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01/10/08, 4:21 AM
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#176
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Pow, right in the kisser!
Undead Rogue
Frostwhisper (EU)
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Thanks for the weGame link. While fraps might be able to produce higher quality movies, this is so easy to use and hassle free. For most people, this'll produce ingame videos that look a lot better then misguided fraps encodes on youtube as well.
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01/11/08, 4:45 PM
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#177
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Glass Joe
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Originally Posted by Kameril
Dock update: I expect to open the closed beta to outside of my guild on Thursday.
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I am definitely still interested! Cannot wait!
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01/11/08, 7:56 PM
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#178
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Solution complicated; Dispense enlightening graph.
Blood Elf Warlock
Mal'Ganis
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Originally Posted by Dobi
I am definitely still interested! Cannot wait!
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Dock (closed beta testing)
For comedic value you can check the timestamps.
In any event, now you know.
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Math is very easy, explaining math is quite difficult.
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01/18/08, 8:50 PM
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#179
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Don Flamenco
Dwarf Warrior
Eredar (EU)
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Hope this wasn't mentioned to much in this thread, but I think "mobmap" is one of the most useful addons that is currently available.
MobMap - the ingame WoW position database
Its like having Wowhead directly in World of Warcraft.
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01/18/08, 9:25 PM
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#180
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Glass Joe
Dwarf Hunter
Alexstrasza (EU)
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Originally Posted by zork
Hope this wasn't mentioned to much in this thread, but I think "mobmap" is one of the most useful addons that is currently available.
MobMap - the ingame WoW position database
Its like having Wowhead directly in World of Warcraft.
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When you said having wowhead ingame an addon I use since I discovered it came into my mind: "LightHeaded" is the name. It is a quest guide where you can browse even the comments from wowhead ingame. No need for a browser and switching back and forth between your desktop and WoW. Even better is the feature of using the coordinates in the comments via a simple click and with Cartographer installed you will get a guide to your destination (don't know about other map-addons, I just use Cartographer). It helped me a ton when I was questing and leveling characters and saved so much time. This one here IS wowhead ingame. 
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01/20/08, 12:16 PM
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#181
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Achievement Unlocked
Night Elf Druid
Argent Dawn (EU)
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If you're getting Lightheaded, grab TomTom with it, it allows you to take coords, etc, straight from the WoWhead comments and set waypoints with it.
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01/20/08, 12:21 PM
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#182
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Don Flamenco
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Originally Posted by Tecton
If you're getting Lightheaded, grab TomTom with it, it allows you to take coords, etc, straight from the WoWhead comments and set waypoints with it.
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Cartographer with the Waypoints plugin does the same thing, and provides a 3d arrow that can be repositioned on the screen with a visual display of your time to the destination at your current speed as well.
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"The question is not how far we are going to take it... the question is, do you possess the constitution to go as far as needed?" - Il Duce
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01/20/08, 12:25 PM
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#183
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Achievement Unlocked
Night Elf Druid
Argent Dawn (EU)
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Aye, Tomtom has the same functionality, and I believe is made by the same guy.
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01/20/08, 2:23 PM
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#184
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Von Kaiser
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Actually, Tomtom uses the Waypoints system to add Lightheaded points to the map. If you're missing Waypoints, Cartographer, or TomTom, you won't get the arrow or map dot.
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01/21/08, 1:30 PM
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#185
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Asleep at the wheel...
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Originally Posted by Nadiar
Actually, Tomtom uses the Waypoints system to add Lightheaded points to the map. If you're missing Waypoints, Cartographer, or TomTom, you won't get the arrow or map dot.
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Pretty much almost entirely incorrect
TomTom alone (current version) and you wont get the onscreen arrow. Thats it.
LH, by my request some time ago, got the ability to hook into Cart_Way and send waypoints.
The two are mutually exclusive and neither require the other to function. In fact, they completely overlap in functionality with the exception of the onscreen arrow, and I think that may be coming in a future version of TomTom.
