Ringthane
Public Area Guest
Ardet nec Consumitur
Posts: 5,446
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Map
Dec 8, 2003 2:07:48 GMT
Post by Ringthane on Dec 8, 2003 2:07:48 GMT
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Map
Dec 9, 2003 11:42:53 GMT
Post by sparrowhawk on Dec 9, 2003 11:42:53 GMT
I have already adapted the HTML map based on the one available at the icemark, with all the new places included. Also, I have modified it to use the title attribute rather than the alt attribute, so that it conforms to w3C standards and displays the flyover descriptions for all browsers, not just IE.
If the poll turns out in favour of releasing it, I'll do so, but it could spoil the fun for new M/MU players?
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Matija
Morkin Member
The Turtle Moves!
Posts: 1,696
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Map
Dec 9, 2003 12:03:57 GMT
Post by Matija on Dec 9, 2003 12:03:57 GMT
How about a map that would only show the terrain a player explored (accumulated over all his games)?
Somewhere in verion 100 at least?
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Map
Dec 9, 2003 12:28:07 GMT
Post by sparrowhawk on Dec 9, 2003 12:28:07 GMT
Actually, that's in the pipeline for v2. It's technically easy (relatively) to implement, but it's a fair amount of work. Plus I would want to include the automatic log feature for replaying later within the same framework. But of course, v1 took months to get to beta, so v2 could be the same
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Map
Dec 9, 2003 15:07:23 GMT
Post by daiabolical on Dec 9, 2003 15:07:23 GMT
I don't think any map should include Garrison and Lord Locations, too much of a spoiler. Not saying I wouldn't find it handy as I've only found a couple of the new faces and haven't recruited many Foul Lords Best options would be a map similar to that in the Midnight Engine that is updated within each game and a master map in the Players area that contains all the info found across all the games.
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Freiegeister
Morkin Member
'Blasphemy is a victimless crime' - Dawkins
Posts: 1,126
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Map
Dec 11, 2003 3:56:00 GMT
Post by Freiegeister on Dec 11, 2003 3:56:00 GMT
You could have a simple map without much detail showing Citadels, major land features and location names, and an in-game map that shows in detail where you and your armies have been - Fog of War style.
Maybe even show a place on the map when you seek guidance? It could disappear again after the next turn so as not to give away too much.
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Natmus
Morkin Admin
Fight the power!
Posts: 4,518
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Map
Jan 9, 2004 12:25:25 GMT
Post by Natmus on Jan 9, 2004 12:25:25 GMT
Hey Robert, I noticed the 'Da.m.n Ge.ni.us' thing is an online map of Midnight with numbers on. However, theres's no mouseover like the origianl HTML map you took it from. Try locating the Lake of the Moon without mouseover if you momentarily have forgotten where it is. Also, not that we really need it, could you put in the new citadel and keeps ? That's the critique, otherwise you deserve thanks for the initiative and effort
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Map
Jan 9, 2004 12:32:10 GMT
Post by Old Shendemiar on Jan 9, 2004 12:32:10 GMT
Hey Robert, I noticed the 'Da.m.n Ge.ni.us' thing is an online map of Midnight with numbers on. However, theres's no mouseover like the origianl HTML map you took it from. Try locating the Lake of the Moon without mouseover if you momentarily have forgotten where it is. Also, not that we really need it, could you put in the new citadel and keeps ? That's the critique, otherwise you deserve thanks for the initiative and effort I didnt plan it for that use, is't only a practise of php and mysql, but i could add the tooltips too... Since the areainfo is in the database. And i'm planning to modify the map data to match MU...
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Map
Jan 9, 2004 12:33:52 GMT
Post by sparrowhawk on Jan 9, 2004 12:33:52 GMT
Also, not that we really need it, could you put in the new citadel and keeps ? The amended html file from the icemark site is already on the Downlaods page. I modified it with the new locations and also the flyover help works in non-MS browsers now.
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Map
Jan 10, 2004 20:20:03 GMT
Post by Old Shendemiar on Jan 10, 2004 20:20:03 GMT
I take it that you just modified the original html? So there's no chance of having the code that creates the descriptions of locations. Or a list of them.
They 99.5% are by certain logic, and that could be programmed (as the list could also be striped from the html) but i tend to be lazy...
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Map
Jan 12, 2004 10:00:46 GMT
Post by sparrowhawk on Jan 12, 2004 10:00:46 GMT
I take it that you just modified the original html? So there's no chance of having the code that creates the descriptions of locations. Or a list of them. They 99.5% are by certain logic, and that could be programmed (as the list could also be striped from the html) but i tend to be lazy... I used the original html and wrote a piece of code to strip out the descriptions and stick them in MySQL. But I've not kept it as it was a one-off exercise. Sorry. However, you are very welcome to have the table and contents of my map descriptions table. Shall I send it to your email address? Note that it is currently in a very bad format - ie each row has one field per column in the map. It was done this way early on when I didn't think that the map might expand in size. Now the structure is inflexible and I will be updating it to one record per location in the near future (ok, well probably in the mid-term future at my current rate of progress )
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Map
Jan 12, 2004 10:09:50 GMT
Post by Old Shendemiar on Jan 12, 2004 10:09:50 GMT
Sure, send it anytime you like.
You could also send everything else you can. I might have some benefits knowing any structures you have as i design my owns.
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Jan 12, 2004 10:11:10 GMT
Post by Old Shendemiar on Jan 12, 2004 10:11:10 GMT
I think it'll be quite easy to update your sent file with find&replace to just add the descriptions to my database.
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Map
Jan 12, 2004 10:19:49 GMT
Post by sparrowhawk on Jan 12, 2004 10:19:49 GMT
Actuallt the structure is very simple in MU: The main tables are (not actual names, to make it just a little harder for hackers ) Users Games Lord templates Garrison templates In-game lords Plus a bunch of lookups, such as races, animal types (only horses at present), etc. Also peripheral stuff like journals, battle histroty records, etc. So the core strucure is super-simple: The games table has a one-to-many relationship with ingame lords table, and a many-to-many with users table. When a game is created, a game record is generated. All the lords in the lords template are created as in game lord records, along with a new in-game lord for each player, which has an implied flag set for player character. Also, garrisons in the garrison template table are copied to in-game lords table, with special flags set to identify ownership etc. The game record keeps track of game day, who is currently playing, etc. During the game, I create some objects in PHP to hold the current user, current game, and currently selected lord. These are passed around using session variables, so that they are always available without having to hit the database constantly. There are over 130 PHP scripts that range from a few lines of code (connect to database), to over 300 lines of code (end of turn). Some I have not looked at in months, and when I do I spend ages trying to remember why I did things the way that I did
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Map
Jan 12, 2004 10:25:33 GMT
Post by Old Shendemiar on Jan 12, 2004 10:25:33 GMT
There are over 130 PHP scripts that range from a few lines of code (connect to database), to over 300 lines of code (end of turn). Some I have not looked at in months, and when I do I spend ages trying to remember why I did things the way that I did Heh, sounds familiar... Thanks for the data! Have you yet seen the MU Tools page?
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