I restored a backup of my questobjectives lua file but nwo it does not seem to be working. What do I need to do besides copy the file over to my 2 savedvariables folder?
really like the idea of this addon and it works quite well for me! :) However I have another suggestion about the sharing feature. Is it possible to add a default sharing channel? (like "questobjdefaultchannel")This channel would be independent from the guild and group channel. I think that way people could get really much data quite fast because the whole faction of the server would share data! This would be nice for people in small guilds or guildless people. Dont know how much data will be transfered via this channel, but if it would be too much you could maybe limit the "send rate" or something like that!
Dont know if this is already included, but I think data should only be shared between clients of the same language, otherwise my lua file will be filled with lots of data I can never use! (since questnames are localized, of course)
Keep up the good work! :)
PS: with the custom channel you could for example limit the options if complete database sharing would create too much traffic! For example in this default channel you could only get data for all quests when you are in a city and from people who are in a city, too. (This would prevent lags in a raid or instance for example)
If you are not in a city you could just get or send data for single quests and not share your whole DB.
Got the following error when turning in a quest. That's the first time it has happened. Usually it works just fine.
Message: ...erface\AddOns\Cartographer_QuestObjectives\addon.lua line 922:
attempt to perform arithmetic on local 'numGot' (a string value)
Debug:
Ace2\AceEvent-2.0\AceEvent-2.0.lua:323: TriggerEvent()
Quixote\Quixote-1.0\Quixote-1.0.lua:307: ?()
Ace2\AceEvent-2.0\AceEvent-2.0.lua:767:
Ace2\AceEvent-2.0\AceEvent-2.0.lua:761
[C]: ?
Ace2\AceEvent-2.0\AceEvent-2.0.lua:429:
Ace2\AceEvent-2.0\AceEvent-2.0.lua:405
A couple of notes that may or may not be of use:
Quest-giver: Honor Guard Wesilow
Location: Hellfire Peninsual (51, 60)
I became honored with the quest-giver's faction by turning in the quest.
I had completed other quests for the quest-giver before installing cartographer.
Yeah, that error happens when you gain a rep level and you have a quest that needs you to become a certain rep. It shouldn't do any harm as I ignore those events anyway; it's just erroring out instead of gracefully ignoring it. ;)
It'll be fixed in the next version.
Speaking of the next version, I just wanted to give a little update: I started a new job so I've been a bit too busy to work on this as much as I'd like to. I've also been having to do other things that are taking my free time such as transferring all of my domains over to a new web host. Development will remain slow during the coming weeks, but I will release the new version eventually!
OverloadUT:
Now, I don't know what features you've finished 'for the next version', But i was hoping we could get them each 1 by 1 rather than waiting for them all (I'm dying for the QO database import xD)
OverloadUT:
Now, I don't know what features you've finished 'for the next version', But i was hoping we could get them each 1 by 1 rather than waiting for them all (I'm dying for the QO database import xD)
-ElykNosrac
Unfortunately that's not possible because the next version is a major overhaul of the database structure, and quite frankly the entire mod. However, I suppose I could cut some of the extra features I was planning on release a version with just the overhaul and import stuff. I'll think about it. :)
Sound great, Overload. I've been pretty silent over in the database merging thread because the files are getting pretty HUGE and I've been hesitating over making them any bigger. Byte did an update a few days ago and I haven't downloaded that yet, but I assume it's pretty large. An overhaul to the db and import system would be awesome.
ive noticed with xloot and auto loot turned on some objectives are not properly captured.
once i unset autoloot every objective got captured.
ofc accounting for distance restrictions.
also is there a lock out on how often objectives can be obtained at?
I assume you mean new notes aren't being created, if so:
Depending on how close a previous note is it can enlarge the size of the previous note to show it covers a larger area(or something to that effect) so you won't *always* create a new note each time
[2007/04/22 23:22:27-539-x1]: Cartographer_QuestObjectives\addon.lua:922: attempt to perform arithmetic on local 'numGot' (a string value)
AceEvent-2.0-33238 (AceEvent-2.0):795: in function <Interface\AddOns\AceEvent-2.0\AceEvent-2.0.lua:789>
<in C code>: ?
