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Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Thu Feb 04, 2016 7:58 am
by Row
Created new char with all add-ons disabled except the previously attached file. Still the same behavior.

But, I also play with moving by the mouse disabled in the options. If I enabled it, it suddenly works, however no auto-explore key is needed, the char just moves immediately do designated location. Don't know if this is intended.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Fri Feb 05, 2016 12:32 am
by Zizzo
Row wrote:But, I also play with moving by the mouse disabled in the options. If I enabled it, it suddenly works,
[sound F/X: testing] Aha! Now, that I can reproduce. But it's supposed to be set up to work either way... [sound F/X: source diving] ...wait a minute, mod.class.Player:mouseMove() has a different signature than engine.interface.PlayerMouse:mouseMove(). I've been passing the wrong arguments all this time. [sound F/X: historical source diving] ...Holy crap, has this ever worked? :shock: :?

Well, at any rate, with the problem identified, it was easy to fix; v4e.1 just went out with a fix. We Apologize for the Inconvenience.™ :oops: :oops:
Row wrote:however no auto-explore key is needed, the char just moves immediately do designated location. Don't know if this is intended.
Yes, that's the intended behavior. The Going to Landmark effect and hijacking of the auto-explore command is just a fallback in case you get stopped partway, so that you can easily resume going to your destination.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Sun Mar 20, 2016 3:19 am
by Zizzo
Just released v4f with a small quality-of-life tweak: the entry portal to the Sher'tul fortress was kind of hard to find way down in the normal zone list, so I bumped it up into the Towns section of the list.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Sun Apr 03, 2016 8:47 pm
by Dracos
Random Here Here:

Wish this was just part of mainline. It's an enormously awesome addon.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Tue Apr 12, 2016 12:27 am
by Zizzo
Pushing out v4g, adding Limmir the Jeweler in Gates of Morning to the list of NPCs whose positions we remember.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Sat Jul 09, 2016 7:19 pm
by Zizzo
Pushing out v4h, with an eye toward improving addon support:
  • We now recognize towns added by addons and list them in the "Towns/bases" section. This depends on the town's short name being of the form "town-<something>", which seems to be the standard pattern; if there are any addons out there that don't do this, I suppose we can work something out…
  • Instead of trying to cherry-pick specific NPCs to list in the "People" section, we just punt and include every NPC on the level that has an associated chat dialog. That should cover all the ones we were including before (let me know if it's missing anyone important); it'll probably also catch some spurious ones, but that's not too bad.
Notably, this improves Embers support a bit, properly handling Kruk Pride and Metash the Maulotaur. We Apologize for the Inconvenience.™ :oops:

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Wed Aug 03, 2016 1:35 am
by Zizzo
With all the excitement around the ZOmnibus v15 release, I figured I'd mix in v4i of this addon, with some tweaks I'd been working on to recognize and remember some new landmarks:
  • "Store" NPCs in Irkkk.
  • The "structural weakness" grid in Dominion Port in Embers.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Fri Mar 10, 2017 12:25 am
by Zizzo
Small tweak in v4j (just pushed out), to recognize and remember the Phonograph in Embers' Palace of Fumes zone as a landmark. Also, recognizing fonts of life as a landmark apparently got broken at some point; fixed that.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Sun Apr 09, 2017 11:32 pm
by Zizzo
So it's not uncommon to stow stuff in a vault temporarily to say within your carrying capacity until you can get more permanent storage. Finding that vault again can be annoying, though, as they don't always have distinctive layouts on the mini-map. I kept thinking there ought to be some way to have the go-to-landmark functionality take me back to the vault — and then I thought of one. :wink:

v5, just released, adds player-settable landmark functionality. Just right-click the map grid where you want the landmark and choose "Set landmark"; you will be prompted for a name for the landmark, which will show up in the landmark list for the level.
plyr-landmark.png
plyr-landmark.png (253.11 KiB) Viewed 24561 times
You can remove a landmark later by right-clicking on it again and choosing "Forget landmark".

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Tue May 02, 2017 3:02 am
by Zizzo
Pushing out v5a to fix a bug reported on Steam. You may recall that v5 modifies map grid tooltips to mention player-set landmarks (if you don't recall that, see the immediately preceding comment. :wink: ) Well, turns out unstable sand tunnels in the Sandworm Lair (and presumably other sand-based zones) play hinky games with map tooltips, and we were choking on that and popping up a stack trace. That should now be fixed in this update. Well, "fixed" being a relative term; unstable sand tunnels that were present before the update will still exhibit the bug until they collapse, but new tunnels should be fine. We Apologize for the Inconvenience.™

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Sat Nov 25, 2017 8:13 pm
by Zizzo
So I just recently discovered where Draebor lives (phrased carefully to avoid spoilers). Turns out that auto-explore doesn't go back to the exit portal, which was mildly annoying. For future convenience, then, v5b now remembers the Demonic Portal as a landmark. And while I was in the neighborhood, we also add the Portal to Last Hope from Tannen's Tower as a remembered landmark.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Mon Apr 09, 2018 12:32 am
by Zizzo
As I mentioned elsewhere, it's been a very long time since I tried the Infinite Dungeon, so just out of idle curiosity, I took a quick dive. One notable thing I discovered is that levels in the ID have multiple exits, with "encroaching terrain" descriptions that give you a hint of how the next level will be laid out — which is exactly the sort of information you would want if you were, say, looking at the landmark list deciding which exit to take. :wink: v5c, just pushed out, adds that information to the landmark descriptions. Also, we now sort the level exits by distance from player, now that there are more then one of them.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Tue Oct 02, 2018 2:59 am
by Zizzo
Small tweak in v5d, just pushed out: inspired by furtbat's discussion of Forbidden Cults' strange tentacle "trees", I've added support for them as a recognized landmark type.

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Tue Oct 02, 2018 6:22 pm
by Cathbald
sweet! now to never remember it and hunt them by minimap anyway

Re: [v1.0.4-1.0.5] Go to Landmark

Posted: Sun Feb 03, 2019 12:19 pm
by Doctornull
Zizzo wrote:Small tweak in v5d, just pushed out: inspired by furtbat's discussion of Forbidden Cults' strange tentacle "trees", I've added support for them as a recognized landmark type.
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.

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? What I want is just adjacency, much like pathing to an NPC.


Does walking to a tentacle tree work for everyone else?