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Mappy! @ 0.1.35 12/18/2011 An advanced open source mini-map / radar

#1 User is offline   xab1651 

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Posted 23 April 2010 - 10:45 PM

Mappy!
Mappy is an advanced mini-map that includes all the expected amenities of a modern radar tool such as tracking spawns and displaying the player's location on a map of some sorts.

(screenshots down below, btw)

Yeah yeah, but what makes Mappy different?
  • Mappy employs a coordinate based rendering engine, so you can do things like pan the map window (by dragging it) or zoom in/out to any arbitrary level (by using the mouse wheel). You can resize the window however small or large you like and (with drag mode enabled) move it around the screen to any location.
  • A new vector based map has been implemented so that zones can be defined using 3D lines rather than an image. They also cover the entire zone regardless of how many floors or map sections there are. You can still use the old ffassist-style map packs if you want to! Since vector maps must be made by players, there are only a few right now that I whipped together. It is my hope a community of mappers will crop up to fill in the gaps. I know you people standing around in whitegate with your thumb up who knows where have a lot of free time, so hop to it!
  • True alpha blending. Gone are the days of everything fading when setting that low opacity level. Since Mappy uses an advanced layered window, you can lower the opacity of the window to nothing and yet still see the spawns as clear as a bell. For the heck of it there is even a separate opacity slider just for the image-based maps.
  • High level of customization. There are a TON of options to customize how the map is displayed-- what color the background/map objects should be, what should be shown/hidden, opacity sliders, depth filters, behavior of things, etc. If there is a definition of what "overboard" is, this may very well be it.
  • Be alerted when interesting spawns are in range by using the hunt system. A hunt is a search pattern that you define to match against a spawn's name. You can define as many as you want for a given zone, and even save them into your map files to make them permanent. A line will connect you to any matching spawn as well as information about it will be displayed automatically.
  • Player targets are shown via a line connecting them to the entity they are current targeting, ending with an arrow so you always know who is targeting whom. What is the main assist currently looking at? Are your new shinies getting the attention in whitegate that you deserve? What is that moron black mage casting on this time? Now you will know.
  • A Claim Chain connects any claimed enemy to the player that owns the claim. This can be used as a visual guide for who has the most hate on a claimed enemy, which can be quite useful to flee targeted aoe's aka meteor spam. Note that claim can change mid cast because hate can change mid cast and of course only works when something is actually claimed, so this should not be a complete replacement for /assist.
  • Reduction of the information overload. Mappy only displays the name/hp percent/distance of things you are actually interested in. That means things you target in game, spawns that match one of your hunts, something you hover over, or a manual selection. The rest will appear as lifeless dots and squares. This can, of course, be changed in the config if you want a particular type of spawn (such as all enemies) to show the info at all times.
  • Localization Support is built in. However I am not multi-lingual, so there are no other translations currently. So if you would like to translate mappy to your native language then download the string resource bundle and then submit the translated resx as a patch.
  • Open Source. Holy shit balls, it's open source!? That's right, open source. Mappy was developed, from scratch, using no external libraries. So there are no worries of keyloggers, mysterious popups demanding donations, or suddenly being forced to pay to upgrade. The code is highly documented and modularized. So if you are a developer, then dig in and have fun picking things apart. Oh, and feel free to submit a patch or two if you have something to share.


Developer Note:
I no longer have an active FFXI account, and thus I can no longer continue to support Mappy. This means I will not be accepting any new suggestions or fixing any outstanding bugs. The source code is publicly available should others choose to take over, but I will not be personally endorsing any one in particular. The app should remain working through any patch as long as square does not drastically change the code base. --Xabis, Asura

Official Downloads
Mappy 0.1.35: FULL (includes maps) - Lite
SVN (source code): Browse
Cheat Engine structs and mini tutorial: see post #131

Runs on 2k/Xp/Vista/7; in either 32 bit or 64 bit flavors.
Requires .NET Framework 2.0 or higher.
Mappy must be ran in admin mode.

