mini map icons

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Re: mini map icons

Postby ArvinJA » Tue Dec 13, 2011 8:34 pm

Potjeh wrote:
xXGhostxX wrote:You will understand why it's a terrible idea to release it. It's one of those things that shouldn't really even be in the game.

But since it is, it's better to have an even playing field.

Yup, it actually would make sense on a game-wide level to release it. However, a lot of old players who already have these features would be mad if these things were released.
Also, if I were to release it I would lose an advantage in the game, and that is fine, but I don't see any benefits of doing it, in fact, I'm sure some would accuse me of ruining the game for them.
I therefore think it makes sense for someone who quits to just leak a client with radars and whatnot.

To anyone developing their own radars or are interested in doing so, here's my tip:
Download the source for ender's client, find the drawbeastradius() method, that should give you a big hint on how curio radars work.
Once you've made your curio radar and you can highlight your curios, you now have to identify humans.
Humans are a bit trickier, there's no one resource file name as far as I know that corresponds to all humans (and only humans).
There are however resource file names that could be combined with neg values to properly identify them (download boshaw's resource layer utility so you won't have to print the neg values yourself to test things).
This shouldn't be hard for someone who has programmed a bit, and even some programming noobs should be able to figure out how to make a curio highlighter since one could make a non-general one by essentially copy-pasting.

I hope the game will be a bit fairer in the future when it comes to gaining advantages through modding.
Last edited by ArvinJA on Tue Dec 13, 2011 8:51 pm, edited 1 time in total.
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Re: mini map icons

Postby Potjeh » Tue Dec 13, 2011 8:38 pm

People who rely on interface advantage to win deserve to have the game ruined for them. If I weren't a lazy bum I'd make this myself and release it to the general public.
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Re: mini map icons

Postby marvi » Wed Dec 14, 2011 2:09 am

Here is what I did to implement object radar upon Ender's client: link.

It's just a source code. Feel free to adapt it anywhere you want. Works for all kinds of objects. Can be configured via radar.xml.

P.S. Animal icons copyrighted by Darki. Other icons were generated from the existing resources and put into the separate jar file.
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Re: mini map icons

Postby noaah » Wed Dec 14, 2011 3:38 am

I see Potjeh and Burgingham saying that to release it to the general public; I have a Curio Map Finder that shows Icons like previously stated, if no one has a decent reason for why not to release it I'll go ahead and post it.
EDIT: Marvi beat me to it :).
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Re: mini map icons

Postby ArvinJA » Wed Dec 14, 2011 10:24 am

marvi wrote:Here is what I did to implement object radar upon Ender's client: link.

It's just a source code. Feel free to adapt it anywhere you want. Works for all kinds of objects. Can be configured via radar.xml.

P.S. Animal icons copyrighted by Darki. Other icons were generated from the existing resources and put into the separate jar file.

<group name="player" show="true">
<marker pattern="gfx/borka/body/.+" res="gfx/hud/mmap/pl"/>
</group>

I'm in school right now so I don't have access to the res files, but wouldn't that pattern highlight objects such as rabbits as well (or possibly carts)? My radar uses neg values as a supplement to identifying gfx/hud/mmap/pl.
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Re: mini map icons

Postby ArvinJA » Wed Dec 14, 2011 11:54 am

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Re: mini map icons

Postby marvi » Wed Dec 14, 2011 12:06 pm

ArvinJA wrote:I'm in school right now so I don't have access to the res files, but wouldn't that pattern highlight objects such as rabbits as well (or possibly carts)? My radar uses neg values as a supplement to identifying gfx/hud/mmap/pl.


Nope.

First, the 'res' attribute just tells what resource to use as the marker image. The 'pattern' attribute indicates that we want to match object resource name against the regular expression.

Resources for critters like player characters, rabbits, etc have layered structure. And the method Gob.resname() returns resource name for the first layer -- shadow of the critter which is common for players, rabbits, chickens -- 'gfx/borka/s'. I've modified Gob class to return names for all layers so when I need to find the match I can iterate through entire list and pick resources which has 'gfx/borka/body/...' in their name.
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Re: mini map icons

Postby Tonkyhonk » Wed Dec 14, 2011 12:07 pm

some of you should know, or get reminded that once someone asked Ender to release such features on his client, but then, some others expressed their disagreement towards those features released on Ender's. Ender probably had to consider whether or not he should release such features and his decision was not to in public at that time. it was not like he was trying to be mean or anything. (its somewhere in his thread if you want to dig it out to see.)
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Re: mini map icons

Postby marvi » Wed Dec 14, 2011 12:22 pm

Yeah, I remember. At the time he was asked to do it these features weren't that common. I feel it's different now -- there is common knowledge that it's possible and moreover there are few [poor man] public implementations already (on github and the russian forum).

P.S. Btw, I didn't provide any screens but the video mentioned in the original post probably can be a good showcase for my version. ^^
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Re: mini map icons

Postby Potjeh » Wed Dec 14, 2011 4:17 pm

Tonkyhonk wrote:some of you should know, or get reminded that once someone asked Ender to release such features on his client, but then, some others expressed their disagreement towards those features released on Ender's. Ender probably had to consider whether or not he should release such features and his decision was not to in public at that time. it was not like he was trying to be mean or anything. (its somewhere in his thread if you want to dig it out to see.)

Those "some others" being exclusively people who have private clients with this feature. It's all BS reasons, they just want to have an edge.

And it's not like having this gives you anything that maximum zoom-out on high resolution with all objects hidden doesn't. The only difference is that the latter makes the game fugly, so every time someone got killed due to client differences he was essentially killed for admiring the graphics. Is enjoying the aesthetics really such a great crime that it deserves capital punishment?
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