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Thread: The Map Pack V3.2

  1. #21

    Default Re: The Map Pack V3.1

    First: Really great work, Cobal!

    But then ... the work begins. [;)]

    1. Is it only me or could i zoom in more closely in the old mappack? I liked that feature a lot, as i use to set markers for machines on plots. Really hard to do when the plot is sized 5x5mm on my screen. [:'(]

    2. Roads on maps somehow don't fit. I see them displayed twice, and running parallel.

    3. If you have time, pls correct the mapmarker of the Vendus March, it says "Marsch" ...

    I'll post more as i stumble upon it - always trying to help. [H]

  2. #22

    Default Re: The Map Pack V3.1



    Any chance for JUST the markers?
    Yes, just download the low res version.
    In essence it is just the markers, it uses the exact same map as the official map.
    I must distribute ALL maps in the packs or it wont work in resource_override.

    the extra marker layers are defined in map.def, placing this file in resources would cause it to get patched over every patch.
    Map.def does not work in resources_override unless you make the change to ClientPrefs_Main.def pointing it to the resources_override folder for map data. But if you do this and you dont have the actual map files in resource_override you wont see maps, just a black background.
    Because of this I am forced to distribute all maps (even the town maps).

    Is it only me or could i zoom in more closely in the old mappack
    Map pack 3.0 uses the exact same zoom level as 2.9.
    Zoom level in map pack 3.0 is 0.1 and in map pack 3.1 it is 0.2, the maps themself make the real difference here.
    The current official maps are 250x250 pixels per tile.
    For the old map pack I had made 512x512 pixel tiles, at the zoom level used these would give a bigger plot ground when zoomed in all the way.

    If you use the high res version of 3.1 you should have the detail you need restored.
    The high res version uses 4 250x250 tiles for the same are that the official maps uses 1 250x250 tile for.
    In essence the high res map pack has double the resolution.

    I will change the zoom level to 0.1 again for map pack 3.2.

    Roads on maps somehow don't fit. I see them displayed twice, and running parallel.
    Download 3.1, this fixes that problem.

    If you have time, pls correct the mapmarker of the Vendus March, it says "Marsch" ...
    Theres a lot more typo's that need fixing ;)
    I'm moving from low tiers to high tiers, newbie experience first.
    The whole Vandus area needs reworking, its rather outdated.
    Get the map pack here - Get the REAL ancient models here!
    Get White Teeth and Claws for your Dragon here!


    100/100 Ancient Dragon, member of the first group of 8 to ascend to ancient on Unity.
    This sig was designed for Firefox (stupid IE still can't handle png )
    www.AncientOrder.org

  3. #23

    Default Re: The Map Pack V3.1

    Did find a bit of a bug. On our 3 systems, group members do not show up on the map after installing the map pack. The find group member button moves to the location of the map they are on, but there is no icon/marker for them.
    Imayo, Preceptor of Obsidian Order on Order
    Shadowalker
    http://kalex.org

  4. #24

    Default Re: The Map Pack V3.1

    Nope, map wasn't open before the group was formed and I even tried closing the map and reopening it. We have 3 computers here running the game, all with the same version mappack and all are having the same problem.
    Imayo, Preceptor of Obsidian Order on Order
    Shadowalker
    http://kalex.org

  5. #25
    Maddox
    Guest

    Default Re: The Map Pack V3.1

    Im having a problem with the map, when I view it, its all jumbled and everything is out of order. Different zones are in different parts of the world.

  6. #26

    Default Re: The Map Pack V3.1

    I had the same problem as i installed the mappack on a new pc.
    I havent been following the installation instruction as i should.
    You have probably been missing out off some thing.

    Try to re read the instruction and make sure you have done everything exactly as is is stated.

    Especially this part

    Step Three
    Open your ClientPrefs_Main.def file which is located in your Horizons\prefs\<servername>_<charactename r>\ folder and find the line near the bottom:

    string mapPath = "resources\interface\maps"

    Change this line to read:

    string mapPath = "resources_override\interface\maps"

    This will prevent the patcher from deleting the map pack.
    Thanks to Amon for that tip.