Experimental Build Warning!
Please be aware that this release contains untested and unfinished experimental features. There has been at least one report that the changes introduced by the code in this build has had negative impacts to overall performance.

Changes from 0.1.34:
* updated SIG_ZONE_ID (h1pp0)
* fixed: wrong config pool for manually configured signatures (profile vs global)
* fixed: bad sig display in options dialog (hack)
* fixed: app will no longer crash if there is a bad sig (InstanceException)

Changes from 0.1.33:
* Fixes zone processing for those IDs in excess of 255 (ex: mog house) (_Noob_)

Changes from 0.1.32:
* Fixes issues introduced by Jul 2011 patch (Zer0Blues) (Post #341)
* The Info Template now supports the {id} token. If you wish to see the mob id, add the token to the Info Template in user preferences. Not displayed by default.

Known Issues:
* When adding a new hunt, using some characters (i.e. '?') without properly escaping them will crash mappy.
* No <pos> info (not really an issue, just a common feature request)
* If Mappy is dragged off screen or on to a secondary monitor that is no longer available, the map window will no longer be available. Please see post #269 for a remedy)
* If you dual box, mappy does not persist your preferred character on subsequent sessions

About Map Packs:
Any FFAssist map pack may be used, including the one used by AP Radar.
If you do not have a map pack, grab the latest here: Sean's Map Pack
Extract the pack wherever you like. Within the preferences dialog on the map tab, point the map pack path to the folder location. On first run Mappy will complain about not being able to find it so you wont even have to dig around the config to find where to put it.

Screen Shots:

New Vector Format (with and without depth filtering)
Posted Image Posted Image Posted Image

Build maps for zones that are restricted in game:
Posted Image
^ Hazhalm with all nine chambers

True Alpha Blending
Posted Image Posted Image

You targeting something:
Posted Image

A red "claim chain" connects an enemy claimed by you or another player. A lock is shown instead for enemies not claimed by your party.
Posted Image

Targets of other players. An arrowhead with no connecting line next to a player means they are targeting them self. note that players are drawn using their currently equipped linkshell color:
Posted Image

The RegEx hunt system matching 5 victims:
Posted Image

Besieged fun:
Posted Image

By default info is only shown for your current target, hunt, or current selection. You can choose to display them always and get this:
Posted Image

This post has been edited by xab1651: 18 December 2011 - 12:41 AM

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#2 Guest_Hyshio_*

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Posted 24 April 2010 - 01:44 AM

It looks interesting but I cant get it to find the map pack.

EDIT: actually, I cant even to get it to work at all.
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#3 User is offline   sharnak 

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Posted 24 April 2010 - 02:52 AM

Test on POL-US WinXP 32bit , it's seem not show anything for me neither.

This post has been edited by sharnak: 24 April 2010 - 02:53 AM

Posted Image
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#4 User is offline   Ihm 

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Posted 24 April 2010 - 05:38 AM

This looks really interesting, I will have to try it when I can get on XI next.
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#5 User is offline   hitoma 

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Posted 24 April 2010 - 06:08 AM

Wow this looks like it has some potential. Will have to try it out later.
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#6 User is offline   hitoma 

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Posted 24 April 2010 - 11:42 AM

yeah trying this now and at best all it does so far is find my pol instance but doesn't display any map info.
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#7 User is offline   gaje 

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Posted 24 April 2010 - 01:03 PM

I can get it to load and show the radar but no map lines like walls and such.
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#8 User is offline   Ihm 

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Posted 24 April 2010 - 01:16 PM

Ok, I got it to work, fucking LOVING it. Gotta say, its an ApRadar beater!

Only issue I have right now, the text colour is white which with the brown backgrounds of the maps, its incredibly difficult to read the text if you have labels always turned on. Could you allow us to change that ^^?.
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#9 User is offline   xab1651 

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Posted 24 April 2010 - 02:42 PM

View Postsharnak, on 24 April 2010 - 02:52 AM, said:

Test on POL-US WinXP 32bit , it's seem not show anything for me neither.

