Proof of concept, by no means complete. Use at your own risk.
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http://mysite.verizon.net/~fridlekh/...LogMarkers.zip
impressions welcome.
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Proof of concept, by no means complete. Use at your own risk.
-------------------------------------------------------------
http://mysite.verizon.net/~fridlekh/...LogMarkers.zip
impressions welcome.
This only concerns map markers. it has nothing to do with what map graphics are used.
I'm going to be rather busy today, but tomorrow I might have time to implement auto-checking of the clientprefs_main.def for logging settings, and the saving of pre-existing map markers to leave the file the way it was found on shutdown.
To do:
[General]
Add a perminent marker list (markers that won't be removed when out of range. NPCs, machines, landmarks, etc)
Scan the world cache for desired objects that won't load again after initially entering an area.
Remove case sensativity from several string functions.
Add more chat triggered functions and relax formatting constraints.
[GUI]
Make a GUI.
lots of other stuff.
I'd say yeah, you'll have a gazillion markers ... you'll be able to trun off various layers though,so it shouldn't be too bad. I don't use the map pack myself, but I programmed it in such a way that it should recognize any custom maps and place markers on them where apropriate.
Interesting to see how this turns out. I don't use pekkas because theres way more markers than necessary. ( a marker on every plot? why? ) How will this one compare to that? Just curious before I install it.
currently it'll place a marker for every resource, entity (non PC), or object that's sent to the client. This means that if you have a sector in cache and it doesn't need an update, you won't see every tree, plot, and player structure on the map, but if you go somewhere new, you'll see more than you want to. If anything, you'll see more markers with this program, since I don't think the marker removal code can tell when to unload resource node markers (objects and ents unload correctly)... but when I'm finished, it'll only be markers in your area, not on the whole map.
I built in a filter array but it's been long enough since I looked at the code that I can't remember if I made a user interface for adding things to it. :-p I'm at a friend's house right now, and my home machine I develop on is offline due to a phone service outage in my area, and won't be back onlie with that system until Sunday. You're the first person to show interest in this for a while, and it IS still buggy alpha software. if you choose to use it, feel free to comment on what you think could be improved.
Friedlekh ... Just downloaded and installed this tonight ... It is superb ... Beyond the inital trouble of configuring it (did not have Enable Debug Logs turned on in the options on the client) ... I loved it ... The ability to see which nodes were there and what type they were made for hunting Shining Essence in the Yew trees more fun ... esp. when you don't know that as you drop down into somewhere wether there will be monsters there or not ...
Please keep up the work on this and if you need any more testing ... I am happy to help out ...
Ps: I have this loaded on top of Pekkas map pack and the what would be nice would be to specify just the resources you wanted to show at the moment / type so that you can filter the 'additions' you get to the map ... Or to have these icons in their own separate layer ...
Well, I'm not exactly sure how the seperate layers thing works, but I think you have to make individual def files in each of the map directories and modify the UIMapWindow.def as well... Idon't use any map packs, so I'm afraid to go futzing with main window defs, and the individual map defs editing is a pain [:P]
... I'm also rather busy with college and have another project with higher priority. Next time I'm burnt out with other things though, I'll try and implement the following command, I think it'll probably do for your purposes.
lmset showfilter [string], [string], [string], ...
This will set a temporary display filter which will only show icons who's name fieldsinclude the string(s) specified. (with substring matching)
Currently the only filtering command avaliable is:
lmset addfilter <string>
Which permenantly removes icons with a name field that exactly matches the string. (deleting filters.dat will reset the filters list)
There are several things I'm not happy about with the current code, but haven't seen much interest in the program on top of being busy. If you bug me about it again when you get impatient, or get more people to provide some feedback, I'll probably get moving on it sooner.
After working with Kumu on this for a while, then finally desciding I'd have to actually log in and test this myself... I learned that my program wasn't broken, the log files are. [:P]
a quick fix for this is avaliable at: [link]http://mysite.verizon.net/~fridlekh/HZProgs/LogMarkersAlpha3b.exe[/url]
on a side note, it is determined that %t% can be used to assist in the assigning of icons to things.
lmset seticon %t%,icon_name.png
This greatly reduces chance of typos since case doesn't matter in the file name. Lots of features still planned, stay tuned (once a week would probably be more than enough for the time being [:P]
Hi Fredlekh,
Is there a way you can implement an "lmset deleteicon" and "lmset iconlist" to show which we have enabled and a way to delete them please.
Thanks
Fourwinds
Thanks for your suggestion, these are already planned along with several other features. Unfortunately I haven't figured out a way of sending a message to the client that will make it display in a chat window yet, still working on that.
When I get done with the other project I'm working on I'll have more time to devote to this one, and a new version will appear when I have a GUI built for it. With a GUI, there will be a much more convenient way of viewing, setting, adding, removing, etc to the lists that control behavior...
