Sesame's Local Map Script

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Sesame
Posts: 3
Joined: Thu Jul 29, 2010 2:16 pm

Sesame's Local Map Script

Post by Sesame »

This is a javascript application that will integrate your session maps into a single map. This script does not compare images, it combines a single session map into your local map after you give it a point of reference.
Because I'm kinda lazy, currently this script only works in Firefox 3.5+. And possibly Thunderbird, but I didn't test it.

Warning: I wrote most of this in one day while enjoying a caffeine high. Do not expect the code to be neat or bug-free.

Version 1.0

Current Features
  • Integrates your session maps into a single map (with a little help from you).
  • Compatible with Gilbertus' and Ender's clients.
Future Features
  • IE/Chrome/Opera/Safari support
  • Multiple maps
  • Remove session folder after integration
  • Remove empty session folders
  • Zoom functionality
Getting Started
  • Drop the html file in the map folder of your client.
  • Open in browser, don't despair at the blank map.
  • Click 'Update Map' in the upper right hand corner, then 'Allow' when it asks about permissions.
  • Select a session folder. Click on a tile, input the tile's correct coordinates in your new map. Click 'Update'.
Last edited by Sesame on Sat Feb 12, 2011 2:54 pm, edited 1 time in total.
ImpalerWrG
Posts: 470
Joined: Tue Feb 02, 2010 10:17 am

Re: Sesame's Local Map Script

Post by ImpalerWrG »

Looks nice, I'll give it a try.

Works nicely, I recommend people have the global map open to help put in the correct coordinates.
Sesame
Posts: 3
Joined: Thu Jul 29, 2010 2:16 pm

Re: Sesame's Local Map Script

Post by Sesame »

The coordinates of your local map don't have to match up to the global map. My own map has my house as 0,0.

It's entirely up to you what you decide is the center of your world.
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SacreDoom
Posts: 2590
Joined: Tue Apr 06, 2010 3:14 pm

Re: Sesame's Local Map Script

Post by SacreDoom »

Wow, Awesome.
ImpalerWrG
Posts: 470
Joined: Tue Feb 02, 2010 10:17 am

Re: Sesame's Local Map Script

Post by ImpalerWrG »

Sesame wrote:The coordinates of your local map don't have to match up to the global map. My own map has my house as 0,0.

It's entirely up to you what you decide is the center of your world.
Yes that's true but the world map makes it easier to find and recognize a mini-map from the session list, and put in a coordinate that you know will work without having to figure out its relative location to your existing map chunks (which can be very tricky if they do not overlap).
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Grog
Posts: 2747
Joined: Mon Feb 08, 2010 11:42 pm
Location: Germany

Re: Sesame's Local Map Script

Post by Grog »

im exited for the chrome version...
Favourite thread: viewtopic.php?f=9&t=3388
dra6o0n
Posts: 481
Joined: Tue Aug 24, 2010 3:11 am

Re: Sesame's Local Map Script

Post by dra6o0n »

You know what would be cool? A additional button on the map that enables you to open a custom map with edited files, on that map, when that location is referenced.

Like a blueprint of where to build etc.

I call it "Plans" and limit it for balance purposes... Although I know some in the community created clients that outright cheats.
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RongoMatane
Posts: 87
Joined: Thu Apr 08, 2010 12:38 am

Re: Sesame's Local Map Script

Post by RongoMatane »

Is there an easy way to find out what coordinate a certain tile has? I didn't find one and it's a bit annoying to add up coordinates. Maybe i am doing something wrong:
I insert one map as a start. I found out that the next map must be attached at 29,29. The next map must be attached to the second map at her coordinate -7,11. In total this means i have to insert the map at 22,40. But if i forget that i attached the second map at 29,29 one day, i can't really update the map anymore.

What this needs for me personally to be of use is
a) a delete-tile function
b) a nicer system for attaching maps (drag and drop of newly inserted maps)
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barra
Posts: 446
Joined: Mon Jul 05, 2010 2:08 pm

Re: Sesame's Local Map Script

Post by barra »

Nevermind, it's already wonderful.
loftar wrote:You do appear to need a good trolling.
Sesame
Posts: 3
Joined: Thu Jul 29, 2010 2:16 pm

Re: Sesame's Local Map Script

Post by Sesame »

RongoMatane wrote:Is there an easy way to find out what coordinate a certain tile has? I didn't find one and it's a bit annoying to add up coordinates. Maybe i am doing something wrong:
In the upper right hand corner is a button that says 'Show/Hide grid'. I've found this to be a huge help.
I insert one map as a start. I found out that the next map must be attached at 29,29. The next map must be attached to the second map at her coordinate -7,11. In total this means i have to insert the map at 22,40. But if i forget that i attached the second map at 29,29 one day, i can't really update the map anymore.

What this needs for me personally to be of use is
a) a delete-tile function
I'm not quite sure how I would include a practical delete function except perhaps in the form of backups. (The lack of backups is partly why session files aren't automatically deleted. You can delete the 'tiles' folder and start again with a blank map.) Right now, however, if you click 'show grid' and figure out the coordinates for the tiles you want to delete, you can go into the folder 'tiles' and delete them by hand.
b) a nicer system for attaching maps (drag and drop of newly inserted maps)
The current system is basically matching a tile from one map to a tile from the other map. I figure it can't get any simpler then that. (You guys are lucky. Earlier versions had the user inputing coordinate differences themselves.)
Personally, I resize and move the dialog to one side, drag the underlying google map to the other side, turn on 'show grid' and find a tile that's on both maps. I'm afraid that's what everyone's stuck with until I think of something that doesn't require a crapload of javascript code.

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