I have done some exploration, through vortexes as well, and on separate characters. So I have quite some amount of disjointed maps from all over the world. How does the uploader handle it? Do I have some control over which maps are sent? I know where some of those maps are in the world map, how can I point out where they are? Can I somehow skip sending the tiles in my immediate area?
Lastly, is there some tool for managing the game cache tiles? Like merging them from different accounts and exporting as an image?
-
NeoBasilisk
- Posts: 579
- Joined: Thu Jun 06, 2013 12:48 am
Re: World Map
I assume a lot of people have this turned off since the addition of the ingame map. I know I have at least, since I got annoyed at having to keep cleaning up the thousands of sub-directories it made.shubla wrote:Amber client includes a feature which allows you to save maptiles to disk, and these maptiles include ridges.bmjclark wrote:Loftars in game map (different from the minimap), which is where he's getting this data from, doesn't store ridges on any of the publicly available clients including yours. I don't know where you think he can get data with ridges from.shubla wrote: Pity indeed, but I guess it's a necessary evil for supporting many clients.
Perhaps data with ridges could also be accepted and then prioritized over non-ridge data.
-
algeralith
- Posts: 335
- Joined: Tue Mar 16, 2010 2:26 am
Re: World Map
There really is no control given. The uploader will just blanket send each segment to the server, and the server will then try to determine where the segment belongs.Procne wrote:I have done some exploration, through vortexes as well, and on separate characters. So I have quite some amount of disjointed maps from all over the world. How does the uploader handle it? Do I have some control over which maps are sent? I know where some of those maps are in the world map, how can I point out where they are? Can I somehow skip sending the tiles in my immediate area?
Lastly, is there some tool for managing the game cache tiles? Like merging them from different accounts and exporting as an image?
Also, I'm not aware of any tool that manages the game cache tiles.
-
Procne
- Posts: 984
- Joined: Sat May 29, 2010 3:04 pm
Re: World Map
Ok, thanks.algeralith wrote:There really is no control given. The uploader will just blanket send each segment to the server, and the server will then try to determine where the segment belongs.Procne wrote:I have done some exploration, through vortexes as well, and on separate characters. So I have quite some amount of disjointed maps from all over the world. How does the uploader handle it? Do I have some control over which maps are sent? I know where some of those maps are in the world map, how can I point out where they are? Can I somehow skip sending the tiles in my immediate area?
Lastly, is there some tool for managing the game cache tiles? Like merging them from different accounts and exporting as an image?
Also, I'm not aware of any tool that manages the game cache tiles.
I see there's source available, so maybe I'll take a look at that
-
MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: World Map
If you're concerned about someone seeing "your" location, you're better off sending the information than not. Holes in information are more suspect than random noise. Given enough uploads, someone will likely upload the sections you don't want loaded, anyway, making the effort to not upload the information frivolous.Procne wrote:I have done some exploration, through vortexes as well, and on separate characters. So I have quite some amount of disjointed maps from all over the world. How does the uploader handle it? Do I have some control over which maps are sent? I know where some of those maps are in the world map, how can I point out where they are? Can I somehow skip sending the tiles in my immediate area?
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
-
shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: World Map
You can censor your place from the map if you send maps yourself.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
-
algeralith
- Posts: 335
- Joined: Tue Mar 16, 2010 2:26 am
Re: World Map
I went ahead and made a version of the map with simplified tiles. Let me know what you guys think.
It's already been suggested that I consider making it the default, though I'm not sure.
Take a look
https://odditown.com/haven/map/#&simple=true
It's already been suggested that I consider making it the default, though I'm not sure.
Take a look
https://odditown.com/haven/map/#&simple=true
-
voiddancer
- Posts: 23
- Joined: Wed Aug 16, 2017 4:08 pm
Re: World Map
Tell me please, how do you solve the problem of mixing tiles? Like caves on the surface.
-
Glorthan
- Posts: 1099
- Joined: Tue Jun 11, 2013 4:33 pm
Re: World Map
The simplified map is definitely a lot nicer for oceans.
I think it could use a legend for the biome types to simplified colour, the non-simple map is easier to match with the wiki pictures.
I think it could use a legend for the biome types to simplified colour, the non-simple map is easier to match with the wiki pictures.
-
mvgulik
- Posts: 4090
- Joined: Fri May 21, 2010 2:29 am
Re: World Map
Definitely looks nice and clean to me.algeralith wrote:I went ahead and made a version of the map with simplified tiles. Let me know what you guys think.
It's already been suggested that I consider making it the default, though I'm not sure.
Take a look
https://odditown.com/haven/map/#&simple=true
When it comes to texturing ground types. One could opt for applying them to some ground types less pronounced. (like Base_color + N% texture)
Water ... 0% texture I think.