ToME: the Tales of Maj'Eyal

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PostPosted: Wed Nov 13, 2013 5:30 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Doctornull wrote:
Seems to work fine on 1.0.5f so far. :)

Well, just for completeness, I'm migrating it to v1.0.5 officially.

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PostPosted: Fri Nov 22, 2013 1:53 am 
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Sher'Tul

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Location: A shallow water area south of Bree
Quick question for DarkGod and/or other knowledgeable folk: I'm fiddling with trying to sort the landmark list on the wilderness map by some sort of rough "difficulty" measure, to make it easier to find the zone entrance I'm looking for. Can I safely assume that I can manually loadfile() the zone's zone.lua file without causing any undesired side effects? Because that's the most obvious source of information about a zone's difficulty level.

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PostPosted: Mon Dec 09, 2013 2:46 am 
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Sher'Tul

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Location: A shallow water area south of Bree
Pushing out v3c with a small bugfix so that the game doesn't pitch an error if you escape out of the go-to-landmark/view-landmark dialog.

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PostPosted: Wed Jul 23, 2014 1:46 am 
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Sher'Tul

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Location: A shallow water area south of Bree
Well, I answered my own question in the process of fixing a small bug in Alternate Zones Option, which lets me implement something I've toying with doing in this addon for a while. In v4, instead of the landmarks all being lumped together in x/y coordinate order, we now group them by category (towns, zone entrances, level exits, stores, and everything else), and sort them more usefully within categories. Towns and zone entrances are sorted by estimated difficulty, level exits should be sorted by the level they go to, and everything else should be sorted by current distance from the player.

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PostPosted: Thu Jul 24, 2014 3:24 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 358
That sounds awesome.

Just tagging in, this addon is great. :)

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PostPosted: Fri Aug 22, 2014 2:51 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
The portal at the end of the Celestial class start doesn't show up as an exit.

This isn't your fault, of course, but I wonder if it could be made a landmark so the player who clears level 3 has an easy way to get back to the portal?

Thanks!

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PostPosted: Sun Aug 31, 2014 10:47 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Doctornull wrote:
The portal at the end of the Celestial class start doesn't show up as an exit.

This isn't your fault, of course, but I wonder if it could be made a landmark so the player who clears level 3 has an easy way to get back to the portal?

[sound F/X: source diving] Hmm, it's not marked as special in any obvious way; I'd have to key off it by name, like with fonts of life. Give me a little time to test this.

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PostPosted: Mon Sep 01, 2014 8:11 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Doctornull wrote:
The portal at the end of the Celestial class start doesn't show up as an exit.

This isn't your fault, of course, but I wonder if it could be made a landmark so the player who clears level 3 has an easy way to get back to the portal?

Well, testing went okay, so I'm pushing that out as v4a.

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PostPosted: Tue Sep 02, 2014 1:21 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
Zizzo wrote:
Doctornull wrote:
The portal at the end of the Celestial class start doesn't show up as an exit.

This isn't your fault, of course, but I wonder if it could be made a landmark so the player who clears level 3 has an easy way to get back to the portal?

Well, testing went okay, so I'm pushing that out as v4a.

There seem to be some pathing issues but it's still way better than before.

Thank you!

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PostPosted: Thu Sep 04, 2014 3:23 am 
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Sher'Tul

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Location: A shallow water area south of Bree
Doctornull wrote:
There seem to be some pathing issues but it's still way better than before.

(shrug) Pathing is all done by the engine's Astar code; all my addon is doing is simulating a mouse click on the landmark. And yeah, the pathing can be problematic sometimes; getting to any of the stores in Elvala or Last Hope from the entrance, for instance, tends to be hairy.

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PostPosted: Wed Jan 28, 2015 5:33 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
Pushing out v4b with a couple small changes:
  • The list of known landmarks can get pretty long after you've been east, especially if you got some of the server-push event zones, so I added a scrollbar to the list. (Actually, I think I tried to add one earlier, but I put the scrollbar on the wrong component... :oops: )
  • A really small cosmetic thing, but I'm kinda proud of it: the description of the Going to Landmark effect now checks your keybindings so it can report the actual key you have bound to Auto-explore instead of just guessing that it's on the default 'z'.

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PostPosted: Fri Feb 06, 2015 2:26 am 
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Sher'Tul

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Location: A shallow water area south of Bree
Thought of this too late to go in the last release, so it just went out in v4c: the Sun Paladin guy at the end of Erúan is now remembered as a landmark, as we already do with Agrimley.

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PostPosted: Tue Jan 26, 2016 12:01 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
New in release v4e, just pushed out, we add a few more NPCs to our list of remembered "landmarks": Linaniil in Last Hope, Myssil in Zigur, Aeryn in Gates of Morning,and the Shady cornac man in Derth. Also, since the grid tooltip for zone entrances now shows the zone's minimum level, we include that in the landmarks list, and sort zone entrances by minimum level (we were previously sorting by maximum level, which was getting some odd results...).

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PostPosted: Wed Feb 03, 2016 1:24 am 
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Higher

Joined: Mon Aug 20, 2012 10:57 am
Posts: 51
This function just doesn't work. When I select a landmark to go to, then press the auto-explore key, simply nothing happens, not even exploring elsewhere, the character doesn't move, despite what the tooltip says (You are travelling to...). I have to left-click the icon to delete the order in order to be able to use auto-explore.
Note I have the auto-explore key remapped to 'o' and I am using classic UI if that makes a difference.


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PostPosted: Thu Feb 04, 2016 2:54 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
Row wrote:
This function just doesn't work. When I select a landmark to go to, then press the auto-explore key, simply nothing happens, not even exploring elsewhere, the character doesn't move, despite what the tooltip says (You are travelling to...). I have to left-click the icon to delete the order in order to be able to use auto-explore.
Note I have the auto-explore key remapped to 'o' and I am using classic UI if that makes a difference.

Hmm, don't think I've tested in the Classic UI... [sound F/X: testing] crap, can't reproduce it. I have had problems in earlier versions, though, with timing the :mouseMove() call versus the unregistering of the dialog, which seemed to trip over each other. Did this work before? Does moving by mouse clicking work?

...Hang on, I've got an idea: take the attached .zip file, rename it to .teaa, and copy it into your game/addons directory (this will kick the character into offline mode because of the addon MD5 mismatch; if that's a problem, you could start a new character for testing purposes). I've added some logging print()'s to key locations, and I'm trying a new way of triggering the simulated mouse move. If it still doesn't work, attach the te4_log.txt log file to a comment so I can (I hope) see what's going on.

[On a tangentially related side note, it surprises me that .teaa attachments aren't allowed here of all places...]


Attachments:
tome-landmark.zip [12.25 KiB]
Downloaded 22 times

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