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  #1  
Old 11-03-2008, 12:50 PM
mplayer254
Sarnak
 
Join Date: Oct 2008
Location: Texas
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Theeper, I am doing a major content overhaul on a custom DB that is most likely a pipe dream but will be released if ever finished...any way you could make this utility public? I am rebuilding grids manually atm but am thinking this would be an awesome tool to verify my pathing is not overly redundant, especially as I am new to all of the editing and trying to make as few posts as possible (so far this has been possible thanks to an abundance of tutorials and posts on bug fixing, EQEMU is amazing). I run XP just FYI, not sure if that would make a difference.
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  #2  
Old 11-03-2008, 07:59 PM
Theeper
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Join Date: May 2004
Posts: 290
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I'll give the source to this app to anyone who wants it. Just give me a couple days to tweak a few things and clean it up.

I made some changes to it yesterday. Right now, you can load grids for any zone you have an in-game map for. It will show all the grids and cycle through them one at a time highlighting the selected one.

I'm going to add in a query to check for spawns along a selected grid, and give me the option to delete a complete grid if there are no spawns on it. I believe that will remove a considerable about of redundant grids.

I'm thinking about adding in some logic to merge waypoints and renumbering them automagically.

Here's one I found in Akanon that has over 600 waypoints. They're so close together, it looks like one solid line.

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  #3  
Old 11-03-2008, 08:26 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
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Posts: 1,988
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Quote:
Originally Posted by Theeper View Post
I'm going to add in a query to check for spawns along a selected grid, and give me the option to delete a complete grid if there are no spawns on it. I believe that will remove a considerable about of redundant grids.
That tool sounds amazing! One word of warning to anybody who uses it though. Some NPCs use grids through Perl, and not the DB. So, in all probability your program will pick up those grids as being unused. The only way around that, I think is to add functionality to check the Perl files in the given zone for gridids, which will be found in the quest::spawn, quest::spawn2, quest::unique_spawn and quest::start functions.
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  #4  
Old 11-03-2008, 10:08 PM
Theeper
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Join Date: May 2004
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You guys can download the source to it now if you want to play around with it. There's some ugly, redundant code and a couple compile warnings, but it's usable.

Here's the Visual C++ 2008 Express project folder. http://www.ascendencyguild.com/emu/GridView_0.1.zip I compiled it on XP. It needs the SDK installed.

It will extract to a folder named 'game1'. Click on GridView.sln to open it and compile. The .exe should run from anywhere.

1. Put in your mysql info
2. Choose the map directory (in-game maps, not emu server maps).
3. Hit 'Load Zones' .. you should see '295 zones loaded' or something similar.
4. Choose a zone from the drop down menu. It should automatically draw.
5. Cycle through the grids with the other dropdown menu.

* I hardcoded the MySQL paths (my system paths are borked right now). You'll probably need to link libmysql.lib and put in the 'additional library' paths for it.
* There is no double buffering, so the image won't redraw when you cover it. Hit a zoom button or grid button to redraw it. It uses only MFC graphics ATM.
* The zoom slider doesn't work, just the buttons. I only put in rudimentary zooming so far.
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  #5  
Old 11-04-2008, 09:01 AM
mplayer254
Sarnak
 
Join Date: Oct 2008
Location: Texas
Posts: 32
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Thanks Theeper, awesome utility, got it working relatively quickly, especially for a non programmer like myself, just took a google search on linking the .lib.
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