AceEvent-2.0-33238 (AceEvent-2.0):1246: in function <Interface\AddOns\AceEvent-2.0\AceEvent-2.0.lua:1215>
The above error occurred when I hit Exalted from Revered in the Karazhan ring-upgrade quest line.
I have this mod installed, enabled in my mod menu and enabled on Cartographer after I log in - but my quest objectives aren't saving after I complete them. I downloaded the latest versions of everything from files.wowace.com. How can I fix this?
I have this mod installed, enabled in my mod menu and enabled on Cartographer after I log in - but my quest objectives aren't saving after I complete them. I downloaded the latest versions of everything from files.wowace.com. How can I fix this?
By default objectives are not supposed to show if you have completed them because you don't need to know where to go to complete objectives you've already done.
If you just want to verify that it's working, from the map click on Cartographer>Quest Objectives> and untick "hide completed objectives" and tick on "show inactive quests" - that should make all notes show all the time.
Date: 2007-04-24 15:12:41
ID: 51
Error occured in: Global
Count: 1
Message: ...r_QuestObjectives\libs\AceEvent-2.0\AceEvent-2.0.lua line 138:
attempt to index field '?' (a nil value)
Debug:
Ace2\AceAddon-2.0\AceAddon-2.0.lua:25:
Ace2\AceAddon-2.0\AceAddon-2.0.lua:23
Ace2\AceAddon-2.0\AceAddon-2.0.lua:698:
Ace2\AceAddon-2.0\AceAddon-2.0.lua:675
[C]: ?
...dOns\Cartographer\Libs\AceEvent-2.0\AceEvent-2.0.lua:1013:
...dOns\Cartographer\Libs\AceEvent-2.0\AceEvent-2.0.lua:976
...dOns\Cartographer\Libs\AceEvent-2.0\AceEvent-2.0.lua:1209:
...dOns\Cartographer\Libs\AceEvent-2.0\AceEvent-2.0.lua:1150
I got this error today when logging in after reinstalling the mod (wanted to clear out the database I had downloaded for it last night.) How do I prevent this from happening?
I've just started a new toon, and getting a lot out of this addon!!
However although kill and gather Qs seem to work great, it's not showing "go to X npc" quests.
Is it possible to have 'go to' quest points shown on the map?
Or for even more uberness, linking with nQuestlog (or similar) that we can click on a button next to the Q for a Waypoint to appear leading to the quest completion npc! Just thinking about it makes me want to change my pants in happiness...
I've just started a new toon, and getting a lot out of this addon!!
However although kill and gather Qs seem to work great, it's not showing "go to X npc" quests.
Is it possible to have 'go to' quest points shown on the map?
Or for even more uberness, linking with nQuestlog (or similar) that we can click on a button next to the Q for a Waypoint to appear leading to the quest completion npc! Just thinking about it makes me want to change my pants in happiness...
The thing about "Go to NPC" quests is that they do not actually have any objectives. No objective, no note.
However, the next version will have this. It will track quest givers, objectives, and turn in locations, and do it all while using less memory. I would also love the integration that you are talking about. I plan on having the functions available to do that, but it will be up to the individual addon authors to add that kind of feature to their own mod.
I can't wait... "Quest-givers" tracking is exactly what me and my friends are looking for, especially if it uses the huge databases you've all compiled so far.
I can't wait... "Quest-givers" tracking is exactly what me and my friends are looking for, especially if it uses the huge databases you've all compiled so far.
Any idea how far off release is?
"When it's ready" Sorry, I had to ;-)
Quote from OverloadUT »
Quote from se99jmk »
I've just started a new toon, and getting a lot out of this addon!!
However although kill and gather Qs seem to work great, it's not showing "go to X npc" quests.
Is it possible to have 'go to' quest points shown on the map?
Or for even more uberness, linking with nQuestlog (or similar) that we can click on a button next to the Q for a Waypoint to appear leading to the quest completion npc! Just thinking about it makes me want to change my pants in happiness...
The thing about "Go to NPC" quests is that they do not actually have any objectives. No objective, no note.
