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[1.15+] AUTOMAP {V0.1.6: RC.1 }


Melchior
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Ever wanted an Offline world scale map that is permanent?

 

This mod offers that, it is fully client side - works on any MP/SP VS install of at least version 1.15.

Release-Candidate(s) *DOWNLOAD LINK* [for VS 1.15+]

There is a newer Preview version for V.S. 1.14, while it functions is also has uncorrected *BUGS* - that affect the visual map look... (there are also very likely data compatibility issues, and/or upgrade problems - with old map data; meaning you will want to BACKUP the 'old' map data FIRST! Its Strongly recommended to delete the old map data when testing with V0.1.5. (There is a special tool planned to be released later - to process / correct / update chunk shard data, and other things...)

PR "0.1.6/0.1.7" was renamed to 0.2.0.

 

Version History ("RC.1" ~= V0.1.6):

  • POI datafile is correctly truncated on write/creation (no more corrupt POI binary files)
  • Trader names are similar to nametag
  • Non-Seasonal type Color option correct (Thanks to VGD!)

Older Version History;

Spoiler

Version History ("PR0.1.6" = V0.1.6):

  • Fixed 'Default' Map rendering bugs (with Entirely new version of shading algorithm) [its not perfect but - very good]
  • Countless other small changes, fixes, and polish from older 0.1.5 versions....
  • V.S. 1.14.10, set as default compatible version (DUE to V.S. GUI internals changes; makes it a fixed compile target...for older V.S. available on request)

Version History ("PR7.3" = V0.1.4):

  • Updated to work with V.S. 1.13-RC Series releases (may also work for final version...)

Version History (PR7.1-2):

  • FULL map Snapshots (VeryGoodDog's Very Good Work! )
  • Updated HTML5 map
  • Small tweaks for POI/EOI handling
  • POI & EOI Persisted to Tab Delimited text file (and binary data files)
  • Small bugfixes

This current version IN-DEVELOPMENT has some known defects, limitations, incomplete features and has lots of bugs!

Don't install unless you like making crash reports.

The C# code is mostly my own work - with VeryGoodDog making significant patches and changes. The dynamic HTML map is fully VeryGoodDog's work, address bugs to appropriate party... (and Drakker, too)

Known Issues:

  • GUI is glitchy (don't double click anything!)
  • Note taker is buggy
  • Metadata reload isn't totally reliable (across versions especially)
  • GUI panel has most controls (but not everything is configurable, yet)
  • Scrolling in HTML map is W.I.P.
  • Rock ratio not shown on map Legend yet...(data logged, tho)
  • BlockEntity POI's sometimes don't trigger - very complex Networking related issue....a known bug

Working Features:

  • Map shard metadata reload (height, weather conditions, rock-map)
  • PNG file storage of metadata internally
  • Giant PNG map exports
  • Static HTML map, with Dynamic rendering from metadata JSON
  • fixed TRANSLOCATOR & Merchant tracking
  • Merchant tracking
  • Optional Resin & Wild-Bee POI tracking as well
Edited by Melchior
Release Candidate V0.1.7+ link
  • Like 5
  • Amazing! 1
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The static-dynamic map is still very buggy. To be fair, it is basically magic.

A note on merchant and TL tracking: While they are tracked and stored by AM, they are NOT displayed on the map... Yet!

Known map bugs:

  • Clicking to pan too fast may cause chunks to stay on screen forever, reload to fix that.
  • A sign with a single quote/apostrophe will break the map data completely.
  • Similarly, if your region settings use commas as decimal separators, the map data may break.
  • Not exactly a bug, but a flaw in the method I use to make the map, panning is fairly taxing on the computer and you may begin to lag because of that.
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  • 2 weeks later...
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  • 1 month later...
  • Melchior changed the title to [1.14.10] AUTOMAP {V0.1.6: RC.1 }
  • 3 weeks later...
21 hours ago, Julius van Vern said:

Other question. Is it possible to create a whole image from the 32x32 chunk files in the \World_xxx\Chunks folder? Or is it possible to be able to save the generated map in the HTML as an image?  🤔

Yes, it's possible to create a large image of all chunks. In the Automap GUI, the "Snapshot" button creates a snapshot of all chunks. This can take a while for large maps and results in an extremely large file size.

 

23 hours ago, Julius van Vern said:

Is there a render problem with the html file? I try it in Chrome, IE and Opera, and after i scrolling, the map will be overlaying.

I can look into it. Are you on the latest version?

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Okay.. the html file works only with the FireFox Browser.

Chrome, Opera, IE, Edge seems not working 100%

 

by the way

It seems as if the mod does not check whether a snapshot is already exists. If a snapshot file already exists, the client crashes. Only when you delete Snapsho_xxx, eoi_bin and poi_bin and take a snapshot does it create new files. You can safely handle this with a specific query and create a new file. Perhaps it would also be useful to collect these in a new folder.

-------------------------------
Version: v1.15.1 (Stable)19.07.2021 20:55:29: Critical error occurred
System.IO.IOException: Der Prozess kann nicht auf die Datei "G:\Games\VintageStoryFinalVersion\1.15.1\data\Maps\World_383853480\snapshot_383853480_2021.07.19.20.55.19Z+02.png" zugreifen, da sie von einem anderen Prozess verwendet wird.
   bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
   bei System.IO.FileStream..ctor(String path, FileMode mode)
   bei Hjg.Pngcs.FileHelper.OpenFileForWriting(String file, Boolean allowOverwrite)
   bei Hjg.Pngcs.FileHelper.CreatePngWriter(String fileName, ImageInfo imgInfo, Boolean allowOverwrite)
   bei Automap.Snapshotter.<Take>d__14.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
   bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   bei System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
   bei System.Threading.ThreadPoolWorkQueue.Dispatch()
-------------------------------

 

Edited by Julius van Vern
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  • Melchior changed the title to [1.15+] AUTOMAP {V0.1.6: RC.1 }
  • 1 month later...
  • 2 months later...

It seems like all but the stone path colors don't work using the current release?  I get the nice canary yellow map pixels for my stone paths, but bee hives, translocators, pine resin leaks all don't show in the snapshot renders, or in the map render.

 

Is there something I need to do, or an updated config I need to use?

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  • 2 months later...

Доброго времени суток хотелось бы чтобы была возможность делиться метками с друзьями и теми с кем играешь 
ещё интересует вопрос выделения на карте своей территории чтобы всем игрокам на карте было видно что эта территория занята другим пользователем

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