Showing Posts For Archomeda.6472:

API CDI 2015

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Is it viable to have an API endpoint of the gem store itself? What I have in mind, is exposing the current available items with at least their prices, discount and deadline (maybe something more that I’m currently forgetting). This way people can provide automatic gold -> gem conversion costs for the gem store items (just an example use case I came up with at the moment).

Just to make myself clear: I’m not asking for providing a way to buy stuff with the API, just if providing the read-only data from the gem store is possible.

Possible for /wiki to not give up foreground?

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Hmm… I’m not sure, but isn’t the Mac client using some sort of version of Wine or something similar? At least, that’s what I was told by someone who actually owns a Mac (I don’t). If this is true, I think it’s impossible for ArenaNet to do something like that, since this requires native calls to OSX while GW2 is effectively running in a “simulated” Windows environment on OSX.

GW2 on OSX suffers the same problem with the Mumble Link API iirc.

Is reading from game memory allowed?

in API Development

Posted by: Archomeda.6472

Archomeda.6472

No. According to the User Agreement in 8ii, this is forbidden.

It’s only been officially announced that you may read from the Mumble API if you’re able to.

[Suggestion] Currencies & The Wallet

in Guild Wars 2 Discussion

Posted by: Archomeda.6472

Archomeda.6472

One thing, though is that the SAB category is the largest header and was a limited time event. it seems like it could fit with the “festivals” category if festivals were renamed something else. but that is the name in the bank for that section as I recall.

Hmm, very true. Since most of these items should be hidden if you don’t have it, it shouldn’t get too cluttered, unless you have them all. I’ll move them and see what happens.
According to the release page, SAB (along with festivals) is now categorized as a special event. The name in the material storage for festival materials is “Festive”, but I don’t consider SAB items as festive items. So I’m not sure what name would fit best for both festivals and SAB. Though, for now I’ll leave it at festivals.

Why not move it over and call it “special events?” That covers SAB and festivals quite nicely.

Heh, that hadn’t crossed my mind yet XD
It doesn’t sound too bad and it’s definitely better than festivals. I’ll change it. Thanks!

unstyled withdraw dialog added to archomeda’s grid view. (go to dungeons -> pristine fractal to open it). default values a good idea? http://swalsh81.github.io/gw2improvedwallet/

ok, basic familiar style and functioning buttons/inputs to play with.

Thanks again I’ve merged your pull request.

[Suggestion] Currencies & The Wallet

in Guild Wars 2 Discussion

Posted by: Archomeda.6472

Archomeda.6472

One thing, though is that the SAB category is the largest header and was a limited time event. it seems like it could fit with the “festivals” category if festivals were renamed something else. but that is the name in the bank for that section as I recall.

Hmm, very true. Since most of these items should be hidden if you don’t have it, it shouldn’t get too cluttered, unless you have them all. I’ll move them and see what happens.
According to the release page, SAB (along with festivals) is now categorized as a special event. The name in the material storage for festival materials is “Festive”, but I don’t consider SAB items as festive items. So I’m not sure what name would fit best for both festivals and SAB. Though, for now I’ll leave it at festivals.

unstyled withdraw dialog added to archomeda’s grid view. (go to dungeons -> pristine fractal to open it). default values a good idea? http://swalsh81.github.io/gw2improvedwallet/

Looks good, although the “default” values varies from item to item. It would be awesome if those values are set differently that makes the most sense for each item.
Actually, seeing such a window like this, it makes me wonder if ArenaNet could expand that to vendors…

[Suggestion] Currencies & The Wallet

in Guild Wars 2 Discussion

Posted by: Archomeda.6472

Archomeda.6472

After some feedback on my first design, I made another one that can find on the same url: http://archomeda.github.io/gw2improvedwallet/.

Basically it’s changed from a list view to a grid view. A “watch list” has been added, just like the achievements. And some items and categories have been removed.

