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

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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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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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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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Cornac

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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