just one question how much of a pain would it be to incorporate tracking range in the optimization because as long as you are tracking it you don't need to flight to each node but you can kinda graze it and check the minimap if anything pops up. so basically each node would not not be considered a point but a circle with a radius slightly less than tracking range and the route has to pass through each circle. maybe even go so far as give an option of the radius of the circle 0-100% of tracking range
just one question how much of a pain would it be to incorporate tracking range in the optimization because as long as you are tracking it you don't need to flight to each node but you can kinda graze it and check the minimap if anything pops up. so basically each node would not not be considered a point but a circle with a radius slightly less than tracking range and the route has to pass through each circle. maybe even go so far as give an option of the radius of the circle 0-100% of tracking range
Fairly difficult. It is a lot harder to consider a circle, than a single point. Consider finding the shortest route that touches just 3 circles. The resulting route is actually a smaller triangle that is inside the triangle created by joining the midpoints of all 3.
However, it is possible to easily "collapse" multiple points to just 1 point to travel to by eliminating nearby points. However, this greedy approach produced bad results in my testing, people have to fly exactly on top of a point in the route to see all nearby ones (people tend to cut corners), and also it makes it difficult to insert new points.
However, it is possible to easily "collapse" multiple points to just 1 point to travel to by eliminating nearby points. However, this greedy approach produced bad results in my testing, people have to fly exactly on top of a point in the route to see all nearby ones (people tend to cut corners), and also it makes it difficult to insert new points.
hmm would it not be possible to releave this problem by reducing the radius used to "collapse" nodes?
is it necessary for them to not overlap? cause yes it might increase the number of "waypoints" in the route but would still simplify it in the sense of shortening the route
My best advice to you is simply to uninstall Gatherer completely, and just install Cartographer.
Thanks for the feedback Xinhuan; for some reason the data from the cartographer addons to identify nodes isn't working for me... I'll play around with it.
is there anyway to make a optimize/update all/selected routes button? also maybe a create default routes button (this would create routes for mining (includes all mining nodes) and herbing (includes all herbing nodes)
also since the optimizing can take so long it would be nice to track the status of the optimization a simple counter that displays how many calculations have been done so far would be great since a % completion counter would probably not be feasible due to the unpredictable node arangements
[2007/12/20 18:00:32-411-x1]: Cartographer_Routes-1.0\Core.lua:1104: attempt to index field '?' (a nil value)
it is reproducable by having your proffesions set as When active and you need both herbing and mining.
you then create a route using some mining nodeds (you have to track minerals to see the nodes in routes) then you switch to track herbing and create a new route using herbing nodes everthing is fine till you try to add the herbing route the mining nodes disappear from the dropdown but apperantly still come up as "checked" to routes but since you checked to herbing the mining nodes come back as nil
also i have 2 extra routes showing up on my routesfu that are not in the routes themselves (sais 0 nodes next to them) not sure how i managed to create them
r57329 created by xinhuan on 22 December 2007, 03:23:21 -0800
Cartographer_Routes:
- Optimized add/remove node code response slightly
- Upgraded to LibBabbleSpell-3.0, LibBabbleZone-3.0 and LibTourist-3.0, changed externals/embeds.xml
- Fixed bug that caused the minimap lines to be drawn every frame instead of when needed
- Add support for auto showing/hiding routes based on your professions and/or whether your tracking skill is active.
- Made hidden color more visible
- Fixed minimap zooming so it actually updates the minimap lines
- Recategorized some options, reduced granularity of sliders
- Optimized GraphLib-1.0 and Cartographer_Professions slightly
- Fixed a couple of localization errors in code
- Cleaned up legacy code/comments, various small optimizations, fix indentation, etc
Just ran across this today and looks like exactly what I want. However when I active this addon i lose all icons on my mini/worldmap. Ive downloaded the lastest SVN version (12/21) and here is the logfile if anyone has any ideas. As soon as I disable cartographer_routes and log back in all icons reappear.
