugin should automatically detect when a new version is installed and add any new data including the default overlays. This typically only fails if a user has set one or more of the utility plugins, "MoorMap Defaults", "MoorMap Loader" or "MoorMap Terminator" to load automatically. Before proceeding, double check the Turbine Plugin Manager or whichever manager you are using and be sure that none of those plugins are set to auto load (the "MoorMap" plugin can be set to autoload, just not the utility ones).

You can force the MoorMap plugin to reprocess the default data and recreate the default overlays by opening the Custom Annotation Maintenance window (load the plugin, display the main window and click the flag icon button, second from the left on the toolbar at the top). Click the "Reload Defaults" button at the bottom center of the Custom Annotation Maintenance window. This should display a small window titled "MoorMap Defaults" which will display each map name in quick succession as it processes the default data for each map. Once complete, the plugin will automatically reload and if you have a map with an Overlay it should display the "Select Overlay" text.

If the message is still not displaying, check your chat window, to see if there are any error messages. Be sure the "Error" channel is selected on your chat window filters (right click the chat tab and select "Change Filters"), by default the "General" tab has this channel selected. If you did not have the Error channel selected, select it and repeat the steps above to reload the defaults and see if there are any error messages. If there are errors, send me a PM with the exact error message and we can work through it.

Last edited by Garan : 09-26-2014 at 06:17 PM.
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