I do not have a xp box to test with currently. I have only personally tested with 64bit vista and 64bit win 7. It was partially developed on a 32bit copy of 2003 server, but since it is a work machine i cannot connect to ffxi behind the firewall to test the interaction. I tried to load ffxi in a virtualized copy of xp, but direct3d is not supported i suppose.

View Postgaje, on 24 April 2010 - 01:03 PM, said:

I can get it to load and show the radar but no map lines like walls and such.

The lines only appear for zones that have been mapped by someone. Currently only hazhalm (einherjar) and alzahbi were mapped by me. You can still use the map pack to fill in the gaps until more people feel like making them (its a decently involved process). If the alzabhi map isnt showing then open prefs and make sure the maps path is pointing to where the installer placed the .map files and that "show map lines" is checked from the tray context menu.

View PostIhm, on 24 April 2010 - 01:16 PM, said:

Could you allow us to change that ^^?.

Try opening the preferences dialog (appearance tab) from the tray icon. Lots of options to customize colors and stuff.
The spawn info (name/hp%/distance) color is tied to the selection color so change that to get what you need. If there is demand i will decouple the info color from selection.
Colors for actual "map labels" are defined in the map file and by the mapper him/herself so they cannot be changed atm. A feature to override these with your own will be considered.
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#10 User is offline   Ihm 

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Posted 24 April 2010 - 03:03 PM

Hmmm, I did just notice a bug. When I tried to switch it to link to a different instance nothing happened, the map cleared and just showed an empty version of the current map. When I tried to switch it back again, nothing happened.

EDIT: Also, I noticed the color thing shortly after posting it ^^ /fail. I think maybe you should be allowed to make other players a different color to NPCs personally...

This post has been edited by Ihm: 24 April 2010 - 03:21 PM

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#11 User is offline   hitoma 

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Posted 24 April 2010 - 03:06 PM

yeah i forgot to mention that im also trying this on Windows XP 32-bit and not having any luck getting it to display map/radar info
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#12 User is offline   xab1651 

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Posted 24 April 2010 - 04:10 PM

View PostIhm, on 24 April 2010 - 03:03 PM, said:

you should be allowed to make other players a different color to NPCs personally...

You can change the NPC and MOB colors at will.

Players are drawn using the linkshell color they have equipped (or blackish if none). I can add an option that allows you to override this to always be a selected color, if you need that.
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#13 User is offline   Ihm 

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Posted 24 April 2010 - 04:20 PM

View Postxab1651, on 24 April 2010 - 04:10 PM, said:

You can change the NPC and MOB colors at will.

Players are drawn using the linkshell color they have equipped (or blackish if none). I can add an option that allows you to override this to always be a selected color, if you need that.


When I said that sorry, I meant change there text color. You can change the dot but not the text color, unless I missed something? All the NPCs and Players that aren't partied with me or something are all showing the same text color, the dots are different but the text is what I look at mostly, and it pretty much covers the dots anyway in a semi-populated area.

Oh, another bug I noticed. If you change the fill opacity in the preferences and click Ok, it doesn't actually save it.

This post has been edited by Ihm: 24 April 2010 - 04:23 PM

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#14 User is offline   xab1651 

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Posted 24 April 2010 - 04:58 PM

View PostIhm, on 24 April 2010 - 04:20 PM, said:

All the NPCs and Players that aren't partied with me or something are all showing the same text color

The color for the info text is shared with the "select" color (which you can change in prefs).

Were you wanting to set different text colors based on the type of spawn?
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#15 User is offline   Crayfish 

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Posted 24 April 2010 - 05:36 PM

This map is incredible. This is so professionally done and I am amazed with the size of the release.

The opacity seem to return to default 40% when you right click on the map - is there a way to save it to user setting?
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#16 User is offline   xab1651 

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Posted 24 April 2010 - 08:28 PM

View PostCrayfish, on 24 April 2010 - 05:36 PM, said:

The opacity seem to return to default 40% when you right click on the map - is there a way tosave it to user setting?