Reminder: This is alpha software! It shows a proof of concept, and has just enough implemented to allow other people to see that I've made soemthing that will maybe be useful someday. [:P]
Completely understand about alpha software and Proof of Concept stuff ... Work there myself ... Could you make it write them out to a text file at the current time so we know what is there?
This is great by the way and I really like it ;)
open up the file IconTable.dat or Filters.dat in Notepad, or your favorite hex editor... They are just text arraya dumped out to files.
The format of these files is:
IconTable:
[DWORD count ... Lbound = 0]
[STRING * 64 ... case sensative match text]
[STRING * 40 ... icon file name]
[...]
FilterTable:
[DWORD count ... Lbound = 0]
[STRING * 64 ... match text (exact name match, not substring)]
[...]
If you want to manually add filters or icons outside of the game, I'd suggest using a hex editor to let you more easily pad the space in the files with 0x00
Thanks, will do .. just needed to know the format ... Happy dragon now.
I am running 3b console and today when I did a /loadui in the middle of having the console running, the map updated with the latest dynamic marker set I had ... Also closing and reopening the map updates the set of markers ...
I have had to go back to using the LogMarkersAlpha3 exe file again as the LogMarkersAlpha3b file is just setting the Y value to 0 for me .... Also I went through and created a whole heap of new icons for metal and stone (individual icons for normal / rich / motherlode and each type) ... But I have come across a limitation in the number of icons that are loaded before the file just defaults back to the question mark ...
The number is around 106 markers or around 10924bytes
Is this a problem with my installation or with the program?
Thanks
Fourwinds
Any news on this, or any chance of getting availablity to the source code?Quote:
Originally Posted by Fourwinds
Thanks,
Renewed interest, along with a better understanding of GUI programming in C# means I'll be starting a re-write of this soon. Initial UI concepts to be posted to this thread for comment.
Excellent ... I look forwards to it ... Can I suggest using XML as the format for the linking between the name(s) / icon ... So either 1 or many names can be linked to the same iconQuote:
Originally Posted by Fridlekh
All I know about XML is that whenever I look at it it makes my head hurt and I see no reason to ever use it, ever. :PQuote:
Originally Posted by Fourwinds
Sounds like my thoughts on hex codes [:D]Quote:
Originally Posted by Fridlekh
Heya Fridlekh,Quote:
Originally Posted by Fridlekh
Is there any chance of an update to the original code (if possible) to extend the number of resources to icon mappings please whilst you work on the new version of this ...
How is the new version of this coming along ... This is such an invaluable tool for crafting on my dragon lair.
Thanks,
Fourwinds
I've just found this thread... heh, I intend on getting this set up later today and trying it out. I do recommend xml over hex for simple text storage. It's not nearly as complicated as it looks, after all you make the tags whatever you want them to be. No pressure though, I understand using something that you already know and are comfortable with.
This is a great idea and I hope it doesn't get dropped to the wayside. Is there anyway you would be willing to make this "open source"?
edit:
Well I was intending to try this out, but none of the dl links are working. Is this still hosted somewhere?
Is anything happening with this? None of the links work anymore (including Kumu's hosting site)
thanks Kumu, I've been waiting for this :)
Hmm, I've tried using both the LogMarkersAlpha3 and LogMarkersAlpha3b files, but the console locks up for me in both cases and doesn't give any update reports, nor do I see anything other than NPCs and PCs on my map (default icons, not the ones from Pekkas/Cobol's map packs).
If you're using the client currently on blight this app is broken due to some prefs file changes that happened on blight.
Ok, lockups resolved (it was on blight). Now I'm seeing a map (on Chaos) that doesn't have any markers on it.
I am using LogMarkersAlpha3b, and in the console I am seeing updates for mob locations, adding and removing mobs and resources, etc.
I unzipped map_icons_complete to \resources_override\interface\themes\default\textu res\ to make sure that icon names were the same (I had been using Cobol's version 3.2 of Pekka's mappack previously but uninstalled it).
I am not using a special version (like the one that comes with Cobols mappack) of UIMapWindow.def, but I'm assuming that the program modifies it since I didn't see one in the .rar
Any suggestions for what I might be doing wrong?
You should be running LogMarkersAlpha3.exe, I think, not LogMarkersAlpha3b.exe.
Also, try creating a file named Filters.dat with nothing in it in the log marker dir.
Ok, tried all that... still not getting markers for resources to show up on the map.
Edit: I just clicked on the Add a New Marker button, and they showed up as the default markers instead of the ones from the mappack. Something seems strange here.
Oh, yes... You need to alter the file \resources\interface\themes\defs\UIMapWindow.def. You need to comment in the CacheSize line and set it to 0. So:
// int CacheSize = 1
becomes:
int CacheSize = 0
edit: If you have the mappack installed you should edit the one in resource_override, otherwise you should edit the one in resources.
edit2: As for the default markers... Read the readme txt about adding new icons.
