Sunday, 24 April 2016

Guild Bounties!

Hi!

I have some very good news for those of you who are always getting lost when trying to find those elusive Guild Bounties. If you ever ran around a map while constantly alt-tabbing out to Dulfy and tried to follow a Guild Bounty route from a jpeg and got turn around all the time, this one is for you.

The guys from the Oopsy guild, most notably Lulleh went a lap with each of the bounties and marked their route for TacO, a process which generated hundreds of markers across several maps.

Obviously, displaying these markers all at once would be a huge mess, so I also created a new feature for the overlay: Marker Tracks. Now markers can also be grouped into trails that you can follow. If you waypoint to a map that has such a trail, TacO will find the closest marker on the track and show that to you. When you get near the marker, it disappears, and the next one on the trail shows up, and so on. If you waypoint again, TacO finds the nearest marker again.

All the data that the Oopsy guild collected has been arranged into such trails.

With this, guilds should have a much easier time tracking down their targets. You can spread out on the map as you've done before, but instead of the alt-tabbing misery, you'll instantly know which way to run to follow the route. All of the routes go against the direction the target is running, of course.

Took me all of 3 minutes to find Poobadoo

Some notes:

  • Ander "Wildman" Westward can be anywhere, so there are no markers for him
  • Big Mayana, Sotzz The Scallywag and Yanoka the Rat-Wrangler don't have routes, but locations you need to inspect. For them, these locations have been marked.
  • Prisoner 1141 runs around in an unpredictable manner, picking routes randomly at certain intersections. For this one three color coded routes have been created that give you a good chance of locating 1141.
  • Trikksy Trekksa has two routes, both have been mapped separately, but otherwise they work like the normal tracks and are accurate.
  • Some of the barrels and rats might not be marked. There's too many of those to find them all :)
You can grab the new build here.

Change notes:
  • Added marker track system for non-cluttering, followable, intelligent breadcrumb trails
  • Added marker tracks for the guild bounties, courtesy of Lulleh and the Oopsy guild
  • Added color property to marker categories. Markers can now be colored for more diversity.

Wednesday, 6 April 2016

Super Adventure Box GIGA Update


Hi!

Well, the last couple days have been busy. Especially for Lulleh.6714 and Ainillia.5794 from the Oopsy guild, with some additional help from the returning Elycian. These guys went around Super Adventure Box worlds 1 and 2 and marked important locations, shops, furniture shops, dig sites, bombable walls, environmental science achievement locations, flute walls, and a complete breadcrumb trail for tribulation mode. All in all more than 24 hours of net work went into this, and it shows. The paths are not optimal or meant for speedruns, but should help anyone who's stuck with some areas of these insane maps.


You can grab a new build here.

Change notes:
  • Added SAB GIGA update pack courtesy of Lulleh.6714, Ainillia.5794 and Elycian
  • Added VG mushroom counters, for real this time

Sunday, 20 March 2016

HP Grids, Mushroom Countdowns

Hi!

This build contains two feature requests I had from reddit.

The first one is a system that puts short lines on the screen where the HP bar should be. (As it's against the EULA to read stuff from the screen I avoid doing that to get information for the HP of enemies, but marking predefined locations is perfectly fine) This system only shows up at certain locations (raid boss arenas are configured for now), and each location can have different markings. I have configured HP notches for

  • Vale Guardian (33%, 66%)
  • Gorseval (33%, 66%)
  • Sabetha (15% - for the adds that she spawns, 25%, 50%, 75%)
  • Slothasor (10%, 20%, 40%, 60%, 80%)
  • Matthias (40%, 60%, 80%)

Make sure you set the interface size option in TacO to match that of the game. If you run into any issues with the lines not matching up with the HP bar let me know (critical information here will be the resolution you're running the game at).

The second feature request was a countdown timer for the speed boost mushrooms. This is a handy feature for the Vale Guardian fight.

An update to how these new marker features can be used will be coming later to the how-to post.

Grab the new build here!

Change notes:
  • Added location dependent notches that fit over the enemy HP bar. They only show up at certain locations and can be configured through the hpgrids.xml file.
  • Added HP grids for Vale Guardian, Gorseval, Sabetha, Slothasor and Matthias
  • Added option for auto triggering timed markers
  • Added mushroom countdown markers for Vale Guardian arena

Sunday, 13 March 2016

Salvation Pass markers and Matthias timer

Hi!

While I still haven't gotten through the first new boss yet, a bunch of nice guys from the Oopsy guild helped me set up markers and timers for the whole new raid wing.



Grab the new build here.

Change notes:

  • Numbered markers for the prison camp
  • Numbered markers for the Matthias wells so you can call them out by number
  • A poison/corruption timer for the Matthias fight. The timer starts when you enter the room and has a 4 second delay on it. It's as accurate as the Sabetha timers are, which turned out to be pretty usable.
  • Markers for the scattered memories achievement


Wednesday, 9 March 2016

Slothasor mushroom markers

Hi there!

New raid wing today, and although I don't have a l33t crew to march through it on day one, I do have an update for the overlay for the first boss: Slothasor.
The markers included in this update mark the exact position of the imbued mushroom spawns around the arena.



You can grab the new build here.

Change notes:

  • Added Slothasor arena mushroom spawn markers

Tuesday, 1 March 2016

Smooth character tracking

Hi.

After the last update I noticed an issue where no matter the framerate of the game or TacO, the range circles and the tactical compass seemed to be constantly glitching when the player was moving. After investigating the issue, it looks like the actual data sent by the game client through the mumble link API might not be taking in account some sort of interpolation of the character position while moving. This results in small jumps of the character compared to the camera, and in turn introduces the jitter.

I updated TacO to somewhat combat this issue. I'm now averaging the camera-space position of the character, which does introduce some latency when the camera changes rapidly, but in turn smooths out the larger jittery issue.

You can grab the new build here.

Change notes

  • An averaged character position is now calculated to combat the API problem
  • Changed the range circle and tactical compass features to use the new character position
  • Added hand-editable config option 'SmoothCharacterPos' to toggle character position smoothing on/off
  • Added hand-editable config option 'Vsync' to toggle TacO vsync on and off. It's advised that you do not turn this off, it's for debug purposes only.

Friday, 26 February 2016

Range Circles and Tactical Compass

Hi!

It's been a while since the last update, for several reasons, one of them being real life, another that there was no content update to GW2 and yet another that the overlay is doing what it's supposed to just fine it seems.
However there was a small spark of inspiration today and I sat down to add two new features:

Range Display Circles
Tactical Compass
The range display circles can be toggled for the following values: 90, 120, 180, 240, 300, 600 and 1200 range. Their transparency can be also set.
The tactical compass is a compass that follows you around directly, which should be helpful in any scenario where there are no NSEW markers placed.

Both features are turned off by default, you can activate them separately in the Taco Menu.

You can download the new build from here.

Change notes:

  • Fixed a possible crash bug that would sometimes occur when focusing on a UI item
  • Added range display circles
  • Added tactical compass
  • Changed the unit for the fadeNear and fadeFar values to be in inches (game units) instead of meters (world units)
  • Removed the lunar new year marker pack from the package