It is a bug with the "action key" hotkey stuff. Whoops!

Work Around:
------------------
Close Mappy if running.
Run RegEdit and open the following key:
HKEY_CURRENT_USER\Software\MappyXI\profiles\PLAYERNAME (where PLAYERNAME is the character you play)

Modify the LayerOpacity value. This is a decimal that will accept any value between 0 and 1.

Will be fixed for next released.

Sorry!
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#17 User is offline   juvenal1228 

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Posted 24 April 2010 - 09:49 PM

wow, this is impressive. well done man. well done.

works great on my 7 Pro x64. doesnt function on my 32 bit 7 machine.

did you compile the project as any cpu or 64bit?

This post has been edited by juvenal1228: 24 April 2010 - 09:53 PM

FFXiHealerHelper - Development Active (With mrh)
FFXiAssist - Development Active
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well, at least i tried...
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#18 User is offline   xab1651 

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Posted 24 April 2010 - 10:46 PM

View Postjuvenal1228, on 24 April 2010 - 09:49 PM, said:

did you compile the project as any cpu or 64bit?

Any. Platform should not affect actual "runtime" (it was partially developed on a 32bit o/s). Just sounds like the memory reading is being problematic.

My guess is that an exception is being thrown during polling (which gets swallowed without giving notification).

Earliest I will be able to debug this will be Monday.
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#19 User is offline   meh 

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Posted 24 April 2010 - 11:46 PM

Played around with it on win7 x64, runs very nicely and does what it says it does. I'm impressed!

possible bugs:
- the opacity not saving (already mentioned)
- i run a dual monitor setup, if i drag mappy to my secondary monitor, the horizontal resize cursors don't show up (vertical ones are fine though)66

couple of requests/suggestions/questions:
- a bit more detailed info to the targeting icons/lines/etc, still a little confused
- ability to change the size of the dots/boxes/text
- second the option to use a single color for all other pc's
- snap to screen edges

- are hunts zone-sensitive?
- can u remove a label?
meh...
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#20 User is offline   xab1651 

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Posted 25 April 2010 - 01:25 AM

View Postmeh, on 24 April 2010 - 11:46 PM, said:

- the opacity not saving (already mentioned)
- second the option to use a single color for all other pc's

these are fixed in svn; will be available next release

View Postmeh, on 24 April 2010 - 11:46 PM, said:

- i run a dual monitor setup, if i drag mappy to my secondary monitor, the horizontal resize cursors don't show up (vertical ones are fine though)

I am running dual monitor and do not see this issue.

View Postmeh, on 24 April 2010 - 11:46 PM, said:

- a bit more detailed info to the targeting icons/lines/etc, still a little confused

I am assuming you mean the lines connecting you to a spawn and not map lines. Using the default colors:
white indicates a selected or targeted spawn (you can manually select something by clicking on it in the mappy window)
red indicates a claimed enemy to player that owns the claim
cyan indicates a player other than yourself targeting something or someone
green indicates a spawn that matches a hunt

for icons:
a padlock indicates an enemy who's claim is not owned by your party (even if the same alliance/besieged)
crossed swords indicate an enemy your party owns the claim to
an exclamation indicates an enemy that is aggroed but not claimed
d/c is a dc player
skull is a dead enemy or player
single sword is a campaign mob
invis icon represents an invis player

couple of requests/suggestions/questions:
- ability to change the size of the dots/boxes/text
This is already supported in the engine, should be easy enough to surface to the preferences.
- are hunts zone-sensitive?
yes. the list clears on zone. if you want a hunt pattern to always load when entering a particular zone then mark it permanent. There are no plans to make "global" hunts at this time. If you have a strong use case i may be convinced otherwise
- can u remove a label?
no. editing capabilities were kinda rushed and as a result are fairly limited. you can always open the .map file and remove the label manually if you want. I would like to implement a drag and drop edit mode to drag points around and manipulate labels on the fly but for now is a future thing.
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