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Updated: | 10-31-14 03:40 PM |
Created: | 01-21-13 06:58 AM |
Downloads: | 22,600 |
Favorites: | 60 |
MD5: |
File Name |
Version |
Size |
Author |
Date |
3.00v01.R |
618kB |
adelea |
10-23-14 02:49 AM |
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2.08v11.R |
612kB |
adelea |
09-30-14 08:10 AM |
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2.08v10.R |
612kB |
adelea |
09-29-14 12:30 AM |
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2.08v09.R |
612kB |
adelea |
09-25-14 04:51 AM |
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2.08v08.R |
612kB |
adelea |
09-23-14 04:30 AM |
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2.08v07.R |
418kB |
adelea |
09-08-14 12:50 PM |
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2.08v06.R |
418kB |
adelea |
09-08-14 12:29 PM |
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2.08v05.R |
366kB |
adelea |
09-07-14 03:40 PM |
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2.08v04.R |
366kB |
adelea |
09-07-14 02:25 PM |
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2.08v03.R |
364kB |
adelea |
09-07-14 02:02 PM |
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2.08v02.R |
356kB |
adelea |
09-03-14 11:05 AM |
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2.08v01.R |
356kB |
adelea |
09-02-14 12:40 AM |
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2.05v01.R |
354kB |
adelea |
01-12-14 08:40 AM |
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2.04v01.R |
354kB |
adelea |
09-21-13 04:25 AM |
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2.03v05.R |
354kB |
adelea |
08-10-13 01:24 AM |
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2.03v04.R |
352kB |
adelea |
07-27-13 11:00 AM |
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2.03r3 |
352kB |
adelea |
07-04-13 06:55 AM |
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2.03r2 |
352kB |
adelea |
07-03-13 04:17 PM |
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2.03r1 |
344kB |
adelea |
06-25-13 04:27 AM |
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2.02r2 |
344kB |
adelea |
06-06-13 05:20 AM |
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2.02r1 |
342kB |
adelea |
03-07-13 01:38 PM |
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2.01r5 |
339kB |
adelea |
02-03-13 03:24 AM |
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2.01r4 |
338kB |
adelea |
01-29-13 04:13 AM |
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2.01r3 |
338kB |
adelea |
01-25-13 01:32 PM |
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2.01r2 |
336kB |
adelea |
01-22-13 06:16 AM |
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2.01r1 |
336kB |
adelea |
01-21-13 06:58 AM |
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0B |
adelea |
01-01-70 12:00 AM |
Comment Options |
Treesh |
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adelea |
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12-04-14, 10:44 AM | |
Forum posts: 0
File comments: 1
Uploads: 0
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Error: ResourceTracker/ResourceTracker.lua:2060: table index is nil
In ResourceTracker / Command.Slash.Register, event Event.Slash.resourcetracker stack traceback: [C]: in function '__newindex' ResourceTracker/ResourceTracker.lua:2060: in function <ResourceTracker/ResourceTracker.lua:2029> |
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Dattelitu |
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11-03-14, 08:06 PM | |
Forum posts: 0
File comments: 5
Uploads: 0
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debug spam appears to be eliminated in 3.00v02.R.
Thanks Adelea! |
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azchire |
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10-31-14, 08:53 AM | |||
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Is there a way for us to edit the file to remove the spam we are getting?
Quote:
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kschir |
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10-29-14, 03:59 AM | ||
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Quote:
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adelea |
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10-28-14, 07:29 PM | |
Forum posts: 0
File comments: 5
Uploads: 0
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Thanks for continuing your effort with this addon!
I'm having an issue I'm not sure if you're aware of. I'm getting lots of spam from resource tracker in my general tab, such as: [ResourceTracker] In:Tin Lode, lud:table: 0x2ce49d00 [ResourceTracker] In:Coastal Glory, lud:table: 0x2ce44dd8 It seems a new line appears every time a new node appears. Is there a way to turn this off? For now I'm just not using my main (general) chat tab. Thanks again! |
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azchire |
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10-20-14, 02:01 AM | ||
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Quote:
The rename is to allow you to update the text to match what the nodes are called in game - for some of the non EN clients, Trion seems to change the names of the nodes from time to time - the rename feature would allow those users to update the trigger names themselves. |
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adelea |
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10-19-14, 03:09 PM | |
Forum posts: 0
File comments: 5
Uploads: 0
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Love your addon! I've been using it for quite some time, and I love the new changes.
I do seem to have a problem with the node name edits not saving. It would be great to see this working, as I'd like to have it show something like "Orichalcum FOR DIM KEY". That way it would stand out as a particular node I'm looking for. However, the above wouldn't be helpful if I'm using the awesome alternate display mode. How tough would it be to allow us to turn on a custom border color for specific node icons? That'd be a nice way to highlight particular nodes that are a high priority to us. Great addon! Keep up the good work! |
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azchire |
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10-19-14, 08:47 AM | ||
Forum posts: 0
File comments: 9
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Quote:
Last edited by ThadiusOptimus : 10-19-14 at 08:49 AM.
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ThadiusOptimus |
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10-19-14, 12:54 AM | |
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In the Ghostmode selection, you can right click the check boxes to turn them into exclude - I dont think I had pointed that out previously!
Left-clicking toggles between a green tick and an empty box. Right-clicking toggles between a red cross and and an empty box. So if you dont want Ghostmode showing you common locations, exclude them. EDIT: This may require new data to be collected - originally I didnt track things to this level, only node type (nor/twi/uns) and max rarity. In order to use the more fine grained filtering, you may need to gather more data. In ghost mode, "/resourcetracker nearby" - this will show you the data RT has for nodes.