  7. #27

    Default Re: The Map Pack V3.1

    All of our systems had this done before we even booted the game up after installing the mappack.
    Imayo, Preceptor of Obsidian Order on Order
    Shadowalker
    http://kalex.org

  8. #28

    Default Re: The Map Pack V3.1

    What file do I need to move to the resource override to make it stop changing the map window to a single row of buttons? With my map sized smaller, I can't click the buttons that are "Outside" the window.
    Unfortunatly that specific file does not work in the resource_override

    from the zip file retrieve the file named uimapwindow.def.
    copy it to \Resources\Interface\themes\default\defs

    Having the files in resource_override prevents the map from being patched over, so it stays useable after patching, altough the buttons get jumbled up [:S]
    Unfortunatly this one file will need to be restored after patching to make the buttons fully visible again.

    Did find a bit of a bug. On our 3 systems, group members do not show up on the map after installing the map pack. The find group member button moves to the location of the map they are on, but there is no icon/marker for them.
    This one is new for me.
    I asked around on unity a bit and for all closing and reopening the map fixes the problem.
    This problem doesn't seem to be related to the map pack but I'll see what I can find.

    Im having a problem with the map, when I view it, its all jumbled and everything is out of order. Different zones are in different parts of the world.
    yes I heard about this happening before.
    Delete the map pack (delete the folder "maps" in horizons\resources_override\interface) and re install it.
    Be sure to follow all steps of theinstall instructions to the letter.

    Lairs go live on unity this week.
    As soon as I have placed my bids I will continue work on 3.2 :)
    Get the map pack here - Get the REAL ancient models here!
    Get White Teeth and Claws for your Dragon here!


    100/100 Ancient Dragon, member of the first group of 8 to ascend to ancient on Unity.
    This sig was designed for Firefox (stupid IE still can't handle png )
    www.AncientOrder.org

  9. #29
    Rhianna
    Guest

    Default Re: The Map Pack V3.1

    I am a true newbie so please bear with me...I checked my client pref file and could not find string map path..if anyone has any ideas please let me know ;) Thx!

  10. #30

    Default Re: The Map Pack V3.1

    Well finally got rid of the problem (at least on 1 system). Had to copy the map_marker_green.png from the regular map directory and let it overwrite. Plus I cleared the world_cache. Problemm seems to have gone away for the moment.
    Imayo, Preceptor of Obsidian Order on Order
    Shadowalker
    http://kalex.org

  11. #31

    Default Re: The Map Pack V3.1

    Quote Originally Posted by Rhianna
    I am a true newbie so please bear with me...I checked my client pref file and could not find string map path..if anyone has any ideas please let me know [img]/Web/emoticons/emotion-5.gif[/img] Thx!
    The File you are looking for is named clientprefs_main.def.
    It is located in horizons\prefs\ServerName_CharacterName.

    these are its contents, I bolded the line you are looking for:


    TClientMainPrefs
    {
    bool tutorial = true
    bool developer = false
    bool logsEnabled = false
    float playerMoveSpeed = 1
    vector playerStartPos = 27505.32813, 32116.23047, 558.24878
    vector playerStartRot = 0, 0, 151.34224
    bool savePlayerPos = true
    string playerCharacterEnt = "Human_M"
    bool logPositionMessages = true
    bool logPingMessages = true
    bool debugLogsEnabled = true
    bool combatLogsEnabled = true
    int visibilityStatus = 3
    bool useUIWarningDialogs = true
    bool UIWarningsToChannel = true
    string interfaceTheme = "default"
    bool interfaceSounds = true
    float newTellSoundVolumne = 0.5
    int tellsDestination = 1
    bool interfaceTooltips = true
    bool itemTooltipsRequireSelection = false
    float tooltipDelay = 0.45
    bool obscenityFilter = false
    bool freeformRenderWindow = false
    bool arrowsMoveCursorWhileTyping = true
    bool windowCacheEnabled = true
    bool flashingChatTabs = true
    bool chatDropShadow = true
    bool musicOn = true
    int musicVolume = 96
    bool soundOn = true
    int soundVolume = 96
    bool bypassSound = false
    bool minimal3DSound = false
    bool combatMusicOn = true
    bool soundEmittersEnabled = true
    bool displayBoundingBoxes = false
    float maxCollisionComputeDistance = 0
    bool displayFPS = true
    bool displayCompass = true
    bool displayVisInfo = false
    bool displayWarnings = true
    bool displayGrannyWarnings = true
    bool displayCharacterCreationWarnings = true
    bool displayAssetWarnings = true
    bool displayManifestWarnings = true
    bool displayFloatingNames = true
    bool displayFloatingGuildNames = true
    bool displayBioteNumInName = false
    bool displayOwnFloatingName = false
    bool displayAggroRadius = false
    bool verifyCharFiles = false
    bool verifyCharFilesOnLoad = false
    bool checkGrayscaleImages = false
    float predictionCatchUp = 0
    float predictionFollowTension = 0
    bool displayPredictionDebug = false
    bool displayLocalObjects = true
    bool displayRemoteCharacters = true
    bool editingEnabled = false
    bool customerSupport = false
    string startupMacro = ""
    string testString = "test"
    bool modesty = true
    bool agfDiag = false
    bool agfCompressVerts = true
    bool agfConvertTest = false
    bool convertIGBToAGF = false
    bool aghConvertTest = false
    bool updateAGHFiles = true
    bool convertAGHDDS = true
    bool ddsHighQuality = false
    bool useAGH = true
    bool displayProgressiveAGH = false
    int aghProxySize = 64
    bool printEntTriCounts = false
    bool freeMoveCombat = false
    bool autoGather = true
    bool lookingForGroup = false
    bool awayFromKeyboard = false
    bool startRunMode = true
    bool useModelNameInScreenShot = false
    float frameRateSmoothing = 1
    bool displayMOTD = true
    bool endGameOnLinkDeath = true
    bool use3DSound = false
    int soundProviderIndex = 11
    bool usePitchShift = true
    bool simpleSound = false
    bool displayWorldName = true
    bool displayBuildInfo = true
    bool testCharacterCreation = false
    bool characterCreationWinResize = true
    bool useLoadingScreen = false
    bool constantFlush = true
    bool neverRemoveBiotes = false
    bool useBoundsCache = true
    bool combatAnimationEnabled = true
    bool simpleCombatSpam = false
    string mapPath = "resources\interface\maps"
    bool firstTimeRunning = false
    bool clearWorldObjectCache = false
    int cacheSize = 50000000
    }
    change the line to: string mapPath = "resources_override\interface\maps"

    Get the map pack here - Get the REAL ancient models here!
    Get White Teeth and Claws for your Dragon here!


    100/100 Ancient Dragon, member of the first group of 8 to ascend to ancient on Unity.
    This sig was designed for Firefox (stupid IE still can't handle png )
    www.AncientOrder.org

  12. #32

    Default Re: The Map Pack V3.1

    Is there a reason why there are no craft resources marked on the mappack?

    My pekkas 2.7 or whatever had the craft resources marked in addition to the craft house/tools (i.e. copper and tin was marked in the field and not just the smelter)

    But in this version, all I'm seeing is the house/tools (i.e. the smelter), but no markings anywhere about what craft resources are around it.

    All "markings" are turned ON - there isn't a button I haven't pushed to try and get them to appear.

    So - is it just me or is there a reason we don't have craft resources marked? As this is the major reason I use mappacks - to find the bars, bricks, stones, etc. I'm looking for to make stuff :)


  13. #33

    Default Re: The Map Pack V3.1



    I have no problems with missing recources, at least the ones i have checked for are there just fine.


    To narrow down you problems and try to find a explanation or hopefuly a solution be a bit more specific.

    Where are you missing the recources (nearest town and coordinates).
    if others have them and you dont then something went wrong with your installation. ( I will check my map if you provide the info)

    If they are missing 8and it can be confirmed by others) then help Cobal making the mappack better by providing him with the information needed so he can put them in the next version off the mappack.


