[v1.0.4-1.0.5] Go to Landmark
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
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.
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
[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?Row wrote:But, I also play with moving by the mouse disabled in the options. If I enabled it, it suddenly works,


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.™


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.Row wrote:however no auto-explore key is needed, the char just moves immediately do designated location. Don't know if this is intended.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.4-1.0.5] Go to Landmark
Random Here Here:
Wish this was just part of mainline. It's an enormously awesome addon.
Wish this was just part of mainline. It's an enormously awesome addon.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
Pushing out v4g, adding Limmir the Jeweler in Gates of Morning to the list of NPCs whose positions we remember.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.

"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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. 
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.
You can remove a landmark later by right-clicking on it again and choosing "Forget landmark".

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.
You can remove a landmark later by right-clicking on it again and choosing "Forget landmark".
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
) 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.™

"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
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.

"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
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.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.4-1.0.5] Go to Landmark
sweet! now to never remember it and hunt them by minimap anyway
I write guides and make addons too now, apparently
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
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- Sher'Tul Godslayer
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Re: [v1.0.4-1.0.5] Go to Landmark
Much like the Naga Gate at the end of the Sun Paladin quest, I'm unable to auto-walk to tentacle trees.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.
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?