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Post by jayce on Jun 13, 2011 9:00:34 GMT 10
So, I'd been messing around with a script to collect my map fragments into a big map that I could then add to as I explored. His Farbsness may eventually add a big map tracking thingy to the game, but in the mean time I thought I'd just slap a quick few pages together to see if anyone else would benefit. It's disgustingly basic at the moment since I've just bolted it together, but if anyone wants to have a crack at adding some pieces they're more than welcome. You'll need a map piece (preferably with enemies and your vessel removed) and it's x and y coordinates. I haven't connected it to a database yet, so there's only one map and everyone shares the pieces that have been entered. I need to add the ability to exlude pieces/remove pieces/update individual stations etc etc. For new, the newer pieces overwrite the older pieces when the big map is constructed (You'll see what I mean). Without further quality excuses: cptforever.hollowpointpuffin.com/If you click on the links/stations they won't lead anywhere yet, I'm just using them to get coordinates.
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Post by kingoftaurus on Jun 13, 2011 12:28:12 GMT 10
hmm ill give it a try next go 'round
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Post by moth on Jun 13, 2011 21:12:33 GMT 10
Ooh nice. I have a file full of map pieces with coordinates, but your script doesn't seem to be accepting them at the moment. Do empty spaces over-write other characters in older pieces? I've taken to annotating factories by putting extra characters near them to show what they make. (Replacing the F was awkward with my assembly process as they'd get overwritten when i added un-annotated fragments.) How would your script cope with them? What does your script do with the ?? of unknown stations? Do ?? in one fragment overwrite known stations from overlapping fragments? p.s. i've revised my key. This is how it currently looks: module types: : - laser v - prismatic laser ! - snipe launcher ~ - sprinkler ^ - rocket launcher * - torpedo launcher > - ramming spike ] - booster $ - sprint booster u - unibooster = - twin booster } - MKII booster o - translocator x - transrotator r - repair b - blurst shield @ - bubble shield c - chronogear a - auxiliary oxygen tank g - girder and here's a couple of map fragments showing their use: 004,-192 onizukas.rest.com ................ ..... ................ ...... .. OB .. NASA .. ... .. OADA .. ..... .......... ..... ...... .... OA .. NA . . oFBOB . NB BB @fb ]FB SBBBOB RBNB SC .. . ...... OC .............. ......... ............ .... RB ........ . NBOB . . . DBSB . ...
300,-260 fort.mercury.com OESE ........ BDOD .... FFNFOF .. . SF .... NG ........ OGOB ...... FGFB . ! ND b > SH FFFF OH NFOF !FFSF . .... ...... .. . OINI .. ... ......
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Post by jayce on Jun 14, 2011 8:10:18 GMT 10
Something I had started messing with before kingoftaurus pointed out that awesome JavE program =D - I bow to the volume of map information you have both collected.
Your fragments loaded fine when I pasted them in, not sure why =O - still messy days on the input side of things. I believe your extra symbols will get chucked in, like anything else at the moment, someone could put in an incorrect fragment and cause an odd looking map, since I haven't given people the option to select what fragments they use yet.
I had thought I'd add some hover-over text (if I keep it in html) to store factory information etc. I'll try and update it during the week when I get some spare time. I need to hook it into a database to make saving much easier (and so people can have their own maps if they want), tidy up the pages, tweak the precedence of what replaces what, add the ability to edit pieces, add individual stations etc etc.
I've added your fragments just to see what happened and I think the result looks sensible.
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Post by moth on Jun 15, 2011 21:52:04 GMT 10
Ah - as i was copying out of my text file, i was picking up an extra line-break on the end, which makes your script silently fail to accept fragments. If i trim that off, it works. As well as accepting nav-station output, it would be useful to take individual stations & station groups, so off-radar stations can be mapped too. As you are using colour to show level, you could drop the second letter of each station. That might make it easier to visually see where different station types are. For ease of use i'd also look at writing coordinates directly on the map so you don't have to use your mouse to read them. Here is a fragment of my main gridmap. Obviously the coordinates are quite distracting. I remove them with search and replace to produce the maps i've shared, but you could make them dark grey. Other ways are to make a map viewing window with coordinates on the edges, or just add coordinates around (some) stations (that's what i was planning to do by hand at some point). .. 3.......... 348. . 340.... 340.......... 0 0 0 0 0 0 3.......... 0 0 0 0 0 0 332.......... 1 1 1 5 4 3 2 2 1 324........ 4 5 6 6 7 8 324...... 3 4 4 5 6 2 4 6 8 0 2 316 2.. 8 6 4 2 0 8 6 4 316 8.6 4.2 0 8 6 4 308 .... 308 300 .... 300 292 ........ 292 UF 284 .... 284 OF 2.6 . OE SERE NF ...... OE8 B ..60 . ......~FCNC .260 .... ...... ...... OC ..52 .. . ..4OC ............ SC ..44 .. ...... :FC2.... . ..........36 ...... . ....@fcoc228.... .. 228 .... ............ .SFOFFF . .. ........ ODND . 21= ...... S ...... 204 .. 1.. OCNC 196 ............ 188 $ 188. NEOE .... 180 RDSDFD 180. .... 172 NDOD 172...... 0 0 0 0 0 0 164 0 0 0 BDFD0 0 0 0 0.......... 1 1 1 1 1 5 4 3 2 2 1 156 1 2 2 3 u 5 6 6 7 8........ 2 3 4 4 5 6 2 4 6 8 0 2 148 2 0 8 6 4 2 0.8 6.4 148........ SE8 6 4 As you have more flexibility in what overwrites what, you could go back to replacing the F of factories to show what they make. That might be less cluttered than my extra characters floating around.
