EQ2Interface

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-   -   Unofficial maps in game (https://www.eq2interface.com/forums/showthread.php?t=777)

tonyis3l33t 01-26-2005 01:36 PM

i just thought it was easier to see while in game...the other one seemed to blend into the map background too much for me...meh whicher is fine.

Voik 01-26-2005 01:43 PM

XML Comments
 
Quote:

Originally Posted by Quib
I haven't found anyway to add comments to EQ2 UI XML... my "GUESS" would be <!-- comment goes here --> like with EQ1 UI XML but I haven't tested that. I've just been using your comments "system" for notes (like 1Location="" and CreatedBy="").

Quib

The XML standard for comments is as you've shown above:
<!-- comment goes here -->

This is built into XML, so any standard XML reader will "ignore" these as comments.

Hope this helps,
Voik

sunthas 01-26-2005 04:44 PM

Quote:

Originally Posted by Zonx
Reformatted the window with plain frame, positioned and set the pacloc for the upper right corner.

Ok fixed a couple things I missed, like the collapse button size settings.

Also set every zone marker to a consistant size (32,32 for the default icon, 24,24 for the alternate icon used in some maps).

Resized the "You are here" pointer.

interesting.

Quib 01-26-2005 06:26 PM

1 Attachment(s)
I haven't looked at your changes yet Zonx so don't be shocked when they aren't included in this xml; I'm taking a look at them next.

This update is primarily aimed at Eloa. I added a way for you to easily adjust what size you want the Map window to resize to when the "Expand Quests" button is pressed.

In EM_eq2ui_mainhud_map_quests.xml, on the main EM_Quests page object, add
OnHide="Parent.WC_TitleBar.WC_HelpButton1.Resize=800,675 OnHide=' '"

This script will execute once each EQ2 session, and let you set what size you want the window to resize to, without needing hardcoded changes to the main map xml.

The attached xml will use this new resizing setting. Also, I added the icon page and changed layering for the <include>; let me know if everything is working as you wanted Eloa.

Quib

sunthas 01-26-2005 06:53 PM

yuck
 
1 Attachment(s)
was looking at my stormhold map and it looks like their is a big problem with it. The second floor where the atrium is should have 4 coridors leading out of it. All 4 coridors should make a perfect Cross... So the two that go north and south should be inline and the two that go east and west should be in line. My coridors that go north and south are quite aways off... I'll run into stormhold tonight and check and see how much of a big deal this is and then redraw the map.

sunthas 01-26-2005 08:14 PM

Quote:

Originally Posted by sunthas
was looking at my stormhold map and it looks like their is a big problem with it. The second floor where the atrium is should have 4 coridors leading out of it. All 4 coridors should make a perfect Cross... So the two that go north and south should be inline and the two that go east and west should be in line. My coridors that go north and south are quite aways off... I'll run into stormhold tonight and check and see how much of a big deal this is and then redraw the map.

LOL, I was wrong. My Map is RIGHT!!!

Eloa 01-26-2005 08:21 PM

Looks good quib.

tonyis3l33t 01-27-2005 12:13 AM

1 Attachment(s)
plz use this map for firemyst on public release:

thanks quib:)

Quib 01-27-2005 12:52 AM

Quote:

Originally Posted by tonyis3l33t
plz use this map for firemyst on public release:

thanks quib:)

The old version is no longer on my hard drive. ^_~

Quib

Eloa 01-27-2005 12:21 PM

Screw this, its taking me about an hour to implement EACH quest, even smaller ones.

All is not lost though. I'm working on a program where I input the steps and it will automatically generate the pages so I can just copy and paste them in. Maybe then I'll even let other people put in their quests they have found.

diztorded 01-27-2005 02:11 PM

Fallen Gate
 
I am working on mapping Fallen Gate now. :nana:

tonyis3l33t 01-27-2005 02:57 PM

sounds good eloa:)

i was wondering when you would finally go bonkers from that hehe

sounds good diztorted:)

I cant get to the freeport world very often...i am working on quests to get into condemned catacombs (qeynos dungeon) and nektulos castle...soon to be that zek castle too. I guess i could do catacombs that are under vermins snye too.


