World 6 Mapping

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

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UberTheNoob
Posts: 103
Joined: Sun Dec 05, 2010 4:21 am
Location: GA

Re: World 5 Mapping

Post by UberTheNoob »

ttttt wrote:Also do I need cartography?

no

also, is the map updating for anyone?
Oh! how did i get here?
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DatOneGuy
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Re: World 5 Mapping

Post by DatOneGuy »

UberTheNoob wrote:
ttttt wrote:Also do I need cartography?

no

also, is the map updating for anyone?

Manual approval of updates happens but rather slowly.

If you update your maps they 'may' make it. Due to problem areas (for whatever reason) a lot of stuff still has to be manually deleted/fixed cause it's fucking up. Not sure if people are intentionally doing it or not though.
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mvgulik
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Re: World 5 Mapping

Post by mvgulik »

Don't know whats done, code wise, on the worldmap site. But scanning user-uploaded maps for multiple-different map matches could flag potential problem uploads. (to be put aside(upload) to looked at later manually, or just ditch them (if the source is regular flagged perhaps).)

I do this in my MapMerger to detect possible mapping/code problems.
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UberTheNoob
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Location: GA

Re: World 5 Mapping

Post by UberTheNoob »

mvgulik wrote:Don't know whats done, code wise, on the worldmap site. But scanning user-uploaded maps for multiple-different map matches could flag potential problem uploads. (to be put aside(upload) to looked at later manually, or just ditch them (if the source is regular flagged perhaps).)

I do this in my MapMerger to detect possible mapping/code problems.


So do i keep uploading and hope something gets through?
Oh! how did i get here?
mvgulik
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Re: World 5 Mapping

Post by mvgulik »

UberTheNoob wrote:So do i keep uploading and hope something gets through?

Hue ... my message was related to DatOneGuy post ... But, well, just give it a try one a week and wait and see when the worldmap start to update itself again. No point in flooding the worldmap manager ...
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DatOneGuy
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Re: World 5 Mapping

Post by DatOneGuy »

mvgulik wrote:Don't know whats done, code wise, on the worldmap site. But scanning user-uploaded maps for multiple-different map matches could flag potential problem uploads. (to be put aside(upload) to looked at later manually, or just ditch them (if the source is regular flagged perhaps).)

I do this in my MapMerger to detect possible mapping/code problems.

He's already doing this but still some problems pop up, Alg could shed more light on this then I can, it's second hand information.
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popfor
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Re: World 5 Mapping

Post by popfor »

Where is the village "Peace" located? It's the only one with a charter stone.
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elter
Posts: 3
Joined: Sun Jun 12, 2011 6:42 pm

Re: World 5 Mapping

Post by elter »

the village "Peace" is at -11 to -10 / -81 to -80. stay away from the area anyway - someone there goes around killing for lulz
Tav
Posts: 13
Joined: Fri Jun 10, 2011 10:21 pm

Re: World 5 Mapping

Post by Tav »

Ho!
I ran my browser cache of zoom 9 tiles from this map through an image duplicate finder (so I could find where I am).
I noticed that there are quite a few identical tiles at various locations in the map.
Dunno if it indicates a problem with your own dupe-finder, or tile-location matcher, or some uploads, or whatever... but just a heads-up in case anyway.

BTW, for the record - I finally came round to using your map. I have been playing/lurking for a while (early world 3) and while I heartily wish, for game immersion purposes, that it were somehow impossible for world maps to be produced like this (Satellite maps in Moomin land!!!?), I guess the reality is here we are.
So thanks for doing a good job of it at least- it levels the playing field a bit for those of us who don't want to join a group - with all the immersion-breaking metagaming that seems to entail.
:)
Loving H&H
Tav.
mvgulik
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Joined: Fri May 21, 2010 2:29 am

Re: World 5 Mapping

Post by mvgulik »

... Nitpick ...
Looking at coordinates of Worldmap in relation to SG's. And the SG's are lined out at coord's [-124,-74,-24,+26,+76,+126]
Shifting the whole map by (-1,-1) would make that [-125,-75,-25,+25,+75,+125]

And in relation to SG's. Any plans to add a simple SG overlay grid option?

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