One advantage to TomTom is its ability to be used with any map mod, instead of having to use Cart, like Waypoints does.
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02/12/08, 8:27 AM
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#186
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Von Kaiser
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Hello all,
I would like to share the release of Routes, which is the next version of the addon mentioned in the first page of this thread, Cartographer_Routes.
Description:
This is the Ace3 rewrite of Cartographer_Routes. It will create efficient routes of selected nodes (such as herbs and ore) and draw them on your minimap/world map/zone map so that you can farm your gold faster.
It uses the Ant Colony Optimization algorithms to solve the Travelling Salesman Problem. During route optimization, you have the option to do this in the foreground (your wow will hang until completion), or do this in the background (using coroutines).
What Routes does better than Cartographer_Routes:
- It is not dependent on Rock, Cartographer or any map addon.
- We got rid of the Tourist and Graph library dependencies.
- It no longer uses any Babble libraries because they are no longer necessary. We now rely on the addons supplying us the node and zone data directly.
- It supports creating routes using data from Cartographer_<Prof>, GatherMate and Gatherer
- It has been slightly redesigned to allow extension so that any addon can supply nodes data for creating routes with. This means in the future, it will be possible to make routes with questing data once the relevant plugin files are written for it.
- The configuration and route creation is a lot more robust, shows more information per route, and comes with a FAQ.
New Features
- Routes now has a Node Clustering feature which allows you to take a 567 node route and collapse it into a 196 node route by taking nodes that are near each other within a user-specified radius and turning it into a single travel point.
- Routes now has Taboo Regions. This is a feature where you can define areas (polygons of any shape/size) which you are not interested in by dragging/drawing them out on your map. These areas are called Taboo Regions. When you attach a Taboo Region to a route, that route will totally ignore that specified region, as though no nodes exist in those regions. Furthermore, when you re-optimize the route, we'll even make the route NOT fly/cut through any of the taboo regions! (Yes, we're that good.)
Screenshot
This screenshot here is an extreme example of how you can use Taboo Regions.
http://grum.nl/WoWScrnShot_020908_125251.jpg
The screenshot shows a route before node clustering and after node clustering is applied:
http://pachome2.pacific.net.sg/~xinhuan/wow/temp3.jpg
http://pachome2.pacific.net.sg/~xinhuan/wow/temp5.jpg
The coordinate system used is not compatible with Cartographer_Routes, so you can't port your routes over. Just recreate them, takes only a few minutes.
I highly recommend Mapster + GatherMate + Routes as a package.
The Routes thread is at Routes: Official Thread
The GatherMate thread is at GatherMate: Offical Thread
The Mapster thread is at Mapster: Official Thread
KNOWN ISSUES:
- Routes currently does not auto add/delete nodes when used with Gatherer. This is because Gatherer does not supply any callbacks for node additions/deletions.
- The built-in Cartographer_Waypoints support will only work on the Rock version of Cartographer. Not the Ace2 override once. (NOT fixing this one)
Future Plans
- I plan to add TomTom and CrazyArrow support sometime.
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02/13/08, 11:01 AM
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#187
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postcount++
Malan
Tauren Shaman
No WoW Account
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Originally Posted by Xinhuan
New Features
- Routes now has a Node Clustering feature which allows you to take a 567 node route and collapse it into a 196 node route by taking nodes that are near each other within a user-specified radius and turning it into a single travel point.
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Very hot stuff right there, I'm glad you included that.
Can you speak a little bit about the memory/performance impact of the new Routes/Mapster vs Cartographer/Cartographer_Routes?
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Shitting up every single thread on EJ since '06
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02/19/08, 12:32 PM
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#188
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Banned
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Originally Posted by Xinhuan
Hello all,New Features
- Routes now has a Node Clustering feature which allows you to take a 567 node route and collapse it into a 196 node route by taking nodes that are near each other within a user-specified radius and turning it into a single travel point.
- Routes now has Taboo Regions. This is a feature where you can define areas (polygons of any shape/size) which you are not interested in by dragging/drawing them out on your map. These areas are called Taboo Regions. When you attach a Taboo Region to a route, that route will totally ignore that specified region, as though no nodes exist in those regions. Furthermore, when you re-optimize the route, we'll even make the route NOT fly/cut through any of the taboo regions! (Yes, we're that good.)
- I plan to add TomTom and CrazyArrow support sometime.
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About clustering; note I will have to check which version I am running but it has the ability to set how far nodes have to be apart to be considered new; the limit mine has is 10, I would actually like to go to 20 yards as a max. Engineering cloud nodes tend to wander a bit at times. Now I simply delete "offending" nodes and force a redraw.
For a any route, can user set waypoints be considered in the routing?
Last, when updating the minimap preference needs to be given to the Blizzard node icon over Carts... this may be strictly a cartographer problem outside your domain, usually I have to leave the mini map icons from cart off as clusters of cloud icons can obscure it.
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02/22/08, 6:56 PM
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#189
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Von Kaiser
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Hi Malan,
Perfomance-wise, Routes and Cartographer_Routes are about the same. In fact, Routes will use slightly more memory as there is more data being stored if you use clustered routes and taboo regions. CPU-wise, there is little difference as the algorithms and code are identical for line drawing on the minimap/worldmap. While optimizing, it will be a fraction of a second slower as I have to do extra mathematics to calculate if the line between 2 nodes will cross a taboo region.
Mapster/Cartographer are map addons. By themselves, all the core addon does is modify the look and feel of the world map and has no impact on performance. However, Cartographer comes with many modules that some people may few is unneeded. Mapster just comes with "look-n-feel", "coords", "foglight" and "group colors" and none of the other modules that Cartographer provides, so in this sense, it is leaner and uses less memory.
However, you will get a significant performance benefit if you drop the Cartographer_<Profession> modules for GatherMate, because the database structure is different, and the algorithms for drawing/updating the icons on the minimap/world map are different. You will see a memory drop of up to 2-3 megabytes and a bit of FPS increase.
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Hi ZeroWashu, the issue of nodes covering up the minimap tracking blips isn't something that can be solved because the blips are "part of the minimap background terrain" itself and is undetectable by any addon code. And you are correct, that issue is not part of Routes' domain either.
If you are using Cartographer_ExtractGas, then the range for considering a node as a new node is 10 yards (hardcoded). What the addon does is that it deletes all existing nodes of the same type that are 10 yards from your current location, then inserts in the new one. Routes then "listens" for these node deletions and insertions and reacts accordingly by deleting and then inserting the nodes into the existing routes.
If you are using GatherMate as your gathering addon (as opposed to using Cartographer_ExtractGas) then there is an option in the "Cleanup database" section of the configuration to set the range to the exact yards that you want. I'll recommend GatherMate because it is also written by me. GatherMate thread is: GatherMate: Offical Thread
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02/25/08, 2:50 PM
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#190
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Don Flamenco
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!Guild
I have searched everywhere and can’t find an existing mod that will do what I want. So I’m hoping to find someone to help me create a new mod or modify an existing mod.
Currently, I maintain a post on our guild web site of what everyone can craft. What I want is this information accessible in-game similar to the !enchant and !gem mods.
CraftList2 | World of Warcraft Addons | World of Warcraft @ Curse.com
For example, someone could whisper me: !guild teardrop living ruby and it would respond with:
[Teardrop Living Ruby] Tydru, Iosif, Babybubble
Or you could whispher !Cenarius Teardrop Living Ruby and it would respond with
[Teardrop Living Ruby] Chiq (WFR), Secsie (Impulse)
To give you everyone on the server that could craft the item.
I would like it to get the information from the response from the LUA file, which I would keep updated just as I do the page on our guild’s web site.
