RoboMat Posted December 16, 2013 Share Posted December 16, 2013 Coordinate ViewerThis mod shows you the relative and absolute coordinates of your player. You can activate the small overlay by pressing 'P' ingame. I first made this mod for the map-issues thread to ease the pain of reporting map bugs for both the players and MashPotato Now I mostly use it to find decent spawnpoints for player professions Download from pz-mods.netPermission (Click the spiffo for more informations): Suomiboi, rorschach, Gammlernoob and 2 others 5 Link to comment Share on other sites More sharing options...
Blkrobedmage Posted December 31, 2013 Share Posted December 31, 2013 Awesome work, Thank you. Link to comment Share on other sites More sharing options...
Connall Posted December 31, 2013 Share Posted December 31, 2013 I know it's a bit late, but this is hella handy for modding. Thanks Robo! Link to comment Share on other sites More sharing options...
RoboMat Posted January 9, 2014 Author Share Posted January 9, 2014 Updated to v0.6.0: - Shows current room-tile definition.- Rounding should be precise now. Link to comment Share on other sites More sharing options...
Galbar Posted January 17, 2014 Share Posted January 17, 2014 I saw after that's communication stuff is on TIS forum so : Hi RoboMat ! (it was today but soon soon soon in the night for french)Well done for your job and the others I discover all just there so I will test it.If I can submit an idea this mod were more funny if we need to find a GPS to have our coordinate, and of course batery are needed, this can be not necessary a car GPS but a little GPS like on BOAT just with coordinate like your mod Of course I understand the admin side who have Link to comment Share on other sites More sharing options...
rorschach Posted January 19, 2014 Share Posted January 19, 2014 Great mod, but what's the difference between absolute and relative please? I'm sure it's obvious, but it wasn't obvious to me... Link to comment Share on other sites More sharing options...
Kyun Posted January 19, 2014 Share Posted January 19, 2014 I think you have absolute world coordinates (image the whole map, put coordinates on it). Then you have a cell which is 300x300 squares if I remember correctly. The world is made of cells and you have the coordinates of the cell and its square (your position within the cell) which is relative to the cell. On the picture, the cell in which the player is has coordinates (35,35) among the cells, player square is (142,211) within the cell and player square in the world is (10642, 10411). Unless you use mouse events you won't have to do much conversions. rorschach and RoboMat 2 Link to comment Share on other sites More sharing options...
RoboMat Posted January 19, 2014 Author Share Posted January 19, 2014 If I can submit an idea this mod were more funny if we need to find a GPS to have our coordinate, and of course batery are needed, this can be not necessary a car GPS but a little GPS like on BOAT just with coordinate like your mod I've been thinking about a simple GPS feature and it should be doable. First, I want to update / finish my other projects though This one is more for map creators / modders Great mod, but what's the difference between absolute and relative please? I'm sure it's obvious, but it wasn't obvious to me... Exactly what Kyun said Link to comment Share on other sites More sharing options...
rorschach Posted February 11, 2014 Share Posted February 11, 2014 When I load PZ in build 23, the following appears in my java log file: Mod Loaded: Coordinate Viewer by RoboMat & Turbotutone (v0.7.2)Info log:ERROR: 0:1: '' : version '130' is not supported Something else I noticed is that the version of Coordinate Viewer on this page is 0.6.0, but on pz-mods.net the version 0.7.2 - does this need an update?http://pz-mods.net/other/CoordinateViewer/ I'm running Coordinate Viewer 0.7.2 btw... Link to comment Share on other sites More sharing options...
RoboMat Posted February 16, 2014 Author Share Posted February 16, 2014 The error doesn't have anything to do with the mod The higher number is always the more recent one: 0.6.0 (older) -> 0.7.2 (newer). I just didn't update the title of this thread. Link to comment Share on other sites More sharing options...
rorschach Posted February 16, 2014 Share Posted February 16, 2014 The error doesn't have anything to do with the mod The higher number is always the more recent one:0.6.0 (older) -> 0.7.2 (newer).I just didn't update the title of this thread. You're right about the error - I see it in the java log all the time, regardless of whether CoordinateViewer is loaded or not. Forgot to edit my previous post though, oops. Link to comment Share on other sites More sharing options...
Kidlonewolf Posted February 20, 2014 Share Posted February 20, 2014 So this is build 23 compatible? Link to comment Share on other sites More sharing options...
rorschach Posted February 20, 2014 Share Posted February 20, 2014 So this is build 23 compatible? It works just fine for me. Link to comment Share on other sites More sharing options...