Quib...i sugguest putting all the maps we have done in a list on the download page...i like to see those numbers fly;) i think people willl download more if they see the maps it includes

Dimuyen 01-27-2005 05:11 PM

Quote:

Originally Posted by Eloa
Screw this, its taking me about an hour to implement EACH quest, even smaller ones.

All is not lost though. I'm working on a program where I input the steps and it will automatically generate the pages so I can just copy and paste them in. Maybe then I'll even let other people put in their quests they have found.

Is it at all possible to pull this data stragith out of eq itself?

Also is there some way I can help do maps? I am not very code smart but is there something I can do to help out?

Eloa 01-27-2005 06:55 PM

Quote:

Is it at all possible to pull this data stragith out of eq itself?
Not what I want. Nor would I want to do that. I am against pulling info from the game that the developers do not want us to pull (hacking basically). I would rather do the research and make a nice time investment instead of a couple lines of code that 'cheat'. Just my opinion and I know many will disagree/partially disagree. Keep the comments to yourselves.

I believe most everything is done now, as far as I see we have enough developers on this. Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all.

diztorded 01-27-2005 07:13 PM

Fallen Gate
 
1 Attachment(s)
Here is Fallen Gate. You start in at the southern most point. just north of there, you will notice a square that overlaps. This is a square wall that has stairs leading up to in on the left side. You can walk around it and jump off blah blah blah. Anyway, I was thinking about just shading this a different colour just to show it is a different part. Now if you notice the map branches off to the east and curves around and ends in a circle room. This is about 2 levels below the starting point. Not sure how you want to do this one. Once you get the map, I can run through grabbing important places. :) :)

Dimuyen 01-27-2005 07:56 PM

Quote:

Originally Posted by Eloa
Not what I want. Nor would I want to do that. I am against pulling info from the game that the developers do not want us to pull (hacking basically). I would rather do the research and make a nice time investment instead of a couple lines of code that 'cheat'. Just my opinion and I know many will disagree/partially disagree. Keep the comments to yourselves.

I believe most everything is done now, as far as I see we have enough developers on this. Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all.

/sigh.... this is not what I meant :D

I do not want to hack or cheat at all ... I was refering to extracting the text from a quest dynamically as you solve it into a log file and than push that through a parser so you can then drop it into your awesome mod with more ease :D

How or where do i find the information for quests that I complete? Do I need to hand wirte them all?

Zonx 01-27-2005 09:33 PM

Has anyone looked into attaching maps as seperate files?

It occured to me last night updates would be a lot easier if the map window file just referenced external map files, then everyone could work on individual maps without the possibility of Map window file conflicts. Each map could then be treated like a seperate mod.

If I'm not mistaken, each custom map is a self-contained page now, so I think this is very possible. I'll play with it when I get a chance. Maybe I can figure out how to auto-generate a button or tree list of maps while I'm at it ;)

farcrowe 01-27-2005 09:52 PM

hmmmm? Tried using this UI and soon as I hit J to bring up the journal it crashes to desktop. Problems with new xml since patch?

Dolby 01-27-2005 09:57 PM

Quote:

Originally Posted by farcrowe
hmmmm? Tried using this UI and soon as I hit J to bring up the journal it crashes to desktop. Problems with new xml since patch?

I think you got the wrong thread Farcrowe. This is the development thread for this mod. Please post your questions & issues in the help forum or the official thread in the released forum. Thanks.:)

Please continue this thread on topic (Development) after this post. :)

tonyis3l33t 01-27-2005 11:52 PM

1 Attachment(s)
Quote:

Originally Posted by Zonx
Has anyone looked into attaching maps as seperate files?

It occured to me last night updates would be a lot easier if the map window file just referenced external map files, then everyone could work on individual maps without the possibility of Map window file conflicts. Each map could then be treated like a seperate mod.

If I'm not mistaken, each custom map is a self-contained page now, so I think this is very possible. I'll play with it when I get a chance. Maybe I can figure out how to auto-generate a button or tree list of maps while I'm at it ;)


Maps are separate files. They do not have their own page. The game replaces the zonemap (you can find in UIBuilder) with the single DDS file that contains the map.

There is a few steps to making a map and you can find it all in the attached fiile.




