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Posted (edited)

 

 

This goes counter-clockwise-ish around the map, with the Base Portal as the starting point. It gives what badge the thumbtack it places is for in Local Chat, because there's so. Many. Plaques. it's easy to forget one's place. I figure @AboveTheChemist will put this in his TSPMenu, which will be awesome. This is my stop-gap measure until that time.

Edit: The screen pic is the original, before I found the (currently 2) mistakes, but the MNU and map are updated.

Another edit: AboveTheChemist has updated his TSP version, so I won't be making any further updates to this.
 

KWharfMenu.png

Kallisti Wharf badges.png

KWharf.mnu

Edited by SnoBahr
Version updates in the .mnu file
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MSRs on Everlasting, 3:30pm Eastern on Mondays, sponsored by the GEMINI supergroup, and alternating Saturdays at 5pm Eastern for the Sisterhood of Naughty Space Vixens. Come to the RWZ and call out in /Broadcast.

Hit, Heal, Buff, or Debuff. MSRs are not farms, there is no sitting.

Posted

That is actually not that far off from the 'optimal' travelling salesperson path, well done! And I'd wager it didn't take you 24+ hours of computation time, not counting the many failed attempts because the solution ate up all the memory on a machine with 64GB of memory.

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Posted (edited)

It took me about 2 hours, as the coordinates were already given. About 20-30 minutes doing screen grabs with the thumbtacks in place, and pasting that into Photoshop, then stripping those layers to just the placement of a given thumbtack per layer (labelled by which plaque/badge). I then made another layer for just my path, eyeballing it. The next hour was taken re-ordering the layers in Photoshop to be in path order.

Silly me, I assumed that the Paragon Pride plaque wasn't going to get moved *to the opposite side of the map entirely*, so I didn't bother changing/looking up *that* coordinate. The first version I posted was tested with characters who already had the Bicentennial Badge, so never clicked/checked the area, until I brought through a character who *didn't* have it. And I was looking around the original area, like, WTF? Where'd it go? And that's why I had to completely readjust the .mnu. :classic_laugh:

It's nowhere near as elegant as your TSP rig. Hell, that thing has taught me a lot about popmenus :D 

Edited by SnoBahr
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MSRs on Everlasting, 3:30pm Eastern on Mondays, sponsored by the GEMINI supergroup, and alternating Saturdays at 5pm Eastern for the Sisterhood of Naughty Space Vixens. Come to the RWZ and call out in /Broadcast.

Hit, Heal, Buff, or Debuff. MSRs are not farms, there is no sitting.

Posted
34 minutes ago, SnoBahr said:

It's nowhere near as elegant as your TSP rig. Hell, that thing has taught me a lot about popmenus

Thanks for the kind words! Aside from the version notes, that beast and the accompanying bind files/folders are generated entirely via a Python script.

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Posted

Thanks Snobahr!  Made grabbing the badges easy yesterday.   (Now if we could get around having to restart the client when loading popmenus...)

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  • 1 month later
Posted

I never understood why Vidiotmaps didn't place badge numbers in some sort of logical order. In Steel I think it is, badge number one is right next to four. 

Posted (edited)
1 hour ago, Maagic said:

I never understood why Vidiotmaps didn't place badge numbers in some sort of logical order.

 

I can't really speak to how they were ordered before I came along, but in general they seem to have been numbered according to their internal names, which are numbered. The few zones I spot-checked, including Steel Canyon, follow that pattern. I strive for consistency so that's how I numbered the ones in Kallisti as well. It's just an arbitrary label and logic doesn't really enter into it.

 

The plaques in Kallisti were labeled in counter-clockwise groups by badge name, in order to save text space which is at a princely premium on that map. Sounds logical on paper but the markers still look fairly jumbled on the map.

 

EDIT to add that I ultimately prefer to minimize the time spent on relatively unimportant issues (like marker numbering scheme) in order to maximize the amount of effort I can put to things like marker and overall map accuracy, as well as data completeness.

 

Edited by AboveTheChemist
clarity, and to remove a joke that I didn't want misconstrued
Posted
1 hour ago, Maagic said:

I never understood why Vidiotmaps didn't place badge numbers in some sort of logical order. In Steel I think it is, badge number one is right next to four. 

I had a mod to ATC's popmenu that put a number that matched the Vidiot number at one point, but due to a bad day, lost it all and haven't recreated it.

I do want to redo that at some point in my "copious" spare time

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