Aricane Posted February 20, 2014 Share Posted February 20, 2014 yup Link to comment Share on other sites More sharing options...
Sato_Rezar Posted March 3, 2014 Share Posted March 3, 2014 Hey guys, a little off-topic maybe but could this mod be used with a map such as blindcoder's. I ask because I've got a great save/life going but I'm kind of lost in the middle of the forest on my way to the well hunt and can't tell where I am looking at the map. Link to comment Share on other sites More sharing options...
harakka Posted March 3, 2014 Share Posted March 3, 2014 Hey guys, a little off-topic maybe but could this mod be used with a map such as blindcoder's. I ask because I've got a great save/life going but I'm kind of lost in the middle of the forest on my way to the well hunt and can't tell where I am looking at the map.Would require Blindcoder adding a map coordinate overlay. There's nothing on his map currently that would facilitate coordinate navigation. Link to comment Share on other sites More sharing options...
Kurruk Posted March 3, 2014 Share Posted March 3, 2014 Blindcoder's map project does have some sort of coordinate system, but it's nowhere related to game coordinate system, I think. Link to comment Share on other sites More sharing options...
RoboMat Posted March 3, 2014 Author Share Posted March 3, 2014 Blindcoder's map project does have some sort of coordinate system, but it's nowhere related to game coordinate system, I think. In theory it should be possible because blindcoder actually has the same data as the game's map. So if he had an origin in game coordinates then he could calculate it fo the rest of the map. The question is how much work that would be. I guess the only person who can answer this question is blindcoder himself. Link to comment Share on other sites More sharing options...
AddictionAffliction Posted March 11, 2014 Share Posted March 11, 2014 Are you going to make a B25 version? I tried getting this to run on my B25 Server but It didnt work and i Need the coordinates to the front door of the farm with the big corn field on my server so i can set the spawn point Link to comment Share on other sites More sharing options...
RoboMat Posted March 13, 2014 Author Share Posted March 13, 2014 Are you going to make a B25 version? I tried getting this to run on my B25 Server but It didnt work and i Need the coordinates to the front door of the farm with the big corn field on my server so i can set the spawn point Will see what I can do. Lizzle 1 Link to comment Share on other sites More sharing options...
Outpox Posted March 13, 2014 Share Posted March 13, 2014 Is there any tutorial on how to update our mod to build 25. I think I saw something but I can't find it Link to comment Share on other sites More sharing options...
RoboMat Posted March 13, 2014 Author Share Posted March 13, 2014 Is there any tutorial on how to update our mod to build 25. I think I saw something but I can't find it Not really. I guess it comes down to figuring out how to do it yourself - or wait until someone finds out Link to comment Share on other sites More sharing options...
Outpox Posted March 13, 2014 Share Posted March 13, 2014 Is there any tutorial on how to update our mod to build 25. I think I saw something but I can't find it Not really. I guess it comes down to figuring out how to do it yourself - or wait until someone finds out I'll take some time to see how it works then Link to comment Share on other sites More sharing options...
blindcoder Posted March 20, 2014 Share Posted March 20, 2014 I think there's a small bug in Coordinate Viewer. The value of CellY is 1 (one) higher than in PZWorldEd.I've stumbled across this while implementing Coordinates into PZMap. Here's screenshots:Coordinate Viewer: https://oc.anderdonau.de/public.php?service=files&t=ec22ea10164c1ed5ba2b2ba45e4e0c74PZWorldEd for the same tile: https://oc.anderdonau.de/public.php?service=files&t=647df5ce31f018bc36f9faa1aac0a661 Everything else is equal, so I'm not quite sure which is right. Reading the spawnpoints, though, I guess that 32 (ie: PZWorldEd) is correct. Link to comment Share on other sites More sharing options...
RoboMat Posted March 20, 2014 Author Share Posted March 20, 2014 Aye ... might be a rounding bug. Could you please replace this function:----- Round up if decimal is higher than 0.5 and down if it is smaller.-- @param _num--local function round(_num) local number = _num; return number <= 0 and floor(number) or floor(number + 0.5);end with this:local function round(_num) return _num;end and see if the unrounded output is correct? (I can't install PZWorldEd on my mac) Link to comment Share on other sites More sharing options...
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