There is an existing mod that would get the job done but I don’t like the way it functions. And it appears to have been broken by Patch 2.3. After scanning your spell book for what you can craft, the information does not display correctly. It displays as HTML code. The French version has the same issue.
iGuildTradeSkills - Epic Failu | World of Warcraft Addons | Curse
It requires everyone to install the mod and scan their spell book. And I know some people will not bother to do this. And I’m not sure it’s possible to remove information once it’s been scanned and shared. For example, someone leaves the guild/server. It’s a great idea but I would prefer to just update a file and let people whisper me when they want the information. However, if there is a simple fix that would make the information display correctly, I’ll use it.
If anyone is willing to lend a hand or point me in the right direction, I’d appreciate it. I’d even be willing to attempt writing the mod if it would be a simple enough project for a first timer who does not work as a computer programmer.
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02/26/08, 8:27 AM
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#191
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Banned
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Originally Posted by Xinhuan
Hi ZeroWashu, the issue of nodes covering up the minimap tracking blips isn't something that can be solved because the blips are "part of the minimap background terrain" itself and is undetectable by any addon code. And you are correct, that issue is not part of Routes' domain either.
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OK. Not using gathermate. Only using Cartographer.
Main issue with Routes is that I have to delete a route to change it. In other words, my ore route. I could not drop fel iron deposits and have the route actually change. I had to recreate it only selecting rich-adam + khor to get the offending nodes off.
I also could not get routes to consider new nodes for extract gas, nodes that were more than a radar screen (max radius radar) away. Tried uncluster/cluster and optimize... ended up deleting and recreating the route.
Otherwise its a great add-on, probably the best for optimizing the time spent playing. I do ask that taboos be set up as four point instead of three point regions.
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02/26/08, 3:44 PM
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#192
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Glass Joe
Troll Mage
Twisting Nether
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Originally Posted by ZeroWashu
Otherwise its a great add-on, probably the best for optimizing the time spent playing. I do ask that taboos be set up as four point instead of three point regions.
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Make two three point regions to form a four point region?
This still allows for people who need to make triangles only, i guess?
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02/26/08, 11:20 PM
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#193
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Von Kaiser
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Originally Posted by ZeroWashu
OK. Not using gathermate. Only using Cartographer.
Main issue with Routes is that I have to delete a route to change it. In other words, my ore route. I could not drop fel iron deposits and have the route actually change. I had to recreate it only selecting rich-adam + khor to get the offending nodes off.
I also could not get routes to consider new nodes for extract gas, nodes that were more than a radar screen (max radius radar) away. Tried uncluster/cluster and optimize... ended up deleting and recreating the route.
Otherwise its a great add-on, probably the best for optimizing the time spent playing. I do ask that taboos be set up as four point instead of three point regions.
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1. This is correct. Routes does not currently support changing the source attributes of a route from its creation status, you have to recreate it. As bad as this sounds, this only takes a little while, usually less than a minute of time, and is not something you need to do frequently.
2. This is a known issue, there are numerous reports of Gas Clouds not being auto added to a route (both in English and non-English clients), I've not managed to figure out why the issue is specific to gas clouds yet. Herbs, ore, etc work fine though...
3. You can right click on the taboo region nodes (the dots that you drag around) and get a menu to insert node and delete node. You can insert a node before or after the node you right clicked on (color coded as red and green). This means you can create any arbitrary polygon as your taboo region, and this taboo region can even cross itself for some neat effects. I've tested this to work with taboo regions as complex as 200+ nodes (i.e I fed it the route data of a route).
The screenshot:
http://grum.nl/WoWScrnShot_020908_125251.jpg
shows an example. Yes, this is the same screenshot posted in my other post just a few posts up.
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02/27/08, 3:47 AM
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#194
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Don Flamenco
Blood Elf Warlock
Kil'Jaeden
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Originally Posted by ZeroWashu
Otherwise its a great add-on, probably the best for optimizing the time spent playing. I do ask that taboos be set up as four point instead of three point regions.