Pros (compared to list design):

  • The previous empty space below the menu is now used because the menu has been moved to the top
  • More items fit in one view without scrolling (from 10-11 to 15-18)
  • Familiar design (achievements)
  • Customizable (watch list)

Cons (compared to list design):

  • Categories are not as scalable as the list design, due to the moved menu bar

The ability to withdraw items from the wallet is the same. Items that are also a material, can be traded on the TP and/or can be used in the MF (should) have a button that will allow you to withdraw it. A window (that is not implemented here) should show up allowing you to set the amount you want to withdraw. In order to put an item back in the wallet, a context menu item “Store in Wallet” should be made available when right-clicking on that item in your inventory or bank.

On a side note, I also added collapsible containers on the list view, as someone suggested that with a fork.

If you have questions, remarks, additions, etc., shoot me a message on the repository on GitHub. It can be hard to track different opinions on reddit, the forums and GitHub. Especially since the first two are not orientated at feature discussions, but rather linear discussions.

[Suggestion] Currencies & The Wallet

in Guild Wars 2 Discussion

Posted by: Archomeda.6472

Archomeda.6472

I’ll throw in my suggestion as well. As I’ve posted on Reddit, I made a design in HTML, CSS and a bit of Javascript and hosted it on GitHub. This way, if people want to make improvements on my rough starting design, they can do that through GitHub issues and pull requests.

You can find the design here. If you have suggestions or anything, please post them on GitHub so it does not get lost in the thread.

That’s pretty nice, actually. You lose the grid, but I think it’s a win still. Add an “All” tab at the top, perhaps.

Yeah, someone on Reddit also suggested that. But as I said there, I don’t see how that will be preferred above clicking on the correct category, since you need to scroll a lot with all those items.

So my question is then, how would you make it? What would the order be? How big should the items be? Should the grid be brought back? Does the “withdraw” button need to be included there as well, or do we only make the item a link to prevent cluttering with the buttons? Do you really want to include historical and temporary items as well?

I would like to hear your answer though, because I like heaving everything visible. But it’s just the idea that there may be too many items in order to do that efficiently. Or certain items need to be left out.

Edit: I just came up with the idea to separate the different categories by placing a header above each section. This makes the “All” tab I just included a bit less cluttered. Let me know what you think.

(edited by Archomeda.6472)

[Suggestion] Currencies & The Wallet

in Guild Wars 2 Discussion

Posted by: Archomeda.6472

Archomeda.6472

I’ll throw in my suggestion as well. As I’ve posted on Reddit, I made a design in HTML, CSS and a bit of Javascript and hosted it on GitHub. This way, if people want to make improvements on my rough starting design, they can do that through GitHub issues and pull requests.

You can find the design here. If you have suggestions or anything, please post them on GitHub so it does not get lost in the thread.

Alexandra Duet [Skill Challenge] bugged

in Bugs: Game, Forum, Website

Posted by: Archomeda.6472

Archomeda.6472

I can verify this for the European servers as well. Just ran into her, and she was hostile.
Seeing as the megaservers were introduced a while ago, guesting does not work at non-peak hours: I keep getting into the same map over and over again.

Mask of the Silent + Feathered Vestments bug

in Bugs: Game, Forum, Website

Posted by: Archomeda.6472

Archomeda.6472

While previewing some light armor for a charr, I came across the combination of Mask of the Silent and Feathered Vestments. It gives me a see-through look on the back of said charr.

Also, since the Flamekissed Vest is a reskin of the Feathered Vestments, this one is affected as well. Mask of the Wanderer or the Glowing Crimson Mask does not have this effect, although they fall into the same category as the Mask of the Silent.

This is clearly a bug. Now I’m not sure if it only affects the preview panel, or outside it as well. I want to know it before I actually buy the gemstore item (500 gems…), because this looks ridiculous…

I have reported this ingame as well, but I decided to post it here as well to see if someone can confirm with a screenshot of a charr that this bug does not occur outside the preview panel. So if you can, please do!

Attachments:

Tags, etc are going downwards on 1st SB skill

in Bugs: Game, Forum, Website

Posted by: Archomeda.6472

Archomeda.6472

If you desire an individualized response, your best bet is to contact CS. Good luck.

