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Post by jelricle on Jul 29, 2022 18:37:56 GMT
Would it be possible to tag map pins to a toon or account so that they would remain in place, session to session? Not the whole map, just the pins.
I do not know if this is accessible in the code, nor how much space it would take.
It could be a tuple list a la [(MapIdA, x1, y1, text1), . . .] for each pin that gets scanned for each map or, more speedily, a hash table/dictionary of {MapIdA: [(x1, y1, text1), (x2, y2, text2), . . .]} that gets loaded.
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Post by simpetar on Jul 29, 2022 21:22:13 GMT
You can sorta do that in HGX. Do to Data -> areas.d folder and add the pin with coordinates (get them by !whereami command in game), and text you want to display. It's usually done for secret search spots, but I don't see a reason why you couldn't do other stuff with it.
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Post by jelricle on Jul 29, 2022 22:43:31 GMT
You can sorta do that in HGX. Do to Data -> areas.d folder and add the pin with coordinates (get them by !whereami command in game), and text you want to display. It's usually done for secret search spots, but I don't see a reason why you couldn't do other stuff with it. Cool! Do you know how to make those pins appear? My areas.d is a directory with a file for the hell, elysium, abyss, limbo, hades (?) and mechanus (?) The hell.xml is the only one populated, but I do not think I have ever seen those pins during my runs. eg <runs>
. . . <area name="Avernus - Plains" run="Avernus">
<pin x="32.4" y="8.5" text="Search spot"/>
<pin x="14.7" y="0.3" text="Search spot"/>
<pin x="28.3" y="45.5" text="Search spot"/>
<pin x="44.8" y="93.9" text="Search spot"/>
<pin x="65.9" y="73.0" text="Search spot"/>
<pin x="85.1" y="6.2" text="Search spot"/>
<pin x="87.5" y="64.7" text="Search spot"/>
</area> . . . </runs>
Is there a listing for the various possible xml files and run names they can hold?
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Post by dopplegang on Jul 29, 2022 23:54:45 GMT
there is an option in HGX properties, right click the hgx icon in your taskbar, click preferences, click modules, and find "map pins" and click the checkbox for show search spots
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Post by rhodar on Jul 30, 2022 6:21:17 GMT
there is an option in HGX properties, right click the hgx icon in your taskbar, click preferences, click modules, and find "map pins" and click the checkbox for show search spots When I launch HGX to subsequently launch NWN, there's no taskbar button for HGX, just NWN. Am I doing something wrong?
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Post by boroie on Jul 30, 2022 9:40:42 GMT
When I launch HGX to subsequently launch NWN, there's no taskbar button for HGX, just NWN. Am I doing something wrong? Its in the system tray.
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Post by jelricle on Sept 19, 2022 20:31:27 GMT
Okay, I got the torch!!!! I'm ready to start pinning.
Regarding permanent pins, via hgx, is there a requirement for how I name the .xml files in that areas.d directory under HGX's "data" directory, or were they named "abyss.xml", "hells.xml", etc. for convenience?
The "name" attribute inside a given "area" tag seems straightforward and intuitive, but is the "run" attribute needed?
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Post by jelricle on Sept 20, 2022 2:00:35 GMT
Got it. The file names do seem to be free form. I tested with the defiled and dusty tombs.
Does anybody know what the "run" attribute actually does?
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Post by jelricle on Mar 12, 2024 22:08:52 GMT
Does anybody know if there are logs somewhere for map pins?
My PC crashed and I had to rebuild it. I got hgx.exe up and running, and I checked the "show search spots" check box, but the map pins are no longer appearing . . .
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Post by theevilmike on Mar 13, 2024 3:47:59 GMT
you shared the file on here, go download your own again
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Post by jelricle on Mar 13, 2024 21:38:27 GMT
you shared the file on here, go download your own again :-D I meant that the map pins do not show up, even with the .xml files sitting in my HGX/data/areas.d directory! For some reason, they are not being picked up or processed, even though the files exist and I checked the “show search box” . I was wondering if there was a log anywhere that I could use to see what I am missing. I even tried removing all except my cemetery.xml, which I have not touched in _ages_, just in case I included a syntax error in a recently touched file. Still no luck.
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Post by jelricle on Mar 23, 2024 21:57:24 GMT
How odd . . . Some of the map pins are showing up, but others are not. For example, I can see the map pins in Rip's Cellar (labelled as "Cellar" in the xml file) but I see no pins in Ascension or the docks (Labelled as "Town of Ascension" and "Docks of Ascension" in the same .xml file) <?xml version="1.0" encoding="utf-8"?> <runs> <area name="Docks of Ascension" run="Dock Quests"> <pin x="95.24" y="123.45" text="Pet Pedestal" /> <pin x="95.30" y="115.58" text="Spells Pedestal" /> </area> <area name="Town of Ascension" run="Dock Quests"> <pin x="55.07" y="77.58" text="Rips Cellar" /> <pin x="78.21" y="92.26" text="Corn for farm portal and shovel" /> <pin x="94.81" y="94.81" text="Abandoned farm portal" /> </area> <area name="Cellar" run="Dock Quests"> <pin x="27.18" y="51.62" text="Secret Chamber DC 32 lvl 5 worked" /> <pin x="9.03" y="43.44" text="Bifurcated Joiner Lever" /> <pin x="5.29" y="23.10" text="Seal breaker and rope" /> </area> . . . </runs>
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Post by jelricle on Mar 23, 2024 22:39:34 GMT
Okay . . . even weirder . . . the missing pins eventually show up.
Maybe it takes time for the system to process all the pins I have listed?
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