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-   -   Minimap Plugin (https://www.eq2interface.com/forums/showthread.php?t=2058)

Landiin 01-31-2006 01:41 PM

Zonx I've started on converting this plug in ( havn't got far ) but if it would be easier to just port yours over as a stand alone plug-in then go for it. I've basically been redoing the widgets to match SOE's and being I am like a fish out of water when dealing with graphics I've been a bit slow lol.

Talyns 02-03-2006 12:30 AM

2 Attachment(s)
Landiin,
I've converted it but have no way to test my work ingame, as I no longer play. In doing so I discovered some bugs in the plugin system:

1. The size of the page TM_Plungins (core_plugins.xml) should be the same as the normal map size (484,640).

2. TM_Plugin8.xml is missing (Do you think you'll need 10 plugins spaces?)

3. Each plugin should be named in sequence.. They are all named tm_plugin1

4. In (skinnable_WindowElements.xml) the QM_MinimizeButton and QM_RestoreButton OnActivate events calls plugin events near the top.. They should be called last.

That is the way it was originally designed. Reason being is it was intended to make it possible to change the way minimize & restore button function. If the plugin events are called first the original function overwrites what plugins do.

I attached a zip with the debugged xml (plugins_patch.zip)

I also attached the untested updated version of talyns_minimap. It requires that the plugin_patch is installed first.

Note to everyone except Landiin: DOWNLOAD this stuff at your OWN RISK risk... It is meant to help Landiin get a working version of talyns_minimap back up to par.

Landiin 02-03-2006 01:08 AM

Cool thanks Talyns :)

Also thanks for the pointing out the placement of the OnActivate in restore, I'll get that fix.

I don't' know if 10 will be needed or not, but as the eq2 ui modder fan base gets bigger I just wanted to have the exptra slots there just in case. /shrug my works has pounded redundancy in my head for so long I just have to put stuff like that in i guess lol.

Wulfgyr 02-04-2006 11:03 AM

I've also had a few requests for this to be integrated into the T. King Gothic theme. I'll start taking a look at what you put together, Talyns. In my case, I've modded the universal window files, so we'll see how that affects the window graphics. (I did the universal files, so that way other mods can "skin" themselves, as long as they use the standard SoE graphics)

Thanks for all the hard work!

Wulfy

Landiin 02-04-2006 03:19 PM

Talyns, That works perfect! U can use it to update the mod.

I'll get Dolby your changes so he can put them live

Zonx 02-04-2006 09:16 PM

A working version of this plugin is included with Fetish Nightfall 6.0.

It does include a few minor tweaks for the whole Fetish Map set, but should be relatively easy to rip out and reskin back to the default UI.

Note: core_plugins.xml really doesn't need to be sized the same as the main page as it includeds script to do that automagically.

Talyns 02-04-2006 10:12 PM

2 Attachment(s)
Zonx:
Actually it does need to be the same size.. When it resizes any plugins under it with a pack size of "absolute,absolute" will be resized the same amount of pixels..

So If I add a plugin that has packsize of absolute,absolute and has the same size as the map window it will resize when the plugin page is resized and actually be bigger than the map window itself. Will cause the same problems with smaller plugins in the same manner making them larger than designed when the window is shown.. Hopes that makes sense..

Why spend time ripping a version out of fetishmaps when the original plugin is now working and will be made available shortly?



Landiin:
I did a little more work on it and found a few more bugs in the plugin system.

The LeftGrouper, RightGrouper, and Frame OnHide and OnShow events were messed up. The should always be called last and they were calling Parent.TM_Plugins.On.... When it should be Parent.Parent.TM_Plugins.On....

I restructured the layout of the Plugin making it more modular and should be fairly easy to tweak the locations of controls or reskin it altogether.

However, like before, I have no idea how it works ingame.. I know it works perfectly in UIBuilder just like the last one.


Wulfgyr:
Unless the frames are really elaborate it should be pretty much work fine and look ok.

To make it look perfect:
The dockbutton and controls are custom graphics and may need to be skinned if they are out of place. They are contained in images/minimap_widgets.tga.

The locations, sizes, and styles of things can be tweaked by editing minimap_dockbuton.xml, minimap_window.xml, and minimap_title.xml.


The version I'm attaching now should be fairly skinnable..


I also added an updated plugin patch that includes the first patch and an updated skinnable_WindowElements.xml to fix the plugin events..

Zonx 02-04-2006 10:46 PM

Quote:

Originally Posted by Talyns
Zonx:
Actually it does need to be the same size..