Yeah, well… I might do that in the near future. There’s no harm in trying I guess.

I can really imagine how it could happen and what you said about norns makes sense, they are taller than all other races and then if the nameplate is based on something related to the shape there may be some issue there. Maybe when using that weapons your char’s shape changes in some way that causes that… not sure as I’m not a experienced game designer, hehe. I have never realized that myself and I don’t even have a commander tag, I’ll try to note that next time I see someone using it.

Maybe. I have no experience in game designing myself, so I cannot think of anything else that might cause this to happen. This problem also extended to the attunements during the battle with Scarlet previous LS. The icons were going up and down constantly, some of them going through the floor. I had to keep my eye on my buff bar in order to keep track which attunements I had, since I couldn’t see them properly on my character. So at least everything that is rendered on top of your head is combined in the same overlay.

You can also try this yourself: form a party with someone and let him tag you. This way you’ll see your own nameplate.

On the other hand, this bug may have been here all the time. I’m not sure anymore, since I only started noticing when a recent patch enabled the commander tag on your own screen as well.

Tags, etc are going downwards on 1st SB skill

in Bugs: Game, Forum, Website

Posted by: Archomeda.6472

Archomeda.6472

Just an update on this (after a month! time sure flies by), since I’ve had no reply and it’s still a major issue to me, so I will be a bit more serious. During a Tequatl run last Monday, I saw how big this issue can be. I volunteered to lead a zerg, so I put my tag on. But during the event, of course, while using the shortbow, caused my tag to drop down and it got cluttered with all the other people in such a way my tag was barely visible on screen. This caused some annoyances to some people (and to me as well).

I’ve thoroughly tested this issue on my ranger with my bows I had on my disposal that causes this problem:

  • Shortbow: skill 1, 2 and 4
  • Longbow: skill 2, 3, 4 and 5

Some note: I asked around if this was happening to other people as well (even without the commander tag, as your nameplate has the same fate), the result was that norns have this problem and sylvari don’t (FYI my ranger is norn). This seems to suggest that only norns (and maybe charr) are affected.
Another side note, I saw a norn warrior last night; he used a longbow skill (the name slipped my mind) and his nameplate was also affected and moved downwards. The same problem with my norn ranger.

So long story short, it seems that some skills on a long-/shortbow are affected by this bug on norns (and maybe other races), it doesn’t matter which profession.

I really would like this bug be fixed, because I didn’t buy a commander tag so that it is rendered half useless in zergs. At least an official statement from the devs would be nice, seeing as I’m the only one who responds to my own post , I know you say you read every post and I want to believe it, but it’s possible my post got burried so fast that it hasn’t gotten any attention yet. Plus I’m sure I’m not the only one who dislikes this render bug.

Tags, etc are going downwards on 1st SB skill

in Bugs: Game, Forum, Website

Posted by: Archomeda.6472

Archomeda.6472

This has happened since the most recent LS update previous Tuesday.
Every additional object that renders on top of my head gets moved downwards as soon as I use my 1st skill on my shortbow on a ranger. As far as I’ve tested, this is the only skill on which it happens, but there may be more that I don’t know of.
These objects include at least: commander tags, my name plate (according to other people, I cannot see my own name tag myself) and speech bubbles.
First screenshot is without using it, second one is with using the skill.

Tbh, it really looks like my tag is on my crotch and I cannot say I like it there XD.

Please say this can be solved in the next patch? That would make me feel comfortable again

Attachments:

We Shall Never Forget Lion's Arch

in Battle for Lion’s Arch - Aftermath

Posted by: Archomeda.6472

Archomeda.6472

Seeing that Lion’s Arch would most likely be not the same anymore in a few hours, I thought it would be nice to create a memorial video: http://youtu.be/SEyBMYDN1_A.

I’ve compiled all vistas + a bunch of other locations. Also a small meeting with my guild there at the end.

It took me some time to record and edit everything. I’m glad that it’s finished in time. I hope you enjoy it!

Mumble Link position incorrect

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Ah, that’s something I haven’t found yet in your source.

