ToME: the Tales of Maj'Eyal

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PostPosted: Mon Feb 04, 2019 5:55 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Doctornull wrote:
Much like the Naga Gate at the end of the Sun Paladin quest, I'm unable to auto-walk to tentacle trees.

I can zoom the map to them, which is very helpful, but it'd be even nicer if they could be targeted for walking.

Hmm, if you can show it on the map, what happens if you click on the tree? Because that's what the addon is simulating internally.

Doctornull wrote:
Maybe it's because they're impassible terrain? The A* engine can't figure out a path into that tile, because the tile itself isn't walkable?

That's what I've always assumed the problem was. It's never been particularly good at getting to stores in Elvala or Last Hope from the entrance, for instance.

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PostPosted: Mon Feb 04, 2019 6:03 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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When I click a tree, it's a dialog box pop-up like visiting a store or talking to an NPC.

Zizzo wrote:
That's what I've always assumed the problem was. It's never been particularly good at getting to stores in Elvala or Last Hope from the entrance, for instance.

I know you can navigate to things that are impassible, like dialog NPCs and the sewer grates under Troll Pirate Town in EoR.

Would it be possible to have that as a fallback algorithm, if A* into the tile fails? Maybe navigate to a random adjacent tile?

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PostPosted: Wed Feb 06, 2019 5:07 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Doctornull wrote:
Would it be possible to have that as a fallback algorithm, if A* into the tile fails? Maybe navigate to a random adjacent tile?

[sound F/X: testing] …well, I'll be damned. I don't have any tentacle trees handy to test specifically, but the simple precaution of aiming for an adjacent passible grid if the landmark terrain is itself impassable rockets me straight to Ungrol's home in Last Hope and Marus's home in Elvala, neither of which has ever worked before. I'm pushing that out as v5e; let me know if this fixes your problem.

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PostPosted: Thu Feb 07, 2019 5:10 am 
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Sher'Tul Godslayer

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Location: Ambush!
Zizzo wrote:
Doctornull wrote:
Would it be possible to have that as a fallback algorithm, if A* into the tile fails? Maybe navigate to a random adjacent tile?

[sound F/X: testing] …well, I'll be damned. I don't have any tentacle trees handy to test specifically, but the simple precaution of aiming for an adjacent passible grid if the landmark terrain is itself impassable rockets me straight to Ungrol's home in Last Hope and Marus's home in Elvala, neither of which has ever worked before. I'm pushing that out as v5e; let me know if this fixes your problem.

Thanks!

I'll poke it when I have a chance and report back.

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PostPosted: Thu Feb 07, 2019 7:05 pm 
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Sher'Tul Godslayer

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Zizzo wrote:
[sound F/X: testing] …well, I'll be damned. I don't have any tentacle trees handy to test specifically, but the simple precaution of aiming for an adjacent passible grid if the landmark terrain is itself impassable rockets me straight to Ungrol's home in Last Hope and Marus's home in Elvala, neither of which has ever worked before. I'm pushing that out as v5e; let me know if this fixes your problem.

Coral Portal (the Gates of Dawn starting zone final boss trigger) works perfectly now, and that was the same issue as the tentacle trees, so I think everything's good now.

Thank you for the update!

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PostPosted: Sat Mar 16, 2019 1:10 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
Pushing out v5e.1, which adds the tunnel weakness at the end of the Kruk Pride tunnels as a recognized landmark. Also, in EoR, the Sunwall Observatory's entry in the landmark list was kind of long and got a bit cropped; we now tweak the dialog width as needed to prevent that from happening.

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PostPosted: Wed Jan 29, 2020 1:35 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
v5e.2 is a quickie update to take advantage of my new Menu Keys addon by adding a shortcut key to our "Show known Landmarks" game menu action.

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PostPosted: Fri Feb 07, 2020 3:26 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
v5e.3 adds a small feature requested via the Steam page: a new action "Landmarks…" on the right-click map menu, which jumps to the usual Show Landmarks dialog.

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PostPosted: Sat Jun 20, 2020 9:14 pm 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
Tiny tweak in v5e.4, just pushed out: The huge levers in the orc prides and Tannen's tower change their image when you activate them, but I can never remember which image means "activated" and which means "not activated", and I can imagine that getting one wrong in that floor of Tannen's tower would be frustrating. The levers already appear in the landmark list,¹ so we just annotate them with "(activated)" or "(not activated)".