I understand the resize issues. Yes its better if the plugins page matches the map but its not critical, so long as folks size their plugins relative to the original plugin page size. Skins will be adjusting the map window size anyway, which will also resize the plugins page. Point is to set the plugin page size and not keep pushing out changes to it. Changing its size will almost definetly break stuff designed for an older size.
Quote:

Originally Posted by Talyns
Why spend time ripping a version out of fetishmaps when the original plugin is now working and will be made available shortly?

Because the Fetish version has been tested ingame, which you said you couldn't do. Also I'm guessing you're working with the Map code curently being pushed by the updater and not the latest revs we've been testing with and I've included with Fetish 6.0. Might save someone some hassle tweaking the scripts /shrug.

Talyns 02-05-2006 12:16 AM

Quote:

Originally Posted by Zonx
I understand the resize issues. Yes its better if the plugins page matches the map but its not critical, so long as folks size their plugins relative to the original plugin page size. Skins will be adjusting the map window size anyway, which will also resize the plugins page. Point is to set the plugin page size and not keep pushing out changes to it. Changing its size will almost definetly break stuff designed for an older size.

Because the Fetish version has been tested ingame, which you said you couldn't do. Also I'm guessing you're working with the Map code curently being pushed by the updater and not the latest revs we've been testing with and I've included with Fetish 6.0. Might save someone some hassle tweaking the scripts /shrug.

I did look at the map included in fetish 6.0 and the only file I have to worry about is the skinnable_objects.xml because it's skinned I have no idea what was changed with the default version. If it has the same checkbox type button for the restore/minimize button it might break my plugin. However, that is easily fixed.

I didn't test to see if it "worked" plugged in to fetish because I don't care if it works there.. It has it in there already.

The plugin system should recieve the fixes for the EventCalls to put it in line with the way it was designed.

I still don't agree with the size thing.. It is critical. was designed to be the same size. It makes it more symetrical and logical. What can it really break? The only plugins that are available for download that have an absolute,absolute is mine and maybe the plugins in your skin..

Someone in the future wanting to design a plugin that takes up all the space in the map might find it confusing or illogical: The map window is 484 by 640 but I have to design a plugin at 484 by 597 and use a pack size of absolute,absolute to make the plugin take up the whole window and size with the window correctly when a skin with a different sized map window is used.

/shrug
I'm changing mine to be of fixed,fixed packsize in the next release, so it doesn't really effect me. Just seems kind of illogical to me..

You can rip yours out if you want but I think mine will survive most changes. Even though I didn't test it ingame I'm 99% sure it will work as intended in the game.. Landiin also said it works perfect.. So I will release it when the plugin system is concrete and worry about any possible changes to the eq2map later.. I'm not scrapping my effort now.. I put quite a few hours into the update, the original, and the original design of the plugin system, which I never even got a mention for on the eq2map site. People have been interested in an update and I plan on updating it, especially now that I started. I just wish I could upload it to the main eqmap area instead of as an addon to the manual version where it gets little attention.

Zonx 02-05-2006 12:58 AM

Talyns, I'm realy not interested in hyjacking your mod as my own. I was just trying to help folks that wanted to keep the plugin. You'll notice I posted I had a working version days befor you responded.

I was trying to help and maybe save other devs some effort. If you don't want/need my help that's fine. Not trying to step on your toes.

Sorry if you didn't get credit for the plugin system, I know how that goes myself having suggested the inclusion architechure to enable skinning, plugins and the web updates. Neither of us were runing the project so not much we can do about who got credit for what. At least you got TM_ stamped all over the plugin code ;)

As far as the size thing goes... changing the plugin page size now will result in both my already released plugins being out of position untill I can release another update. Its hard enough keeping up with SOE changes without having EQ2Map skin and plugin code changing and breaking stuff mid release. The current size works for the current plugins, why change it and force updates to existing plugins when future authors can just as easily code for the existing size? Are we gonna break plugins every time SOE resizes the map window?

In any event I'll deal like I always do.

Talyns 02-05-2006 01:20 AM

Zonx no worries..

I really don't care what you guys do with it. I will keep my nose out of it from now on.. I was just pointing out the way it was designed and how it should be updated to be inline with the way it was originally designed..

Landiin 02-05-2006 02:40 AM

Bah Talyns don't keep you nose out of it bro, all input is welcome and needed. I know I am always open for input and am willing to change/fix things, I think Zonx is too. I know for me I just creng(sp) with each live update because SOE has been changing so much with the UI ( yes I'm a bit lazy ). I am not saying its bad, I like the changes they are making but let me play the game some :) lol

Talyns 02-05-2006 02:59 AM

Quote:

Originally Posted by Landiin
Bah Talyns don't keep you nose out of it bro, all input is welcome and needed. I know I am always open for input and am willing to change/fix things, I think Zonx is too. I know for me I just creng(sp) with each live update because SOE has been changing so much with the UI ( yes I'm a bit lazy ). I am not saying its bad, I like the changes they are making but let me play the game some :) lol

Well I'm done speaking my opinion on this atleast..