Last edited by adelea : 10-19-14 at 01:32 AM.
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adelea |
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10-18-14, 04:23 PM | ||
Forum posts: 0
File comments: 9
Uploads: 0
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Tried then new one. It still functions the same (unless it requires new point data instead of established data). As far as ghostmode is concerned. Ran out of charges on patron artifact vial so haven't tested it with a vial yet.
Quote:
Under the option Use artifact ghostmode. There are the options for Normal, Twisted, Unstable (checkboxes) and then Unknown. For the purpose of Epic point hunting, The Normal/Twisted/Unstable need to be combined to just one option. The menu and check boxes can be eliminated. All we need is an option to either view common points or exclude them. Thus, if I harvest a common from any type of point it will be excluded when I check the box to the goal that any point that can produce common/uncommon/rare will be eliminated even if I did get a rare from it because we can still get a rare from a common point, but not an epic (nor legendary with an assumption). The second version posted still follows the behavior the set of screenshots near the pool of water in Steppes. Screenshot #1 shows me tracking common points via Normal option with the Hide known common locations checked - we see the Rare being tracked as the top point 5m along with a few common. So this is a common point I got lucky enough to get a rare out of, but a point that is of no interest for epic hunting. The Hide known common locations option is not hiding any of the common points. Screenshot #2 shows me tracking rare points via Unstable option with the same Rare point shown from screenshot #1, with the Hide known common locations checked. This point should not be showing up with that option checked because a common was harvested from it. Now, as far as the artifact pot tracking that may require a different line of thought because then it is helpful to see what type of node it is: Normal vs Unstable. When I run a pot, I'll typically bypass Normals and go right to Unstable. However, I still want to be able to exclude common points from my tracking list. So, if I walk into an area with 10 Unstable points and 8 of those I harvested a common from, I don't want to see those points. Therefore, it may be two completely different problems to exclude from Artifact pots vs. Ghostmode.
Last edited by ThadiusOptimus : 10-18-14 at 04:54 PM.
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ThadiusOptimus |
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10-18-14, 03:17 PM | |
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OK.
So, the 3 seperate exclusions are redundant, we need just the one - that combines data from all 3 node types? I have uploaded an update to the same location as before - is that more what is wanted ? |
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adelea |
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10-18-14, 10:49 AM | ||||
Forum posts: 0
File comments: 9
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Quote:
Quote:
Example: Normal Twisted Unstable Quote:
---- Ok, did the testing and *I think* the issue is having three separate categories for the artifact points. Normal/Twisted/Unstable. They all (currently) share the same nodes - see the 3 screenshots above showing them stacked on the same point. When Resource Tracker separates the data, it looks specifically for whether or not a common was harvested for each set and doesn't extend that info to eliminate points for the other sets. Screenshot #1 below indicates that I have harvested an Unstable rare from the point the Ghost mode is indicating. Screenshot #2 below shows I've never harvested a Normal rare from that same location. Screenshot #3 below shows I've harvested a Normal common from that same location. And it also shows the best rarity from that point as a blue, which can only come from the data on the Unstable blue I harvested. Going back to screenshot #1. What I'm looking for Resource Tracker to do is different than what it currently does. The goal I have is to only see possible EPIC points, not just confirmed epic points. I have harvested a rare Unstable from that point. I also have harvested a Normal common from that point. So, I want Resource Tracker to eliminate that point from showing up on the list even with Unstable rare box checked. Ideally: 1.) Combine Normal/Twisted/Unstable to a single option because it's currently redundant - I would assume they would stick to the same set up for the expansion. 2.) Have a check box to exclude common artifact points regardless of best rarity found at that point. So, yeah I may have got lucky and harvested a blue from a Normal common point but I still don't want to see that point because it can't be an epic. 3.) Default it to automatically show best artifact quality from a point. Thus, when we do find uncommon/rare/epic/legendary points we do want to see the top rarity found at that point. So, you would really only have to add a function that excludes common artifact points from showing up on the list at all, unless that option is not checked. i.e. Exclude common artifact points [BOX] By checking the Exclude common artifact points box would result in the above screenshot showing 4 points to showing 0 and eliminate the false positive rare indication. So basically it's two different functions for Resource Tracker. Function #1: Show all points available simply to find and farm artifacts. Function #2: Show only points EPIC artifacts have a possibility of being located at. Also, found the post by Dead Simon on Rift forums explaining how the points work. http://forums.riftgame.com/game-disc...eedback-5.html Quoted from that thread: "There are 2 types of spawn point a Rare and a Common. The rare ones are almost always in either out of the way places, difficult to reach places or just outright dangerous places. At the Common spawn points you have a chance of a Common, Uncommon or Rare artifact with diminishing percentages depending on the rarity. You will NEVER find an epic from a common spot. From the Rare spawn points you have a chance of getting an Uncommon, Rare or Epic artifact, again with diminishing percentages based on rarity. You will NEVER find a common artifact at a rare spawn point. In general there are about 20 - 25% as many Rare spawn points as Common ones and there is no discernible difference in game." Again, thanks for taking your time to create these addons. I hope that what I'm asking for is possible.
Last edited by ThadiusOptimus : 10-18-14 at 12:56 PM.
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ThadiusOptimus |
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10-18-14, 07:37 AM | ||
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Quote:
http://www.exyles.com/addons/ResourceTracker.zip It has options for ghostmode to exclude certain node types. It also has options to ignore known common nodes. Now, there are 3 seperate ignore functions - nor/twi/uns. I dont know if finding a common normal artifact at a location necessarily means that twisted/unstable commons are also at the same location. I wasnt paying attention - but I am pretty sure that I have seen epic unstable at the same location as normal commons. |
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adelea |
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