And yeah, about Overwolf, personally I don’t like it for various reasons that will take too much space in this post if I explain it.

Anyway, it seems you share the same thoughts as me with providing location tracking and everything that comes with it. And I agree that the plugin commands restriction is somewhat annoying to work around with, the only solution is to limit the commands, which is what I’m effectively doing (standing still shouldn’t send any new location information, since it’s useless). But yeah, it’s possible to join forces. At least if we could also add some information in the client itself directly (like I’ve already started working on), and not only in an web app through Overwolf. Shouldn’t be that hard, since most people play 1 game at a time, so it wouldn’t take up space from possible information about other games . Also, it would be fantastic to show locations it in the normal browser as well, for second screen purposes (which I like more than having an overlay).

Mumble Link position incorrect

in API Development

Posted by: Archomeda.6472

Archomeda.6472

It’s also completely implemented in CrossTalk including Server-Sent Events, soon switching to WebSockets.
It’s also on GitHub, so one might contemplate if it wouldn’t be more effective in joining me to improve one implementation instead of creating several, just saying.

I have seen CrossTalk, and although I haven’t tried it myself, I think it’s some pretty awesome stuff just to implement positional audio in TS. But that’s also the catch: I’m not implementing positional audio (also not planning to). What I’m doing is very specific for GW2 itself: provide GW2 location tracking information about other people on the TS server as you can see in the screenshot. I figured that this is a whole different usage concept than the one of your plugin.

Attachments:

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

I’ll decide whether disappointed or not, after the three other parts. So one more useless thread, I guess.

This. Now I’m off to play some Guild Wars 2.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

Dissapointment..nothing more to say

Wow, it’s been out for what? 30 minutes…I’d hate to be an ANET dev…players are harsh! Dissapointed before the events even begin!

That’s what you get when players are spoiled with 2-weeks content that are most of the time filled with more content than what it is now.

Lol a story that most ppl are tired of, were Scarlet is nothing more than a annoying character now after a year of patchs, 2 week content were you get 300 or 400 achivement points to do, a mob to kill and gem store items. I am not saying that all patches that came were bad cause half of them were nice but don´t tell me it was hard work to pack up those stuff cause that was not my friend.

You are now referring to things I haven’t said. What I meant is (@Moshari) that people tend to expect an equal amount of content or even more in each patch. And that people get disappointed (or will rage) without looking beyond the end of their own nose, when there’s a patch that has less content than traditionally.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

Dissapointment..nothing more to say

Wow, it’s been out for what? 30 minutes…I’d hate to be an ANET dev…players are harsh! Dissapointed before the events even begin!

Well they took 6 weeks to give you gem store stuff and a boss for pve zerg, if you are happy with it so be it.

Patience is a virtue, as they always say. Again, this is only the first of four patches.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

Dissapointment..nothing more to say

Wow, it’s been out for what? 30 minutes…I’d hate to be an ANET dev…players are harsh! Dissapointed before the events even begin!

That’s what you get when players are spoiled with 2-weeks content that are most of the time filled with more content than what it is now.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

Don’t forget it’s 2 months for the last FOUR patches. Did you really think they would go all-in in the first patch? I expect this patch is more like a build-up towards the next 3.

I think part of the complaint is that all the living story updates since the Molten Alliance stuff started have been “build-up.” It’s not unreasonable for people to expect each of these 4 final patches to be something special.

True, I can see your point. But that’s something ArenaNet is addressing in the next season. And they also have been very clear about 4 patches, instead of only 1.
Anyway, to answer the title: although I too had hoped more, this was what I had expected really.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

I simply expected for something out of the ordinary beside Gem store stuff, 1 patch that took 2 months and brought more of the same of those patches that last 2 weeks, and nothing for WvW? please, enough is enough.

I think just capitalizing the word isn’t enough. Let me put it up again.

Don’t forget it’s 2 months for the last >>FOUR<< patches. Did you really think they would go all-in in the first patch? I expect this patch is more like a build-up towards the next 3.

When i said 2 months i was refering to DECEMBER and JANUARY… the xmas patch not the 2 months for “scarlet to dissapear” time.

