Showing Posts For draos.9574:

New endpoint: /v2/wvw/objectives

in API Development

Posted by: draos.9574

draos.9574

Maybe I asked wrong because I know how the layered maps are working.
Let me reword my question. Here is an older example of my overlay. It projects the self-tracked 3D coordinates of the objectives, in the same way the gw2 graphic engine would do, into the field of view of the users. As coordinates I use the center of the flipping areas of each objectiv.

Would it be possible to give us such 3D coordinates too?

New endpoint: /v2/wvw/objectives

in API Development

Posted by: draos.9574

draos.9574

Great endpoint but I have one question.
Is it possible to give us 3D coordinate instead of 2D? Currently I’m tracking the coordinates of the objectives in wvw on my own using the mumble api. Well I have the coordinates even for HoT but I would prefer to skip this step.

[Suggestion] FoV in Mumble

in API Development

Posted by: draos.9574

draos.9574

Yep, that’s what I wanted to try for the next version of my overlay. But since you can zoom out pretty far at certain world bosses, I think height isn’t sufficient. It’s probably more a fixed position relative to the character and the direction the character is facing (when you’re coming out of map view the camera will always be facing to your character’s back). But without testing I don’t know how consistent that is if you’re moving while in map view, so…. yeah, I don’t know if a flag would actually be necessary, but it wouldn’t be bad either.

You can do it maybe better. You can check the distance from camera to avatar and the y-coordinate of the camera front. If you are in the map, the y-coord is currently always 0.95 together with the distance between cam and avatar it will be work good.

Back to topic:
If you really want to include an external interface beside the mumble one, can you think about an offline version of the current /v2/account endpoint?

[Suggestion] FoV in Mumble

in API Development

Posted by: draos.9574

draos.9574

After the definition of the identity field in the mumble data the field can store 256 wchar_t which means 512 bytes. One fov angle should be enough because you can calculate the other one.

One other option could be to replace the JSON inside the identity for more data and simply memcpy the bytes into the identity field. This would create some problems with older programs but can store more data and could be faster to read and write.

[Suggestion] FoV in Mumble

in API Development

Posted by: draos.9574

draos.9574

After this the camera will be changed including a configurable field of view. Some overlays like this and my own overlays need the field of view angles.

I suggest to add the field of view angle to the mumble interface. The identity field of the mumble interface or the context field can hold the value. I would prefer the context field because of the faster access but this will not be my decision.

GW2's Mumble Link "context" data format

in API Development

Posted by: draos.9574

draos.9574

The world_id is broken with the megaserver system. Only working in wvw but there which some problems.

Camera FoV

in API Development

Posted by: draos.9574

draos.9574

The vertical FoV is resolution independent and should be approximately tan(77.6*PI/90).
The horizontal is resolution dependent, which cause some problems in wvw with arrow carts.

16:9 resolution about tan(70*PI/90)
5:4 resolution about tan(75*PI/90)
16:10 resolution about tan(71.4*PI/90)

This numbers are determined manually over some fix points in game and are working in my project https://bitbucket.org/draos/guildwars2-battle-hud very well. (file utimer.pas)