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?
Relative and absolute coordinates
Moderator: Phades
-
boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Relative and absolute coordinates
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.
Only server knows the conversion from randomized given coords to abs ones.
-
Nummy
- Posts: 489
- Joined: Sat Mar 19, 2011 10:01 am
Re: Relative and absolute coordinates
Ah crap... why did he do that? 
-
sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Relative and absolute coordinates
because you touch yourself at night
-
Daji
- Posts: 321
- Joined: Tue Jan 18, 2011 9:32 pm
- Location: I'm a wizard!
Re: Relative and absolute coordinates
...at night @_@sabinati wrote:because you touch yourself at night
-
boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Relative and absolute coordinates
Probably because of the exact thing you're attempting to do.Nummy wrote:Ah crap... why did he do that?
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.
-
Nummy
- Posts: 489
- Joined: Sat Mar 19, 2011 10:01 am
Re: Relative and absolute coordinates
WTF?sabinati wrote:because you touch yourself at night
Right. I just wanted do to ingame mapping system without a need of cartography and ink and so on...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.
There must be some trick with that. Probably something with authenthication key and player ID. I will try some stuff hope I solve this
-
tempwad
- Posts: 383
- Joined: Thu Feb 10, 2011 1:03 pm
Re: Relative and absolute coordinates
probably real coordinates inside a house always are 0,0 at corner.
trapped? masturbate.
-
Nummy
- Posts: 489
- Joined: Sat Mar 19, 2011 10:01 am
Re: Relative and absolute coordinates
Good point, will try it. thanks.tempwad wrote:probably real coordinates inside a house always are 0,0 at corner.
-
Nummy
- Posts: 489
- Joined: Sat Mar 19, 2011 10:01 am
Re: Relative and absolute coordinates
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?
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?