I've been testing my theory this morning, here's what I did... Test 1) opened worldmap_ui_paths.bin, and deleted all entries for co-ordinates 117,177. Result 1) the worldmap behaved erratically - I assume this is due to some mis-alignment between this file and another file that looks for this file. Test 2) opened worldmap_ui_paths.bin, and altered all references to 117,177 to 0,0 and saved. Result 2) the worldmap behaved correctly - except when travelling FROM Emridy Meadows. The point of origin started in the worldmap's top left hand corner, left the map completely for a while, and ended up back near the decklo grove but I arrived at my target destination - Hommlet with no problems (other than the trail dots being off). I repeated the test from emridy meadows to nulb with the similar results. @ Agetian - please try test 2 yourself.
try it with another location eg Nulb and see if the same sort of thing happens - I'd be interested to see.
Tried it with Nulb - 404,155. the travels in the local area (temple and imyrids run) do the same as the previous test. However longer travels still use the proper paths, maybe due to the fact that the 0,0 co-ordinates I gave to nulb can't show the path (you cant go any more west than 0,0). [EDIT] I think i'll test from 250.250 from now on.
Ok Allyx, say I wanna add a new area over in the forest (which I do) - say 400,400 - how do I associate the new map with that area? I have found gamearea.mes btw.
Not sure yet, look in the dats - in art/interface/worrldmap_ui, there are some .mes files in there - but the co-ordinates don't line up properly with worldmap_UI_paths.bin. [EDIT] Is it in Map.php?
It looks somewhere between perfectly straightforwad and impossibly complicated. What are you using to open the .bin files?
Ok, so I've added new paths (minus the directional path dots) for Verbobonc from all other locations in worldmap_ui_paths.bin and I've been playing with spugnoir's dlg (specifically changing "where's the Moathouse (game.area [2] line.) and replaceing the 2 with various other numbers and compared the results to gamearea.mes. I've found that gamearea.mes is WAY off (it stops at #12) but I put verbobonc in at number 13 anyway. Here's what I found. #1 = hommlet #2 = moat house #3 = nulb #4 = ToEE #5 = emridy meadows #6 = imyrid's run #7 = burned farmhouse #8 = moathouse cave exit #9 = ogres caves #10 = deklo grove #11 = temple ruined house #12 = temple broken tower ---The duplicates start here--- #13 = ogres cave #14 = moathouse cave exit #15 = deklo grove #16 = nulb #17 = temple of elemental evil #18 = Hommlet north #19 = imyrid's run #20 = burned farmhouse #21 = hommlet south #22 + moat house So where are the game.area's defined then? Because it sure isn't gamearea.mes! [EDIT] I'm gonna test with the travel_by_dialogue command to see if I can find a game area that isn't already defined.
I guess she couldn't work it out either then... Ahh well I'll do a dialogue solution for the meantime - until I can figure this out.
Sounds like she DID a dialogue solution, albeit triggered by a critter what looked like a door instead of a dying woman. Wonder what happened to it? Glad u r fixing it though Allyx
He he, I was thinking I could add a "travel agent" who can teleport you wherever you want to go - but only as a last resort. In the .dat files there's a file at data/module template/rules/maplist.mes - pop it open, it has a worldmap flag next to the startmap! If I can find a worldmap: # that is not defined already I should get this damn thing going - hopefully! [EDIT] Damn - I tried Worldmap: #, I tried Area: # none of it worked.
both seem to be options that were useful in Arcanum but that could have become useless afterwards... worldmap IDs seem to be hardcoded.
In case any of you don't know, Sapricon is best known for assisting Agetian in the development of his many ToEE editing tools. Nice to see you post on this board, Sapricon. :thumbsup: