Project 1999

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Eggbell 09-25-2019 04:37 PM

it seems freeport did not have x and y transposed(i assumed it did because ocean of tears did). so all i need to do is transpose my numbers on map and redo the testgrid.
but later i need to sleep.

i wont get any bonus cuz i dont play blue. lol

loramin 09-25-2019 04:39 PM

Quote:

Originally Posted by Eggbell (Post 2968258)
it seems freeport did not have x and y transposed(i assumed it did because ocean of tears did). so all i need to do is transpose my numbers on map and redo the testgrid.
but later i need to sleep

You may have picked literally the worst zone with OOT :(

As the http://wiki.project1999.com/Non-Classic_Compendium explains ...

Quote:

Ocean of Tears Boats
One change in the game that has no justification other than "the developers wanted it' are the Ocean of Tears boats. This change is the direction the boats travel: on Project 1999 the boats travel in the opposite direction. This change was made because the live version of Ocean of Tears had its original East-West axis switched. Since logically it makes no sense for boats from Freeport to travel West to get to Faydwer (and vice versa) the developers switched the directions in this zone.
I'm guessing the transposition you saw is related to that?

Cyph 09-25-2019 08:13 PM

You are a saint Loramin!

Eggbell 09-25-2019 10:41 PM

1 Attachment(s)
Hey so after waking up and taking a gander at freeport west. This transpose stuff is getting more confusing. It seems Freeport uses a transposed system and I'm not supposed to "un-transpose" it.

If I do not un-transpose and use the exact coordinates I see in EQ viewer, they match up exactly with the coordinates for NPCS we have listed for Freeport West.

I don't like it.
When I move East/West, the Y axis is changing.
When I move North/South the X axis is changing.

If I'm to create a map where X runs left and right, I would have to rotate the map.
Now the map no longer faces pointing up to North and it may just confuse players so much.

Or I leave it facing North and then mark on the map's axis the change in the X and Y axis?

The axis are set like this for all 3 Freeport maps.
==============
Er I might be making an assumption on which way North is. (i thought I got its direction using other maps)
So I just learned the loc command returns coordinates out of order and many other zones seem to have the +X direction equated to North?

Quote:

/loc
To get your coordinate location in your current zone, type "/loc" or simply "/l". The resulting set of numbers is in the form of (y, x, z).

y: North (positive) and South (negative)
x: West (positive) and East (negative)
z: Up (positive) and Down (negative)
Note: The z coordinate often won't be needed, and is therefore not used in many cases.

Example: If you are at (200, 500) and you need to get to (-1300, 400), you must travel South and slightly to the East.

Eggbell 09-25-2019 11:01 PM

Ok I really need this clarified. Let's look at Unrest, a map we have established and working and has this mismatched X and Y axis like many other maps.
https://wiki.project1999.com/images/Unrest.jpg

If you go up the map, the X axis increases.
If you go down, the X axis decreases.

Left = Y axis increase.
Right = Y axis decrease.

THE BIG QUESTION:
Which way is North???

I went in-game, used True North spell and it pointed me up the map. (towards the mansion's front door if I stood at the tunnel entrance to zone)


Quote:

/loc
To get your coordinate location in your current zone, type "/loc" or simply "/l". The resulting set of numbers is in the form of (y, x, z).

y: North (positive) and South (negative)
x: West (positive) and East (negative)
z: Up (positive) and Down (negative)
I think the instructions on this are wrong. I think it should be
y: West (positive) and East (negative)
x: North (positive) and South (negative)

This may not be so bad after all, because the loc command returns the numbers in the form (y,x), we will intuitively interpret it as (x,y) when looking at the map which technically uses Y as the x-axis, and X as the y-axis.

Eggbell 09-25-2019 11:39 PM

:eek: The original map and testGrid I posted were correct. I thought it was wrong cause I checked an NPC coordinates and they were flipped.

Code:

testGrid({
    image: 'Freeport_west_grid.png',
    height: 690,
    width: 845,
    zeroX: 385,
    zeroY: 439,
    interval: 200,
    maxX: 1400,
    maxY: 1600,
    minX: -1600,
    minY: -800,
    zoomX: 0.25,
    zoomY: 0.25
})


loramin 09-26-2019 01:47 AM

Awesome! I left the original EQ Atlas maps on the zone pages, because they have more info, but I also added a link to the new map. Then I added that zone info, and now if you go to see http://wiki.project1999.com/Captain_Hazran (or any other West Freeport mob) ... it's mapped :D

Eggbell 09-26-2019 02:31 AM

Here is Freeport North

Code:

testGrid({
    image: 'FreeportNorth-Grid.jpg',
    height: 601,
    width: 683,
    zeroX: 376,
    zeroY: 283,
    interval: 200,
    maxX: 800,
    maxY: 600, 
    minX: -600,
    minY: -600,
    zoomX: 0.39,
    zoomY: 0.39
})

Freeport East has underground tunnels below city buildings and I think there were NPCs in them. How should that grid map be done?
I could have 2 separate maps above/below ground.
I could have a single gif image that flips below/above ground every 5 secs or so.

Maybe I could fade(transparent) the underground image above the other to make one image.

Or just do an overhead grid map and not worry about it.

Eggbell 09-26-2019 02:43 AM

1 Attachment(s)
For perspective, here's what im seeing and the 3rd picture is editing them together just copy pasting the tunnels on top.
I could spend extra time cleaning up the tunnel image thats pasted on top, removing most of the black and giving it a nice outline or something.

Eh idk. This is the part where it gets tricky to decide what to do and I know theres a ton of maps with layers and layers of stuff above and below eachother.

nickwilks88 09-26-2019 06:43 AM

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