--
¹ Except, annoyingly, for the ones in Rak'shor pride, so we add those in this update too.

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PostPosted: Sat Oct 03, 2020 4:21 am 
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Higher

Joined: Sun Aug 06, 2017 12:36 am
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There are interesting tiles that currently don't appear in this addon's landmarks list, and it be really appreciated if you could add them in. I don't remember what they all are off the top of my head, so apologies in advance if some of these are already implemented:

  • Tentacle trees from Cults (I think digestive sacks are counted as landmarks though)
  • The demon statues from Ashes
  • Locked vault doors?
  • I forgot if the Doom pedestals appear
  • I don't believe the Occult Egress runes/codes count as landmarks; it'd be cool if the "Show Landmarks" list would show the actual glyph, because sometimes viewing them on the map can be difficult based on one's tiles size.

Thanks


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PostPosted: Fri Oct 09, 2020 2:06 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Sinister Stairs wrote:
  • Tentacle trees from Cults (I think digestive sacks are counted as landmarks though)

Yeah, those were added a few versions ago.

Sinister Stairs wrote:
  • The demon statues from Ashes

[sound F/X: source diving] Looks easy enough. That will be in the upcoming release for 1.7.

Sinister Stairs wrote:
  • Locked vault doors?

Hmm, not sure how I'd detect those. What I've been doing is just setting a landmark next to each vault door as I find them. That has the advantage that if you have to teleport out of a vault partway through, you can still get back to it easily.

Sinister Stairs wrote:
  • I forgot if the Doom pedestals appear

Yeah, those have been supported since very early on, I think.

Sinister Stairs wrote:
  • I don't believe the Occult Egress runes/codes count as landmarks; it'd be cool if the "Show Landmarks" list would show the actual glyph, because sometimes viewing them on the map can be difficult based on one's tiles size.

[sound F/X: source diving] Yikes, those look like they'd be tricky to detect on the map. And I'd think the glyphs would be even smaller in the text listing than on the map.

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PostPosted: Fri Oct 30, 2020 3:03 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
By request, v5f adds demon statues from Ashes as recognized landmarks, along with the usual localization support.

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PostPosted: Wed Dec 09, 2020 2:16 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
It always vaguely bugged me when I mistyped the name of a landmark that I had to remove and re-place it, instead of just editing its name in place. Then it occurred to me that this was my code and I could do something about that. :oops: :wink: Specifically, in v5g, when you right-click on a user-placed landmark, you now have both options "Change landmark name" and "Forget landmark". This also works from the Landmarks dialog.

And as long as we're in the neighborhood, I thought of another feature I've long wished for, and this addon seemed like the best place to put it. See, I've gotten into the habit of not opening undead pits in Dreadfell until after I've come back from the East, same as for vaults and chests there. Problem is, auto-explore keeps going back to those unopened pit doors, unlike with chests and vaults, which it will only go to once. Well, after a bit of source diving, I figured how that worked for vault doors, and now we can make it work for pit doors too: the right-click map menu for regular doors now includes a "Mark as explored" action. [NOTE: As with vault doors, I recommend you take a step or two away from the pit door after marking it and before resuming auto-explore, or it might try to open the door anyway.]

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PostPosted: Fri Dec 25, 2020 3:07 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 2004
Location: A shallow water area south of Bree
Zizzo wrote:
Sinister Stairs wrote:
  • Locked vault doors?

Hmm, not sure how I'd detect those.

I think I've worked out how to detect those in the process of implementing the "mark-as-explored" feature in the previous version, so assuming I've got this right, v5g.1 now lists vault doors as landmarks. (For our purposes, "vault doors" are doors/rocks/whatever that have both an "Are you sure you want to open this?" dialog and a vault ID associated with them, so this won't, I think, include stuff like the rock on Bill's level at the bottom of Trollmire.)

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PostPosted: Fri Dec 25, 2020 9:38 am 
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Higher

Joined: Sun Aug 06, 2017 12:36 am
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Haven't had a chance to test yet, but thank you so much!


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