  14. #34

    Default Re: The Map Pack V3.1

    well I'm not a technical person so I have no idea.

    I installed it according to the directions, removing old NCon directory or whatever, as I'd not had a pack reinstalled in several updates.

    Everything ELSE is marked on the map BUT ALL resources. NO craft resources have markers - none, anywhere, at all.

    But everything else seems to be marked.

    Oh, and I d/l the non-hi-res version, if that makes any difference, not sure.

    But not sure how every other type of marker could be there, but just not craft resources - and it be a faulty installation. If everything else got put in the right directory from the unzip file, why wouldn't those?

    I don't know how more specific I can be. They simply are not marked with mine, none of them - anywhere.

    (thought my last version 2.7 or whatever, gotten way back when, they were marked).


  15. #35

    Default Re: The Map Pack V3.1

    I have had the same thing happen. But I know what caused all the resources to go away not just why. My markers seem to be goon. When I click place ne wmarker I get the old markers. Still have it pointing to the overide folder and such.



  16. #36
    safaia
    Guest

    Default Re: The Map Pack V3.1

    Hiho,

    would be nice to replace the 'Platima' entries with 'Platinum' in the next release :)

  17. #37

    Default Re: The Map Pack V3.1



    Agree there are a few other issues with the way things are spelled, some are simple typos and some more due to the fact that many off us comes from english are not the commen language.

    The standard for the package should be english but it would be nice if we could have "language modules" with the dif files on other languages.

    You should be able to correct some off the things withoutany needfor a new version.


  18. #38
    safaia
    Guest

    Default Re: The Map Pack V3.1

    Quote Originally Posted by Mairynn Nalnair

    Agree there are a few other issues with the way things are spelled, some are simple typos and some more due to the fact that many off us comes from english are not the commen language.

    The standard for the package should be english but it would be nice if we could have "language modules" with the dif files on other languages.

    You should be able to correct some off the things withoutany needfor a new version.
    Do you really think we need a not-english version of the map pack? There is no not-english version of Horizons. We search what is available ingame and there is everything in english only.
    In addition you never know what happens to Horizons if you feed characters like ä ö ü ß á Ã** â ç ...

    What we need is some new graphics for mushrooms of tier 2-5 (Mushroom tier 1 is allready there) and new graphics for the new materials for dragon crystalshaping tier 1-5

  19. #39

    Default Re: The Map Pack V3.1

    Now that the lair auctions are underway on unity I can start on version 3.2 (I dont have to spend all my time grinding bidding money anymore :P)

    Heres my to do list:
    -update lesser aradoth (markers supplied by elspeth)
    -map drakul
    -update new tris with lair, crystalls and wisps
    -add lair markers.
    -possibly make a new plot layer, or add lair plots to interest layer instead.
    -adjust group layer to show little man with swords instead of dots.
    -new icons for lairs.
    -new icons for azulyte crystal
    -new icons for fungus tiers
    -try to find typo's
    -make a more userfriendly install method (altough the editing of the one line in the def file cant be automated)

    If anyone has anything to add to the list please tell me.

    Frith,
    I don't know why you have missing markers.
    They are in fact the same markers you know from 2.9 and earlier, the greater part of istaria has not been updated yet.
    Please check if the file map_istaria_resource.def in the folder resources_override\interface\maps\istaria exists.
    If it exists, please check its size, it should be 138kb.

    If it doesnt exist or it is the wrong size then please redownload map pack and reinstall.


    Get the map pack here - Get the REAL ancient models here!
    Get White Teeth and Claws for your Dragon here!


    100/100 Ancient Dragon, member of the first group of 8 to ascend to ancient on Unity.
    This sig was designed for Firefox (stupid IE still can't handle png )
    www.AncientOrder.org

  20. #40

    Default Re: The Map Pack V3.1

    The download site is rejecting me. "Not authorized to view this page".
    Foxfire Godspell, Ice Queen of Istaria, Dark Defenders
    Manta Guild Community @ Collinswood
    Knoc/Conj, Mastercraftswoman -and-
    Ravagice, Horde Fueled WunderWyrm

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