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NWN2 UI

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Name  LB Map Functions - Fog of War! (LB)
Author  Lance Botelle
Submitted / Updated  02-03-2011 / 03-30-2011
Category  Complete UI Change
Forum Thread  Link
Patch  1.23
NWN2Game  NWN2:SoZ
Description
Map facility to allow builders to add "Fog of War" (FOW) to their maps or make maps unavailable altogether without using placeable objects. Builders can also make slight code adjustments to add their own maps instead of using the exisiting map.

A replacement minimap.xml is available for those who want the original size mini-map. Simply replace the current minimap.xml file in the hak with this one.

UPDATE v1.02: Removed and tidied some of the debug code and feedback. Added a few checks for invalid areas. Corrected a few typos in the PDF manual.

Earlier v1.01c: Fixes a bug when used in "Passive" mapping mode. NB: This fix also requires a line of code to be added to the Area OnExit. (v1.01c: PDF Updated.) NB: Both the areamap.xml & minimap.xml files *were changed* inside the hak with this version compared to the original separate versions, so be sure to use the new hak instead of the old version.

BUILDER INFORMATION
=================

1) The update rate is currently set at 0.5 seconds, which is fast enough for most areas of medium to large in size. If, however, you intend to use FoW on even very small areas, then you will need to decrease the time between updates so there is no lag in the FoW being updated. Builders may want to experiment with this value to determine the best results to performance. Personally, I do NOT recommend using FoW maps on such small areas and advise using the "No FoW Waypoint" that disables it for an area in such cases.

2) Strict Interior/Exterior observing: The code also makes adjustments depending on whether the area is an exterior or interior and checks this with the GetIsAreaInterior function. If you have set this differently to the tiles expected, then results will be out.

3) If the FOWMAPINCOMBAT variable is left in its default state of 0, then mapping must be restarted by opening the map after combat. This includes "Passive Mode" mapping. To avoid this for Passive Mode, be sure to set FOWMAPINCOMBAT to 1, but recognise that this may affect performance if a combat is CPU intensive.

Files

NameTypeSizeDownloads
minimap.rarminimap.rar
Submitted: 02-03-2011 / Last Updated: 02-05-2011
rar1.51Kb227
Use this version of the minimap.xml in the hak instead of the current one if you want to stick with the original size mini-map.
LB_FogOfWar_ActivePassive_110211_v102.rarLB_FogOfWar_ActivePassive_110211_v102.rar
Submitted: 02-03-2011 / Last Updated: 02-11-2011
rar4.9Mb355
Active & Passive Mapping System (v1.02). This file contains:-
1) The demo module from which the scripts can be exported.
2) The hak which contains 11 images and 2 altered XML scripts.
3) A PDF manual with details about the utility and its functions.
SCORE OUT OF 10
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Comments (30):

1 2 3

Posted by MasterChanger at on07/16/11
Very well done, Lance. You're going in very interesting directions with you work. :)

Posted by Lance at 2011-07-0906:23:35    
Hi Arkalezth, Thanks for the vote ... and its good to hear you enjoy the addition to the game. Me too. :) Lance. _________________________ World of Althéa Blog: Link

Posted by Arkalezth at on06/22/11
I'm not a builder, but I've played modules that make use of it, and it's an amazing addition to the game. Another 10 from me.

Posted by Lance at 2011-04-0811:06:55    
Hi Morbane, Good to hear you are up and running with the system. :) Lance. _________________________ World of Althéa Blog: Link

Posted by Morbane_Unhinged at on04/08/11
Really a great system! Up and running in minutes... _________________________ |Morbane| Tintable Arcane Circles Tomb of Horrors PnP Conversion

Posted by Lance at 2011-04-0307:08:33    
Hi Matt, Thanks for your vote for this and the hench patch. :) I gave the PDF as a guide, but there are still a couple of points I would like to have added, but never got around to it. i.e. Reminding about adding the On Exit in the build notes and giving more info on the map availability function. However, it should give enough info to help builders. :) Lance. _________________________ World of Althéa Blog: Link

Posted by M. at on04/02/11
Again lance, outstanding work. May I also add that your PDF tutorial is excellent as well. _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!

Posted by Clyordes at on03/30/11
Awesome Lance! Should be in an official patch as its something that's been missing since NWN2 was released. For an encore, could you remake map pins too - I really miss those! Am implementing it in my current project right now. Cly. _________________________ "Cor- a Beholder, Just think of the XP!"; Dave the Barbarian in the Demonweb pits, long ago. 'Search for the Temple of the Golden Spire' - An ADD scenario for beginning characters converted to NWN2, here: Link 'Against the Cult of the Reptile God' - A classic ADD adventure converted to NWN2: Link The Lichway - An evening's dungeon delve from White Dwarf: Link

Posted by batmanis64 at on02/05/11
Thanks Lance, I followed your directions and it works flawlessly now. You have better "customer support" than most software companies!

Posted by Lance at 2011-03-1407:48:22    
Hi batmanis64, (Copied from the Betrayel at Krondor page.) I downloaded this mod to take a look at the mapping system for you, but have to say that I am very impressed with this module already. :) Furthermore, you include many gaming mechanics/aspects that I enjoy and have included in my own. So, you may like my own module when it finally comes along. ;) Anyway, from what I can see, you do have the latest script files v1.02 (but with an older XML file), but, in theory, the newer XML file will not affect you as you are running in "Passive" mode. However, the newer XML file will stop running an update every 0.25 seconds, which should help with overall performance. Basically, I moved the checking from a GUI update to a script update. However, returning to your problem, even "Passive" mode will stop mapping *if* the player enters a combat and the FOWMAPINCOMBAT is set at 0, which it is by default. If this is set to zero, then a player must restart "Passive" mapping by opening the map at least once after combat. If, however, you set the FOWMAPINCOMBAT variable to 1, then mapping will continue to be checked, even during combat and beyond, thereby negating the need for the player to manually start any mapping again. I will test this out myself in a short while, but all that should need doing is:- A) Update your areamap.xml to the latest. B) SetGlobalInt("FOWMAPINCOMBAT", 1); in your bak_moduleload script. Do let me know if this solves your issue. Lance. _________________________ World of Althéa Blog: Link

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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