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Post by jayce on Jun 16, 2011 3:11:03 GMT 10
Yeah sorry, there's next to no error reporting at the minute, hope to have a big tidy when I get a chance. I like the coordinate Ideas, I think I've got a fairly good way to implement that, I'll try and crack on with getting in a more useful shape later tonight. Ta!
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 18, 2011 17:59:39 GMT 10
So... can we have a new set for inputting 0.3 maps? Actually 2 new sets because we have 2 playable sectors I guess.
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Post by jayce on Jun 18, 2011 19:45:32 GMT 10
Sorry about that, did a lot of background tidying and some database messing last night before I went to sleep. I've swapped it over to 0.3 and when I get home later tonight I'll put in a selection method and the ability to add in single stations and some of Moth's suggestions. Should now have a clean slate for 0.3. Edit: Didn't realise there were two new maps, prolific Farbs! Added a simple selection method, then bundled into the car by girlfriend, typing from phone, will clean up page later
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 19, 2011 4:55:51 GMT 10
Yeah, I was waiting for that selection 'cos I'm playing inferno Will start adding maps soon, much thanks!
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scrander
Bravo Rank
lem.sportsinterviews@xiaoyu
Posts: 16
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Post by scrander on Jun 19, 2011 6:18:28 GMT 10
Inputted the first two pieces for 0.3 (normal) for your map making thingy under the guise of me being contracted by a private military cartographer (in the future) to send nav files to a man in Port Nixon. Don't ask, I'm writing a Captain's Log for my Jameson adventures.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 19, 2011 6:52:33 GMT 10
Inferno sector:
South of the starting stations (just at the edge of the starter nav station's map) is a cluster of Charlie stations which include a repair and upgrade stations. Would be useful for starter upgrades. A Bravo scrapyard is available to the east of the starting station cluster (already uploaded) for early credit making. So far I've only managed to find one nav station and my forays into the unknown has been severely hampered by the flaming asteroids and bad luck with oxy modules.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 20, 2011 8:22:56 GMT 10
Bravo Factory manufacturing Charlie MkII Boosters found at Inferno (-116,-100) Yippee Kay Yay!
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Post by jayce on Jun 20, 2011 9:31:03 GMT 10
Crikey, nice work on putting all that stuff in with no mistakes =D I know the input screens are a bit ugly at the mo, I'll get to them when I have a chance. Should be able to upload single stations and you can exclude pieces from being used in generation by unchecking them (although it's a bit cumbersome). I'll have to put some kind of login/ID system in place at some point so people can edit/amend pieces and stations.
I'll try and get some pretty way of displaying factory information on the go when I next get a chance, there's a couple of ways I think I'll display it, the key moth uses being one of them (all the data is presented on the station address link atm).
Ta!
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Post by dalaranj on Jun 20, 2011 10:11:39 GMT 10
X 60 Y 4 should be a beta scrap (not a beta oxygen as I accidentally marked it), but the input station option doesn't let you add scrap stations. Likewise, X -12 Y -148 is a charlie scrap.
Edit: X 100 Y -44 is a charlie scrap.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 20, 2011 13:06:42 GMT 10
X 60 Y 4 should be a beta scrap (not a beta oxygen as I accidentally marked it), but the input station option doesn't let you add scrap stations. Likewise, X -12 Y -148 is a charlie scrap. I was going to say "it IS a an oxy station" then I realized that you meant for sector 0.3 vanilla. I just noticed the absence of selection for scrapyard too. There's a way to fix it though, you can repaste the nav map piece and manually change the ?? to whatever designation it's supposed to be (what I did for all stations I've found but not yet liberated). However this method clutters the database with nearly duplicate pieces. Also, a very minor nitpick, it should be war ehouse instead of warhouse
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 20, 2011 13:21:46 GMT 10
Double post!
Wanted to add some suggestions:
Would be nice if we can have the ability to uncheck/check all station pieces/map pieces. Also if the station pieces and map pieces can be separated into their own expandable sections it wouldn't clutter up the screen so much.
I don't know if there'd be any use for it, but I tried to copy an individual map piece manually from the generated piece but it came out wrong (it's as if an extra line was added after each line or maybe an extra space character was copied at the end of each line and got pushed into a new one). Maybe an export function similar to the game's can be added so we can copy a map piece or the whole map into the clipboard?
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Post by jayce on Jun 20, 2011 17:58:21 GMT 10
Whoops, can't believe I forgot Scrapyards, love those things. Fixed that station and corrected warehouse, although warhouse sounded fun. Good points, will try and fix more whenever I get home tonight
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 20, 2011 18:34:26 GMT 10
Another minor nitpick... Class E is Echo not Epsilon ;-)
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Post by jayce on Jun 21, 2011 7:44:57 GMT 10
Oops again, fix0red that. I've separated stations and pieces. I'll add some select all and none buttons, and until I get some kind of login thing on the go so you can edit pieces, I'll probably save selections in a cookie or something.
I also added an option to output the big map with the key moth provided, since I haven't put in a sensible way of viewing the station data yet.
For now, I'm actually going to try and play some more Inferno, I love it so!
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 21, 2011 8:45:00 GMT 10
Sweet update! Makes it easier to find specific factories =)
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