However, the next version will have this. It will track quest givers, objectives, and turn in locations, and do it all while using less memory. I would also love the integration that you are talking about. I plan on having the functions available to do that, but it will be up to the individual addon authors to add that kind of feature to their own mod.
Make it cooperate with nquestlog and questsfu? I need to shift+click on blizzard's questlog to work which adds a second tracker. I'm referring to the only show tracked quests feature.
Love the mod, works great. Been trying to figure out how to compile with the struture you provided. Hopefully, your overhaul version will come out soon!
while coping the DB (downloaded from another post in this forum) nothing happens... and the size of "Cartographer_QuestObjectives.lua" goes from the initial 4Mb to 43byte...
Rollback Post to RevisionRollBack
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Cheers!
really like the idea of this addon and it works quite well for me! :) However I have another suggestion about the sharing feature. Is it possible to add a default sharing channel? (like "questobjdefaultchannel")This channel would be independent from the guild and group channel. I think that way people could get really much data quite fast because the whole faction of the server would share data! This would be nice for people in small guilds or guildless people. Dont know how much data will be transfered via this channel, but if it would be too much you could maybe limit the "send rate" or something like that!
Dont know if this is already included, but I think data should only be shared between clients of the same language, otherwise my lua file will be filled with lots of data I can never use! (since questnames are localized, of course)
Keep up the good work! :)
PS: with the custom channel you could for example limit the options if complete database sharing would create too much traffic! For example in this default channel you could only get data for all quests when you are in a city and from people who are in a city, too. (This would prevent lags in a raid or instance for example)
If you are not in a city you could just get or send data for single quests and not share your whole DB.
A couple of notes that may or may not be of use:
It'll be fixed in the next version.
Speaking of the next version, I just wanted to give a little update: I started a new job so I've been a bit too busy to work on this as much as I'd like to. I've also been having to do other things that are taking my free time such as transferring all of my domains over to a new web host. Development will remain slow during the coming weeks, but I will release the new version eventually!
Now, I don't know what features you've finished 'for the next version', But i was hoping we could get them each 1 by 1 rather than waiting for them all (I'm dying for the QO database import xD)
-ElykNosrac
Unfortunately that's not possible because the next version is a major overhaul of the database structure, and quite frankly the entire mod. However, I suppose I could cut some of the extra features I was planning on release a version with just the overhaul and import stuff. I'll think about it. :)
ive noticed with xloot and auto loot turned on some objectives are not properly captured.
once i unset autoloot every objective got captured.
ofc accounting for distance restrictions.
also is there a lock out on how often objectives can be obtained at?
I assume you mean new notes aren't being created, if so:
Depending on how close a previous note is it can enlarge the size of the previous note to show it covers a larger area(or something to that effect) so you won't *always* create a new note each time
The above error occurred when I hit Exalted from Revered in the Karazhan ring-upgrade quest line.
By default objectives are not supposed to show if you have completed them because you don't need to know where to go to complete objectives you've already done.
If you just want to verify that it's working, from the map click on Cartographer>Quest Objectives> and untick "hide completed objectives" and tick on "show inactive quests" - that should make all notes show all the time.
I got this error today when logging in after reinstalling the mod (wanted to clear out the database I had downloaded for it last night.) How do I prevent this from happening?
However although kill and gather Qs seem to work great, it's not showing "go to X npc" quests.
Is it possible to have 'go to' quest points shown on the map?
Or for even more uberness, linking with nQuestlog (or similar) that we can click on a button next to the Q for a Waypoint to appear leading to the quest completion npc! Just thinking about it makes me want to change my pants in happiness...
The thing about "Go to NPC" quests is that they do not actually have any objectives. No objective, no note.
However, the next version will have this. It will track quest givers, objectives, and turn in locations, and do it all while using less memory. I would also love the integration that you are talking about. I plan on having the functions available to do that, but it will be up to the individual addon authors to add that kind of feature to their own mod.
Any idea how far off release is?
"When it's ready" Sorry, I had to ;-)
I love you. In a manly way, of course.
while coping the DB (downloaded from another post in this forum) nothing happens... and the size of "Cartographer_QuestObjectives.lua" goes from the initial 4Mb to 43byte...