Did that, and don't have the map pack installed currently.
The buttons down the side of the map window are: group members, players, markers, NPCs, city names, player city names. All of them are on, but no resources show up on my map.
Should there be a button for resources?
As far as the markers for me to add, I unzipped the map_icons_complete.zip file into \resources_override\interface\themes\default\textu res\ the way the readme indicates, but I am not seeing them for my icons. Do I need to change some line in a def file to use those?
Hmm... got it working. Not sure exactly which change I did made it work, but the dynamic markers are now showing up under "Markers" tab.
Yes, they're supposed to show under markers. As for how to get the icons in the new marker window I can't help you.
Yikes, keep getting busy and forget to work on my side-projects.
Someone poke me in IRC once in a while to remind me I need to do things like re-write my map marker program and get the player city names into the official map, etc.
Odd, I get a "Locked" message in my browser when I click on the link.
Does that mean you are currently modifying your home page? I can try later I guess.
This is locked as well : http://mysite.verizon.net/~fridlekh/
Never saw a "Locked - The requested resource is currently locked. The lock must be released or proper identification given before the method can be applied. " browser error message before :)
That's because I haven't been a Verizon customer for a long time... I'm surprised the account hasn't been totally wiped yet... maybe they think I'll come back or something, heh.
Anyway, this project is mostly on hold for the time being. I might do some interface work but, until the ability to enable logging on startup comes back, I'm pretty much stuck without being able to do log parsing the way I have in the past.
Title says it all.
It's a shame I never got to see this work.
I like the map to have every possible detail imaginable. I not only like to know where *every* crafting machine (and resource) is, but also what level they are (beginner, journeyman, etc). Makes all the difference in the world when raising crafting.
I'm finding ALL the "latest" map packs to be extremely outdated, which is a shame. I wish someone was working on updating all the markers. I know how tedious it is to do it by hand. These "updated" markers are very outdated as well.
I remember applying for beta testing of this game, but I don't remember what ever happened with that. I was either invited and was too busy playing something else, or never got accepted. Anyway, seems like I found this game 1-2 years too late, as from what I've come to understand, hundreds of users have quit the game already, and with that, *updated* user supported mods.
Reasons I like it:
1) I'm got nothing else to play - if I see another squad-based tactical shooter or WWII game come out, I'm gonna snap. Jeez, it the market saturated with these games or what?
2) I like having free client software, and the 2 week free trial was GREAT. I won't buy anything without seeing if I'll enjoy it first. Especially a monthly fee game.
more stuff to come, but all that belongs on another board.
Anyway, a big thanks to all the modders for improving the Horizon's gaming experience.
did you try the download link in
http://community.istaria.com/forum/s...8&postcount=31
If that didnt work let me know (post here) and ill try to send you the one i got from that link.
This is alpha software. it is okay but still needs some polishing.
Yeah, I did, but tried it again in case there were any changes in there..
Either app just crashes on me. They start, open a window, then stop responding. Updating the map in the game doesn't add anything new.
Didn't the author?, post before mine, say that his hands are ties, as the logging doesn't work the way it used to (for his app to work). ?
One thing you have to know, Funnball, is that this app creates map markers from things that are around you. It is not a map pack, so it does not come with any markers pre-made.
The log issue Frid is talking about is that his app relies on the assumption that debug logs are turned on as the game loads... I don't really know what he's talking about - mine are turned on at startup. :p
Heya Fridlekh,Quote:
Originally Posted by Fridlekh
I am still using this today on Unity and my log files are not turned off at startup ... Is there any chance to extend the number of resources that can be in the defines file as I have run into the top number ... so can't add more ...
Thanks,
Fourwinds
Do you happen to have a number on that, Four?
The number is around 106 markers or around 10924bytes not sure which is actually the cause of it ...Quote:
Originally Posted by tramsan
Ok, do you know if it is Frid's program that can't handle more, or the map marker file / map system itself?
With the changes to the client today on live... work again or not?
I've not had chance to check this yet as Unity has not had the last two patches that Chaos and Order have had yet ....Quote:
Originally Posted by Oakleif
When we get the patches I will check and report back ...
Fridlekh, I saw you post today. Is this project still under consideration, or is this a dead project?
Currently it is a dead project. If it is revived, it will be integreated into my packetsniffer project. which is also currently on the back burner due to severe concussion from hitting my head up against a wall too many times trying to ficure out the xml -> binary encoding scheme. :P
Is there any way to get this anymore? All the links seem to be down or broken.
No way to get it currently besides finding someone else who has it and getting it from them. After that you'll have to find old copies of the maps, because while I was interning before and generating new maps, the map def files I generated broke the functionality of the markers program (really poor parsing on my part, yay alpha software :P)
I don't think I'm in a position right now where it would be wise to take the project back up, even if I hade the time... but if I find out it's OK, I'll release the source. (again?)
beware: It's written in XBasic. :P http://www.xbasic.org