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Originally Posted by Xinhuan
3. You can right click on the taboo region nodes (the dots that you drag around) and get a menu to insert node and delete node. You can insert a node before or after the node you right clicked on (color coded as red and green). This means you can create any arbitrary polygon as your taboo region, and this taboo region can even cross itself for some neat effects. I've tested this to work with taboo regions as complex as 200+ nodes (i.e I fed it the route data of a route).
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David Hilbert and the history of the Sega Saturn gaming console would like to remind everyone to use them sparingly >_<
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02/27/08, 9:47 AM
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#195
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Banned
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Originally Posted by Xinhuan
3. You can right click on the taboo region nodes (the dots that you drag around) and get a menu to insert node and delete node. You can insert a node before or after the node you right clicked on (color coded as red and green). This means you can create any arbitrary polygon as your taboo region, and this taboo region can even cross itself for some neat effects. I've tested this to work with taboo regions as complex as 200+ nodes (i.e I fed it the route data of a route).
The screenshot:
http://grum.nl/WoWScrnShot_020908_125251.jpg
shows an example. Yes, this is the same screenshot posted in my other post just a few posts up.
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Well I owe you an apology as I totally missed the text describing how to use that function. It is clear as a bell that I can right click, I will now have to determine if any other mods I am using conflict with that functionality on the map.
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02/29/08, 3:56 PM
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#196
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Von Kaiser
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Hello ZeroWashu,
I have finally nailed the issue with the non-updating routes in Routes. Please update your Routes to revision r63250 or later and test. 
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03/04/08, 1:59 PM
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#197
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postcount++
Malan
Tauren Shaman
No WoW Account
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Carbonite - Homepage
This mod runs on a purchase plan (has a "lite" version for free, etc etc). Its got a lot of bloat on there, but the main thing I want to draw people's attention to is the way the map works for the questing addon. The site describes it as having a "google like interface" and the main page has a couple of video links that illustrate it. YouTube - Carbonite Addon
The map interface works just like google earth with the "jumping out" and rapid zooming and panning. Awesome features, I would really hope that some other mod authors decide to emulate this functionality for other mapping addons.
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Shitting up every single thread on EJ since '06
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03/04/08, 2:27 PM
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#198
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Forgive me, $N! Your death only adds to my failure
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That is a pretty phenomenal feature. Something like that on a more stripped-down and streamlined interface would be kickass.
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Originally Posted by DeeNogger
Today I think I acheived the worlds first attempted pick up during a chemical spill. This kid behind me bumped into me while I was holding a big jug of 6M Ammonia which naturally sent it crashing to the ground between me and this blond chick that shares the lab table. So while we are both caughing and our eyes are watering I was all smooth like and said: "You know, I have over 1200 spell power and am hit capped"
Then I sealed the deal with a nice hip thrust or two.
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03/04/08, 2:29 PM
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#199
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postcount++
Malan
Tauren Shaman
No WoW Account
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Yah I'd love to see someone modularize that map and allow it to be plugged into for any mod that does anything with mapping.
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Shitting up every single thread on EJ since '06
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03/04/08, 3:02 PM
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#200
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Banned
Grincognito
Blood Elf Rogue
No WoW Account (EU)
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With the additions of GUID's in 2.4, it opens up a wide array of ideas to be put into practise. What it basically does is let you identify each mob from another, even if they have the same name. Omen has already added multiple target support but there's still a lot more which could be added.
Personally I'd like to see a "DPS Version" of Grid, where instead of showing the raid, it would show all hostile targets, it would be great for classes such as Affliction Warlocks or Shadow Priests. You could track your DoT's, see which mobs were CC'd and their HP Status simply by looking at a list of them. There wouldn't be any more tab spam to cycle targets as you could just click their name on the grid (Proximo/Grid Style) and even add Click to Cast support. As far as I know there isn't anyone developing such a mod at the moment, I presume come 2.4 someone will though as it's not too difficult to put into practise (Bar the fact you could have 1 to 1,000 targets; AoE Packs may become slightly troublesome) and other mods which will take advantage of the new GUID system.
Do you know anyone who's working on something similar, I'd really like to try it out 
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