Relative and absolute coordinates

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Nummy
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Relative and absolute coordinates

Post by Nummy »

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?
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boshaw
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Re: Relative and absolute coordinates

Post by boshaw »

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.
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Nummy
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Re: Relative and absolute coordinates

Post by Nummy »

Ah crap... why did he do that? :(
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sabinati
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Re: Relative and absolute coordinates

Post by sabinati »

because you touch yourself at night
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Daji
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Re: Relative and absolute coordinates

Post by Daji »

sabinati wrote:because you touch yourself at night
...at night @_@
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boshaw
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Re: Relative and absolute coordinates

Post by boshaw »

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.
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Nummy
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Re: Relative and absolute coordinates

Post by Nummy »

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
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tempwad
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Re: Relative and absolute coordinates

Post by tempwad »

probably real coordinates inside a house always are 0,0 at corner.
trapped? masturbate.
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Nummy
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Re: Relative and absolute coordinates

Post by Nummy »

tempwad wrote:probably real coordinates inside a house always are 0,0 at corner.
Good point, will try it. thanks.
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Nummy
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Re: Relative and absolute coordinates

Post by Nummy »

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?

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