I already have that in my config, but what I need is a minimap indicator and/or arrows for when a rare item falls offscreen. I sometimes leave some rares I've added in the config behind because I can't add an exception for them in the config (for example, I've added the 1h group with a minimum ilvl of 61 with the intention of picking up only swords/maces/axes) and when I hear the sound for a rare item drop I ignore it, because I know I've left a rare on the ground. And that could sometimes lead to a missed rare, which I originally intend on picking up.
it would be a huge mess (I mean HUGE) to have 4-5 ping and/or arrows on the floor to flag every drop in drop.xml...
somebody says that NOW we have too many arrows, adding more is insane... anyways, I like to give users choice (haha not like Blizzard) so if I have time, I'll add option to ping and "arrow" drop.xml findings like the legendaries in config.xml...
Understood about the circle. I was thinking about that as I was running around in game today.
TBH I am not sure it's even a good idea, really. I suspect it might make the screen too cluttered. Blizzard just needs to hire you and put all this stuff directly into the client.
Wolfram Alpha FTW: LINK
haha, it is working, but only in 2D. it means that the circle will be always at the same Z coordinate as your characters feet. (the ground where you are standing) Ofc to make this 3D I would have to read map information, ground levels, etc from D3 memory, and I'm not that math genius to make Z-calculations from that kind of info...
I can only guess at the internals you are seeing, but from my own experience developing isometric games like D3....there should be a unique Z coordinate of the ground for any pixel on the screen. It sounds like you are able to retrieve that. If not, and you can only get the screen coordinate of the cursor, then you'd have to do some math to convert back to word coordinates at Z=0, and then additional math for the XYZ coordinates where the line from the viewer origin would cross the ground. Once know the X,Y, and Z world coordinates of the spot on ground the cursor is pointing at, it should be just like drawing a circle at Z=0, but there would be a constant linear factor of the screen Y coordinate on the world Z coordinate.
iow something along the lines of
Xs = a * Xw + b * Yw
Ys = c * Xw + d * Yw + e * Zw
I think you already know a,b,c, and d. you could find e experimentally (try different values until it looks right) or algebraically as there are certain relationships that must hold between the 5 (actually 9, but 1 is zero, and 3 of them are ignored) factors involved.
This is all presuming you want to go to so much trouble![]()
Last edited by angra311; 01-11-2013 at 10:02 AM.
No offense, but you are joking, right? What you are talking about is FAR more advanced I can read from D3 memory.
Now thanks to WA I can calculate a world coordinate X and Y from screen coordinate X and Y, and I assume that world coordinate Z is the same as the character's Z
this can't be more advanced, because for that I have to read scene and geometry information, I have to understand it, process it, and evaluate it, and use it, all for a freakin' circle around the mouse cursor to show ground effect radius. In short: this will not happen![]()
Roger all that! Was not at all sure how much you could or were already reading, so just trying to supply some math in case that was the sticking point for you.
I do concur that it is too much hassle to be worthwhile given the lack of world geometry information.
I do suspect that the D3 engine keeps a world Z coordinate of the cursor's location somewhere, but I do not imagine that anyone yet has attempted to find it.
PS I am a bit rusty but have done a lot of 3d-game-related math in my early years, so i would be happy to help on any future questions or issues in this domain.
They don't want mods. They don't want plugins. They don't want custom games. They don't want PvP arena. They KNOW what is fun, and nothing of those things is FUN. But it IS fun to keep RMAH alive with a balanced(???) strictly ruled game, because... well... because from the income generated by fees they can develop... hmm they can develop... yeah, new features!!!..... oh wait, they don't...
After this sentence, the TurboHUD and the good old TurboT, I'm pretty sure there will be no contract![]()
Last edited by KillerJohn; 01-11-2013 at 11:33 AM.
Dl'ed the new version yesterday to try it out and wow it's signficantly improved! Just FYI I don't think there's anything wrong with the arrows, because first off, the arrows aren't pointing to every single 'whatever' on the map, just the ones that are close and if you just so happen to have a goblin, a shrine and two elitepacks nearby, that's fine by me - just kill them all :P
It wouldn't be THAT much of a mess. And besides, I never said anything about making it mandatory. Just like you said - it would be the user's choice whether or not there would be arrows/pings for items in the drop.xml. Oh, yeah, here's another suggestion - you could add subcategories for weapons. Like axes, swords, maces etc.
Now I have the code to draw a circle around the cursor in the horizontal plane. And some fun stuff (basic things, like lines and circles in plane)
(the cursor is sadly not visible, but the green lines are pointing to the cursor)
But the question is that what feature can people imagine around this?
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Last edited by KillerJohn; 01-11-2013 at 02:46 PM.
Update: all staff member of this forum can ask me /in PM/ for an Identity Key. It would be an honor!