Quote:

/sigh.... this is not what I meant

I do not want to hack or cheat at all ... I was refering to extracting the text from a quest dynamically as you solve it into a log file and than push that through a parser so you can then drop it into your awesome mod with more ease

How or where do i find the information for quests that I complete? Do I need to hand wirte them all?
Please post quest stuff on the quest Thread. Eloa help us out with keeping them in there plz:)


Quote:

Also is there some way I can help do maps? I am not very code smart but is there something I can do to help out?
Heres what you can do to help...im sure diztorded can help explain too if i dont do it well enough:)

Make one hotkey that say "/loc"
make another hotkey that says "/emote start new map line"
the second emote will "lift the pen"...starting a new map line from the next time you hit /loc
so you run around one room, start new map line
hit /loc right after start new map line (so there is not hole) and start walking with /loc again.
just keep running around doing this until you have the whole map done.

the start new map line is very important. It keeps you from making a huge line that stretches across the map.

(see page 22 for an example)

tonyis3l33t 01-27-2005 11:56 PM

heres your fallen gate diztorded. Lemme know if you dont want me to post raw maps :)

ill work on it today. If you can...use this map and go to furthest points NSEW and get a loc. Hug the wall as much as you can. Then post the 4 locs for me. :) thanks. If not ill just walk there and do it myself :D

Eloa 01-27-2005 11:58 PM

Quote:

Originally Posted by Eloa
Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all.

Yep, I told him to go there, that's about all I can do :rolleyes:


Following is just for me to copy at home, disregard please.

Quote:

Private Sub Command5_Click()
TxtStep1.SetFocus
Step1Text = TxtStep1.Text
'Count = Str$(Len(Step1Text))
'txtcount.SetFocus
'txtcount.Text = Count
TxtLocIconLoc.SetFocus
LocIconLoc = TxtLocIconLoc.Text
TxtMaxLines.SetFocus
MaxLines = TxtMaxLines.Text
TxtStep1PFL.SetFocus
If TxtStep1PFL.Text = "" Then 'If there is no PFL:
TxtXML.SetFocus
TxtXML.Text = "<Button BackgroundColor=""#554939"" LocalText=""" & Step1Text & """ Location=""5,7"" Name=""Receive"" ScrollExtent=""285,44"" Size=""285,44"" Style=""button_plain_text"" TextMaxLines=""" & MaxLines & """ > " & Step1Text & " </Button>"""
Else 'If there is a PFL
'calculate LocIconLoc Here
Step1PFL = TxtStep1PFL.Text
TxtXML.SetFocus
TxtXML.Text = "<Button BackgroundColor=""#554939"" LocalText=""" & Step1Text & """ Location=""5,7"" Name=""Receive"" OnPress=""Parent.Parent.Parent.Parent.Parent.MapPage.Icons.Icon.Locator.Location =""" & LocIconLoc & """ PathFindLocation=""" & Step1PFL & """ ScrollExtent=""285,44"" Size=""285,44"" Style=""button_plain_text"" TextMaxLines=""" & MaxLines & """ > " & Step1Text & " </Button>"""
End If
End Sub

diztorded 01-28-2005 12:52 AM

Graveyard exit mis-labled
 
Line 961 should be:


Quote:

<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" Location="325,436" MouseOverColor="#FFFF00" Name="ZoneStonestair" pathfindlocation="-69, 0, 132" PressedColor="#FFFF00" ScrollExtent="25,25" Size="25,25" Tooltip="To Stonestair Byway" TreatAsButton="true" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation"/>
instead of:

Quote:

<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" Location="325,436" MouseOverColor="#FFFF00" Name="ZoneStonestair" pathfindlocation="-69, 0, 132" PressedColor="#FFFF00" ScrollExtent="25,25" Size="25,25" Tooltip="To Sunken City" TreatAsButton="true" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation"/>

taco-man 01-28-2005 01:25 AM

Quote:

Originally Posted by Eloa
Following is just for me to copy at home, disregard please.

i know you said disregard but i cant help it lol, that looks like VB? is it or is it some other language?

diztorded 01-28-2005 01:27 AM

Fallen Gate
 
N: -131.08 , -349.45
E: -193.33 , -228.65
S: -17.33, 151.05
W: 215.33, -104.23


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