Well… that’s what I meant. I was referring to your 2 months if you didn’t know. But sorry if I wasn’t clear enough, so let me correct myself to proper English then: “It has been 2 months for the last four patches”.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

Don’t forget it’s 2 months for the last FOUR patches. Did you really think they would go all-in in the first patch? I expect this patch is more like a build-up towards the next 3.

But weren’t all patches before also a build-up towards the whole “now we know why scarlet did this and that” ?

True, but those had their own build up as well. Remember the Molten Alliance? It had 4 patches including the conclusion iirc, but it’s also a build up for the bigger story.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

I simply expected for something out of the ordinary beside Gem store stuff, 1 patch that took 2 months and brought more of the same of those patches that last 2 weeks, and nothing for WvW? please, enough is enough.

I think just capitalizing the word isn’t enough. Let me put it up again.

Don’t forget it’s 2 months for the last >>FOUR<< patches. Did you really think they would go all-in in the first patch? I expect this patch is more like a build-up towards the next 3.

New Patch - Expected or Dissapointment??

in The Origins of Madness

Posted by: Archomeda.6472

Archomeda.6472

Don’t forget it’s 2 months for the last FOUR patches. Did you really think they would go all-in in the first patch? I expect this patch is more like a build-up towards the next 3.

Untrusted Certificate for api.guildwars2.com

in API Development

Posted by: Archomeda.6472

Archomeda.6472

It’s valid according to my Firefox on Windows 7. Which OS or environment are you using? I recall something about Java not trusting the certificates from the API, but don’t take my word for it.

Mumble Link position incorrect

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Since most people tend to use a TL;DR version i think it’s totally ok in this case. If one wishes to see a further explaination, he could just hop over to the linked forum thread.

Agreed, that’s a valid point. We all want that nowadays, and if you are at least experienced in a language, you definitely should get the gist of it

The trick is that map_rect is given to you in a rectangle format that has been converted from x/y coordinates, causing the y-axis to be inverted. Instead of reading it as a rectangle [left, top], [right, bottom], it’s the axes [west, south], [east, north] where the x/y point [0, 0] is the center of the map and z<0 is above sea level.

If you prefer it, instead of going “1 – …”:

coord.y = (map_rect.y2 – y) / (map_rect.y2 – map_rect.y1) * (continent_rect.y2 – continent_rect.y1) + continent_rect.y1

Huh, it never occured to me that you could also see it that way. I will stick with the first one, since it’s easier with the way how I implemented the structs. But thanks for the explanation!

Mumble Link position incorrect

in API Development

Posted by: Archomeda.6472

Archomeda.6472

These are already over here in multiple threads – have a look at this one:
https://forum-en.gw2archive.eu/forum/community/api/How-to-convert-from-Mumble-to-Map-API-Coords/

I’ve added the formula to the german translation of the API docs back when i did the translation:
http://wiki-de.guildwars2.com/wiki/API/v1/event_details

Since noone seemed to adopt it, i’ve added it to the english wiki too (right now):
http://wiki.guildwars2.com/wiki/API:1/event_details

Looks nice! Although I’m not really sure about code examples in specific, it does its job to provide details of the conversion in just a few lines. And converting it the other way around should be easy to figure out too with this example. The only catch is that “1 – …” in the y-coords in my opinion.

API errors & bugs

in API Development

Posted by: Archomeda.6472

Archomeda.6472

I have also something small to report, while iterating over the maps.json entries, it occured to me that the Borderlands do not have their colors listed (map ids 94, 95 and 96). While the english ones have the name " Borderlands" (note the extra space), the spanish are worse: "Tierras fronterizas de ". Now I’m not spanish, but I think “de” can be read as something like “of”. So there’s definitely missing something here :p.

Thats not a bug. These names are just pre- and suffixes (depending on the language) for the current map name so that you just need to add the worldname to it.

e.g. my homeworld is “Ring of Fire”, so it would end up in “Ring of Fire Borderlands” – in spanish it would be “Anillo de Fuego” for the world, and the map would be named “Tierras fronterizas de Anillo de Fuego”

Oh wow, that’s on purpose then? Bit weird to do it this way though in my opinion. Oh well, thanks for clarifying it.