As for the error on line 206, it can never have occurred since Cartographer_Routes.db.account.routes[zone] can never be nil, since the default is a table on line 96. In other words, I don't know how that error occurred (lol). Also, you are using a copy of Cartographer (and libraries) that is dated "13 November 2007". You should update all your mods from http://files.wowace.com or using an updater program such as WAU.
When I try to create a new route, I see the message "no data found for Mining/Herbalism/Fishing etc" under the "Data" dropdown menu. What am I doing wrong?
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just one question how much of a pain would it be to incorporate tracking range in the optimization because as long as you are tracking it you don't need to flight to each node but you can kinda graze it and check the minimap if anything pops up. so basically each node would not not be considered a point but a circle with a radius slightly less than tracking range and the route has to pass through each circle. maybe even go so far as give an option of the radius of the circle 0-100% of tracking range
Fairly difficult. It is a lot harder to consider a circle, than a single point. Consider finding the shortest route that touches just 3 circles. The resulting route is actually a smaller triangle that is inside the triangle created by joining the midpoints of all 3.
However, it is possible to easily "collapse" multiple points to just 1 point to travel to by eliminating nearby points. However, this greedy approach produced bad results in my testing, people have to fly exactly on top of a point in the route to see all nearby ones (people tend to cut corners), and also it makes it difficult to insert new points.
hmm would it not be possible to releave this problem by reducing the radius used to "collapse" nodes?
Can you think of a good algorithm that can quickly collapse nodes with minimal overlapping?
If we could choose routes of what we need with fubar, it will be interresting.
Thanks for the feedback Xinhuan; for some reason the data from the cartographer addons to identify nodes isn't working for me... I'll play around with it.
Thanks again for a wonderful addon!
Will possibly upload one today, all it does is turn on showing/hiding routes in the current zone.
http://files.wowace.com/FuBar_RoutesFu/FuBar_RoutesFu.zip
Next feature I'm adding is probably something to show/hide routes based on professions.
also since the optimizing can take so long it would be nice to track the status of the optimization a simple counter that displays how many calculations have been done so far would be great since a % completion counter would probably not be feasible due to the unpredictable node arangements
it is reproducable by having your proffesions set as When active and you need both herbing and mining.
you then create a route using some mining nodeds (you have to track minerals to see the nodes in routes) then you switch to track herbing and create a new route using herbing nodes everthing is fine till you try to add the herbing route the mining nodes disappear from the dropdown but apperantly still come up as "checked" to routes but since you checked to herbing the mining nodes come back as nil
also i have 2 extra routes showing up on my routesfu that are not in the routes themselves (sais 0 nodes next to them) not sure how i managed to create them
Cartographer_Routes:
- Optimized add/remove node code response slightly
- Upgraded to LibBabbleSpell-3.0, LibBabbleZone-3.0 and LibTourist-3.0, changed externals/embeds.xml
- Fixed bug that caused the minimap lines to be drawn every frame instead of when needed
- Add support for auto showing/hiding routes based on your professions and/or whether your tracking skill is active.
- Made hidden color more visible
- Fixed minimap zooming so it actually updates the minimap lines
- Recategorized some options, reduced granularity of sliders
- Optimized GraphLib-1.0 and Cartographer_Professions slightly
- Fixed a couple of localization errors in code
- Cleaned up legacy code/comments, various small optimizations, fix indentation, etc
is it maybe possible to add a support for Cartographer_ExtractGas?
It whould be very nice! :)
I have to say that this addon is VERY usefull :D
Thanks!
As for the error on line 206, it can never have occurred since Cartographer_Routes.db.account.routes[zone] can never be nil, since the default is a table on line 96. In other words, I don't know how that error occurred (lol). Also, you are using a copy of Cartographer (and libraries) that is dated "13 November 2007". You should update all your mods from http://files.wowace.com or using an updater program such as WAU.
Oh, and I just updated Routes to work with ExtractGas. Have fun!