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Thread: Updated SPS maps

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    Default Updated SPS maps

    • None of the annoying symbol/building/everything cutoffs <--This is important, all previous maps were deformed.
    • All the new content since the maps were last updated 8 months ago...
    • Yeah.


    see picture: http://puu.sh/18oE1
    Mine is more accurate than the old one.

    Thanks Dgby714 for converting them all from bmp to png.
    http://www.mediafire.com/?boxvdk3tdhjic3i
    Last edited by Nebula; 09-25-2012 at 01:15 PM.

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    Nicely done Nebula.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


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    Wow, its about time someone did this! Great work, I'll be sure to test these out soon!
    Thx Euphemism and Vinyl for the awesome siggy and avatar!

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    Thanks Nebula! Nice to have these updated finally.

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    I did this also but then I actually walked around and noticed that the older maps actually fit the minimap more in alot of places, lumbridge is horriblely dark in the world map when it isn't that dark what so ever. But it will props still work. good work none of the less.

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    see picture: http://puu.sh/18oE1

    Mine is more accurate than the old one.

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    Fair enough, I thought it was worse. Send a pm to Coh3n and get him to commit it

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    +1, finally don't have to create custom maps! (as soon as these get pushed that is)

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    Sending a pull request would be much, much faster. Also, how did you make the map? Most people don't know that I wrote a tool that automatically generates a new map (and pieces) in about 30 seconds.

    Have you tested it in multiple locations? More specifically, Al-Kharid?

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    Quote Originally Posted by Coh3n View Post
    Sending a pull request would be much, much faster. Also, how did you make the map? Most people don't know that I wrote a tool that automatically generates a new map (and pieces) in about 30 seconds.

    Have you tested it in multiple locations? More specifically, Al-Kharid?
    I made it with the tool. But the tool screws up the combining of the maps, which is why the current big map has symbols, buildings, objects, etc that are all cut off. So I fixed the tool. I haven't tested it, but I guess I will now that you ask.

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    I'm confused... the current big map doesn't have anything cut off? Not that I can see anyway. E: Or do you mean when it's created using the current tool?

    The only reason I can think of that would make the tool stop working is if the in game map changed in size. If that happened, that would change all the areas (which I can see how that has happened with your version), meaning any script that uses SPS will need to be updated in order to work properly with the new maps.

    E: Just messed around a little, and I see what you mean. With the current tool, some areas don't overlap properly. Why? I do not know. I tried messing with a few values, but it didn't help. Basically, the few parts that don't overlap right are off by 7 pixels; however, when you compensate for that, it puts other pieces off by 7 pixels. I'm going to try to mess around when I have more time.

    Bottom line is, I can't commit your maps because they're completely different from the current ones, and like I said above, it would require every script that uses SPS to be updated. I have a feeling it's a small change, but I'm just not seeing it right now.
    Last edited by Coh3n; 09-25-2012 at 04:53 AM.

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    Here are the images converted to png and pngcrushed.

    http://www.mediafire.com/?boxvdk3tdhjic3i
    Last edited by Dgby714; 09-25-2012 at 06:06 AM.

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    Nice work.
    Solar from RiD.

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    This is good dude
    Well done

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    Nice work neb Hopefully it makes SPS alot more accurate, especially in areas like al-kharid and so forth. Definitely needed an update either way.

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    Quote Originally Posted by Coh3n View Post
    Bottom line is, I can't commit your maps because they're completely different from the current ones, and like I said above, it would require every script that uses SPS to be updated. I have a feeling it's a small change, but I'm just not seeing it right now.
    I thought about this aswell and thought what about having a runescape_old/runescape_new surface maps, but some sps would need to be updated for that to work aswell.

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    Quote Originally Posted by Ollybest View Post
    I thought about this aswell and thought what about having a runescape_old/runescape_new surface maps, but some sps would need to be updated for that to work aswell.
    I would rather just have to change the folder than have to regather all those sps points for my apeatoll script (it's annoying and tedious). SPS works great at that course btw. So I support your idea

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    Neblua Of Topic Your Sig is Win



    ^^

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    Quote Originally Posted by Coh3n View Post
    Bottom line is, I can't commit your maps because they're completely different from the current ones, and like I said above, it would require every script that uses SPS to be updated. I have a feeling it's a small change, but I'm just not seeing it right now.
    They're completely different from the current ones because they include newer parts of rs that have been added in the past 8 months. My maps are correct, it's the old one's that are flawed. It takes what, 2 minutes to change some sps coords - OH NO!

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    Quote Originally Posted by Nebula View Post
    They're completely different from the current ones because they include newer parts of rs that have been added in the past 8 months. My maps are correct, it's the old one's that are flawed. It takes what, 2 minutes to change some sps coords - OH NO!
    More like a couple of hours (I can explain more if you'd like). Also no need to be condescending. Nice work on this!

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    Quote Originally Posted by Ashaman88 View Post
    More like a couple of hours (I can explain more if you'd like). Also no need to be condescending. Nice work on this!
    Get the difference in x/y between just one point, then apply that difference to all the rest of the points.

    do explain more

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    Quote Originally Posted by Nebula View Post
    Get the difference in x/y between just one point, then apply that difference to all the rest of the points.

    do explain more
    Well it's hard to know exactly how the points will correlate to the same point as the old since the old point wasn't exact - I just used a range to see if it was in the general spot. But if you're sure that every coord will be off by the same amount, then yeah it would be a simple add/subtract to each area range from that one point

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    Loving your tag "I need abouta tree fiddy"


    OT:
    How long did this take you to complete?

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    Quote Originally Posted by -Benny View Post
    Loving your tag "I need abouta tree fiddy"


    OT:
    How long did this take you to complete?
    It took like 20 minutes to make the map creator tool work properly and 3 minutes to run it.

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    interesting. updated SPS would be much better, i've noticed on my script as well sps is off sometimes

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