Ace3: The core Ace3 files. This is the Beta tag of Ace3, and it has officially gone Beta. If you install this (to run addons disembedded), you can config most Ace3 addons with /ace3.
GatherMate: This is the addon you are waiting for. Type /gathermate for options. There is a FAQ included right in the configuration as well, if you happen to be a noob. GatherMate is not dependent on any particular map addon.
GatherMate_Data: This comes with some precompiled data from WoWHead (for herbs and ore) and some of our own Fishing/Gas data. Importing is NOT automatic, please look in the Importing options in /gathermate.
GatherMate_Sharing: This addon allows you to transmit nodes to your GUILD as you find them, and other GatherMate users can receive them to add the node to their database. There are 1 or 2 options available in /gathermate, but its nothing fancy at the moment.
GatherMate_CartImport: This addon allows you to import your existing data from any of the 4 following modules -
To import data, you need to have Cartographer, the above modules, and GatherMate all active and running at the same time. Then look in the importing options in /gathermate. Importing is not automatic. Once you have imported your data, you can turn off the above modules.
Routes: This is the Ace3 standalone version of Cartographer_Routes.
- It is no longer dependant on Rock or Cartographer, or any particular map mod.
- It no longer uses any Babble libraries because they are no longer necessary. We now rely on the addons supplying us the node and zone data directly.
- It currently supports route creation from GatherMate, Cartographer and Gatherer data.
- The configuration and route creation is a lot more robust, shows more information per route, and comes with a FAQ.
- Routes now has a "node clustering" feature which allows you to take a 567 node route and collapse it into a 196 node route by taking nodes that are near each other within a user-specified radius and turning it into a single travel point.
GatherHud: This addon is an advanced version of Gatherer's hud, for those that wish to migrate from Gatherer to GatherMate and is fond of the hud feature. You can control the radius, height, width, position, angle of view, alpha, icon size/alpha, north indicators, etc. On top of this, you can optionally also show your Routes routes inside this Hud. GatherHud looks the prettiest when you take a gryphon flight on a standard flightpath.
If you use a non-English game client, most of your routes will be deleted in the latest update as we changed the internal Routes database format to be independent of LibBabble-Zone-3.0. If you have the option to load up your WoW in enGB first, you can do this and Routes will correctly upgrade your routes to the new format. Thereafter, you can run Routes in any locale client and it will work correctly.
The Auto Show/Hide option "Only while tracking" doesn't notice when I change my tracking type. For example, I enter Zangarmarsh with no tracking ability active, so my Herbalism route is hidden. I then enable Find Herbs... the Herbalism route should appear, but does not. Changing the Show/Hide option for Herbalism routes has no effect; changing the option for another route type (even a route type I have none of, like Gas) causes the Herbalism route to appear.
In an upcoming feature of Routes, we plan to add the ability for the user to specify regions/areas that are Taboo. This means that you will be able to specify say, the entire Netherwing Ledge, or some cave on the map as taboo, and then attach the taboo region to a route. The route will then delete all nodes inside the taboo region and no longer attempt to add nodes to the taboo region.
Additionally, I will *attempt* to bias the route generation to avoid flying through taboo regions (such as Horde towns), but I do not guarantee that a route won't fly through a taboo region. After all, a user could make a taboo region that splits a map into impassible halves and I would quite happily ignore the taboo region and still make the route fly through it.
The following 2 screenshots are a proof of concept where these are 2 extremely complex taboo regions (you normally won't have a taboo region that has a few hundred vertices in it, maybe at most 5 to 10 vertices), where I shaded the inside of the region with lots of diagonal lines, just to show that it is easily possible to determine if a point is inside or outside the polygon.
Yes, that is 497 days /played. Also, I merely used the Ironforge map as a convenient canvas, since I was in Ironforge when I did the screenshot. And if you are wondering, my shading code will indeed work correctly on polygons that cross itself, such as an hourglass.
The time route generation takes is completely dependent on the number of nodes in the route. More nodes, more time. It's roughly O(n^3). I've mostly fixed the other variables/parameters to constants that the user can't modify unless they care to edit the lua source code to change the constants.
Taboo regions merely means I get to remove nodes from a route before I even optimize it, reducing time taken.
Biasing route generation merely means I arbitrarily increase the distance of a pair of nodes by some amount internally if it crosses a taboo region so the route generation is less likely to choose that edge as part of the route. Of course this has the overhead of calculating whether every pair of edges cut across a taboo region or not.
Onkel. You can just install Routes, install GatherMate, and install GatherMate_Data. Import the data into GatherMate. Then create the routes you want. Then delete/disable GatherMate and GatherMate_Data.
Route creation requires you have a source database (either GatherMate, Cartographer_<Profs> or Gatherer). Once a route is created, the source database addon is no longer needed unless you want to automatically insert new nodes into your routes as you find them.
Feel free to request people to send you their routes, however, Routes will not come with any pre-generated routes. I certainly do not want 2000 people using the same damn route I am flying on. The route generation algorithm is somewhat random and will thus generate a similar length route for everyone, but everyone's route will likely be different.
The purpose of generating a route when you need one is also to suit your needs. If today, you decided "I only need Felweed" then you make a route with just that. If tomorrow, you decide "I need to make gold, I better farm every Dreaming Glory and Adamantite Ore", then you a new route with just that exactly, and hide the Felweed-only route.
WoW measures everything in yards. It would make no sense to display it in meters. If you are running enGB, and you want to see the word "meters" instead of "yards", you'll have to edit the localization file yourself.
I have no use of "routes" for now, but i find the addon interesting as "proof of concept" ... so i just hope i will have a use for it oneday ^^
If an addon can create nodes on the map, will routes be able to calculate the route to this point?
Better example is TomTom ... as it seems you plan on pluging-in :)
Can it trace a route to a group member too?
Finally, is what you need first, an addon that creates points on the map?
Sorry for my english, i'm affraid some sentences are not very good, but it's the better i can do now :D
For now, i will play my miner, and have a look-to-what-Routes-do :p
a question on the taboo zones, specifically in zangarmarsh, the alliance town in the top left against the mountain, there are no nodes within that area but there are on either side, my current route has me fly right through the town (which i cant do as i'm horde) will i be rerouted around that taboo zone (if i set it up) or does the code just remove nodes from within that area and i'll still be routed through the town?
also, can i create multiple routes (as per the current cartographer_routes) with different data (ie just ragveil or just felweed) and can they be modified easily (ie if only have fel iron so far, when i get adamantite can i add that to the existing route or do i have to delete and recreate the route?)
Sure it does. Lets say you're levelling mining and iron is green, but mithril is orange. An optimal route would hit as many mithril nodes as possible, but add iron nodes if they're convenient. Or perhaps you're farming ore in Nagrand. You might be sticking mainly to adamantite, but the occasional fel iron is good if it's close. Of course, the user would have to define what a "convenient" distance is. But the idea isn't without merit.