Relative and absolute coordinates

Forum for alternative clients, mods & discussions on the same.

Moderator: Phades

Relative and absolute coordinates

Postby Nummy » Tue Oct 25, 2011 5:05 pm

I'm currently working on some mod for mapping (ingame interactive map).
Of course I have some problems around the corner and this is:
I'm currently debugging a client to see where I get absolute and relative coordinates on map. I have found relative ones, every time I log in those coordinates are different then before.
So my question is, is there and calculations done on client side to get absolute coordinate of tiles (objects,...)?
It seems I can't find it in client code. Or it is made on server side?
User avatar
Nummy
 
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Postby boshaw » Tue Oct 25, 2011 5:11 pm

Loftar changed it awhile ago that the coordinates were randomized per session. Thus you will never know your true absolute coordinate in the world from the closes given through the hnh client.

Only server knows the conversion from randomized given coords to abs ones.
User avatar
boshaw
 
Posts: 1590
Joined: Tue Jun 01, 2010 10:22 pm

Re: Relative and absolute coordinates

Postby Nummy » Tue Oct 25, 2011 5:20 pm

Ah crap... why did he do that? :(
User avatar
Nummy
 
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Postby sabinati » Tue Oct 25, 2011 5:31 pm

because you touch yourself at night
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Relative and absolute coordinates

Postby Daji » Tue Oct 25, 2011 5:36 pm

sabinati wrote:because you touch yourself at night

...at night @_@
User avatar
Daji
 
Posts: 321
Joined: Tue Jan 18, 2011 9:32 pm
Location: I'm a wizard!

Re: Relative and absolute coordinates

Postby boshaw » Tue Oct 25, 2011 5:40 pm

Nummy wrote:Ah crap... why did he do that? :(


Probably because of the exact thing you're attempting to do.

Also some of the older more advanced factions were setup in a way that they had their own custom clients and they literally could live-track all their members in real-time on a bigger world map and i'm sure that came in handy. Although that would be pretty neat from a commanders prospective seeing all your troops spread out over the world and on raids,etc. But he randomized the coordinates for each session now so you can't really do that kind of stuff and the coordinates between each session don't correspond to some weird algorithm either, it's just random.
User avatar
boshaw
 
Posts: 1590
Joined: Tue Jun 01, 2010 10:22 pm

Re: Relative and absolute coordinates

Postby Nummy » Tue Oct 25, 2011 6:34 pm

sabinati wrote:because you touch yourself at night

WTF?


boshaw wrote:Probably because of the exact thing you're attempting to do.

Also some of the older more advanced factions were setup in a way that they had their own custom clients and they literally could live-track all their members in real-time on a bigger world map and i'm sure that came in handy. Although that would be pretty neat from a commanders prospective seeing all your troops spread out over the world and on raids,etc. But he randomized the coordinates for each session now so you can't really do that kind of stuff and the coordinates between each session don't correspond to some weird algorithm either, it's just random.


Right. I just wanted do to ingame mapping system without a need of cartography and ink and so on...
There must be some trick with that. Probably something with authenthication key and player ID. I will try some stuff hope I solve this :P
User avatar
Nummy
 
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Postby tempwad » Wed Oct 26, 2011 2:26 pm

probably real coordinates inside a house always are 0,0 at corner.
trapped? masturbate.
User avatar
tempwad
 
Posts: 383
Joined: Thu Feb 10, 2011 1:03 pm

Re: Relative and absolute coordinates

Postby Nummy » Wed Oct 26, 2011 4:22 pm

tempwad wrote:probably real coordinates inside a house always are 0,0 at corner.

Good point, will try it. thanks.
User avatar
Nummy
 
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Postby Nummy » Sun Nov 13, 2011 10:01 am

Ok my work progressed, now I have different problem.
I won't open new thread for that so I will ask it here:
I'm currently looking at source code of haven client and it seems I can't really find correct part of code where is done:
- outlining objects "sprites?"
- checking when mouse go over object

I would like to have similar function in my modified client as arksu added it.
Any ideas?
User avatar
Nummy
 
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Next

Return to The Wizards' Tower

Who is online

Users browsing this forum: Ahrefs [Bot], Claude [Bot] and 1 guest