I will finish this addon update but it requires the plugin events be called the way they were designed.

Zonx 02-05-2006 03:15 AM

/agree with Landiin

Talyns I certainly don't want to discourage you from giving input and made no objections at all to your script changes. You did design the plugin system and I'm sure have put more thought into how the code should execute ;)

I'm probably overreacting to the size thing due to the numerious structure changes SOE keeps making for no good reason that breaks my script paths :p

Deathbane27 02-05-2006 06:09 AM

That's why its extra important that we (uh... you guys, actually... what am I still doing here? :p) are sure the structure isn't going to need any changes before finalizing it. ;) At least until the next SOE breakage. :(

Sanadee 06-09-2006 11:21 AM

Minimap issues
 
I've tried to download this minimap to my ui file ... log into game and the addon is not there. Would love to be able to have smaller map on my screen so hoping to get this to work. I have copied the files into the ui files ... etc ... no luv.

Thanks for any help you can offer.

Talyns 06-09-2006 02:21 PM

Right now my minimap is NOT working, sorry. The EQMap project is going through some major internal changes. (which until recently were stalled on the runway). These changes are well worth the wait!


For now,
If you would like to use the talyn's minimap "ShrinkMap" feature you can download Zonx's FetishMaps which includes a working version of my mod..

http://www.eq2interface.com/downloa....php?s=&id=3650

When the changes finally go through, (which will be hopefully be sooner rather than later), I will fix up the mininmap plugin to work with the new changes.

Ehxo 11-06-2006 05:08 PM

Seems to be bugged for me... Just installe dit with the EQ2MAP files, and the X button is not working to close the minimap, and the arrow showing where I am disapears when I switch to the minimap mode...

Talaus 11-25-2006 10:44 AM

?
 
MiniMap is working it's just that the player location arrow is not tracking correctly. Any ideas or plans on fixing this? Thanks!

Grumsch 11-26-2006 04:14 PM

Yes, i confirm this. The player arrow position is wrong.

Bealdwine 12-09-2006 12:00 PM

Hi Talyns, Thanx for all your work on (imho) one of the majorly important mods in Eq2dom - at least it 'does' something, not just cosmetic changes :cool:

Anyhoo... do we have any update news this month pls?

I'm desperate to get this up and running again as it should be :)

No offence to Fetish - a fine fella I'm sure - but as I run the ProfitUI Reborn I've hit some issues there, and really just like the simplicity of your mod. *hopes that continued flattery will work :p *

DBurgdorf 12-09-2006 12:18 PM

Since February, I've been using the "beta" minimap files Talyns posted in this thread, and I have had no trouble whatsoever. The minimap works just fine, and the character location arrow and PoIs are all right where they should be.

The only problem I've encountered is that sometimes, quest source/target indicators are located incorrectly, as if the game doesn't know which section of the map I'm actually viewing, even though everything else is displayed accurately. But that's a very minor issue that I have no problem living with.

-- Darryl (Milquetowst)

Bealdwine 12-09-2006 12:40 PM

Quote:

Originally Posted by DBurgdorf
Since February, I've been using the "beta" minimap files Talyns posted in this thread, and I have had no trouble whatsoever. The minimap works just fine, and the character location arrow and PoIs are all right where they should be.

-- Darryl (Milquetowst)

Thanx for that, I'll try those... beta? did you mean Fetish's one or am I missing a link? :)
For me the only issues that matter are that the minimap will show the character arrow in the correct location and centre on your correct position - I tend to go to full map to see POIs, or use the 'spoiler' mod.

DBurgdorf 12-09-2006 03:51 PM

Quote:

Originally Posted by Bealdwine
Thanx for that, I'll try those... beta? did you mean Fetish's one or am I missing a link? :)

If you scroll back in this thread, you'll see that Talyns posted an updated set of minimap (and related) files back in February for testing. I downloaded the files and have been using them without a problem since, though so far as I'm aware, they were never "finished" and made available elsewhere.

Quote:

For me the only issues that matter are that the minimap will show the character arrow in the correct location and centre on your correct position - I tend to go to full map to see POIs, or use the 'spoiler' mod.
The minimap has never "centered" on your position; it shows either the middle of the map or one of the corners, depending on what you pick. Your position is displayed accurately, assuming you're on the part of the map being displayed. ;)

-- Darryl


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