But wait, how do you explain the french one then: “Territoires frontaliers ( )”? That’s neither a prefix nor suffix.

(edited by Archomeda.6472)

Mumble Link position incorrect

in API Development

Posted by: Archomeda.6472

Archomeda.6472

@smiley: I tested it and it was correct, and I see the problem now thanks to Healix.

A while ago when I started to mess around with locations, I read somewhere that the z-axis of Mumble Link was inverted. Without looking further into it I used it again (just putting a minus on the z-coord, as you probably can see in the screenshots). But now I see that it is incorrect in some cases.
In the incredibly extensive formulas Healix wrote down, I noticed that it is still somewhat inverted, only in another way. This part was my problem:

coord.y = (1 – (y – map_rect.y1) / (map_rect.y2 – map_rect.y1)) * (continent_rect.y2 – continent_rect.y1) + continent_rect.y1

What I did comes down to this:
coord.y = (-y – map_rect.y1) / (map_rect.y2 – map_rect.y1) * (continent_rect.y2 – continent_rect.y1) + continent_rect.y1

I manually checked some random waypoint in Bloodtide Coast, and with that small change in the formula, it is now correct.

@Healix: Many thanks for your effort! I really appreciate what you’ve done to help me identify the problem. The way how my calculated coordinates were correct for most maps clouded my vision and let me believe the problem was somewhere else. Now I only have to implement it.

@smiley again: I will put it on my todo list. Since I’m just a novice in C++ I need to work out how I can POST to websites (also a settings screen in TS, but first the core features). Really, this is the first time writing something of this scale in C++. Having a background of C# and somewhat of C certainly helps a lot. I’ll post in the API section again when I’m ready to release it, although you can already check out the source on GitHub if you want.

EDIT: Just a random note regarding to this, wouldn’t it be easier to put these formulas on the wiki for easier access? I notice a lot of people are having trouble with the conversion between coordinates.

(edited by Archomeda.6472)

Mumble Link position incorrect

in API Development

Posted by: Archomeda.6472

Archomeda.6472

You’re correct about not being able to get the level where your character is at currently. But that’s irrelevant here. If I would forget parsing some levels specified in a specific map in maps.json, I would be missing waypoints, not waypoints/POIs that are slightly off (believe me, I encountered that already a few days ago when I only parsed the default floor and not all of them).

Let me explain something else too. The position of POIs/etc. are defined as 2D (x,y) coordinates only, which gives something like this:

{"poi_id":308,"name":"Astorea Waypoint","type":"waypoint","floor":1,"coord":[9955.92,
19833.2]}

The coordinates you get from Mumble Link, are defined as 3D (x,y,z). After some conversions to get it in the right units, you can compare the (x,z) with the (x,y) of the POI. The “y” in (x,y,z) is the vertical axis a.k.a. the height. I completely neglect that value when comparing, because I have nothing else to compare it with.
Long story short: I only compare the coordinates in a 2D field because that’s the only option that’s available.

Nevertheless, I appreciate your reply but I think the problem lies somewhere else.
My thoughts are: either the client writes incorrect positioning data to Mumble Link, or the API incorrectly defines the map_rect or continent_rect of Caledon Forest (because that’s what the units conversions depend on), or I am doing something horribly wrong. That’s why I really want someone else to try confirming this with their own code. This way the odds that my code is wrong will be significantly less than what it is now if I’m indeed correct about this.

Also, a small note, I went to see if the coordinates of the waypoints of Caledon Forest are incorrectly defined in the API, but I can confirm visually with the help of some snippet that Cliff made and the ingame map that those coordinates are correct.

API errors & bugs

in API Development

Posted by: Archomeda.6472

Archomeda.6472

I have also something small to report, while iterating over the maps.json entries, it occured to me that the Borderlands do not have their colors listed (map ids 94, 95 and 96). While the english ones have the name " Borderlands" (note the extra space), the spanish are worse: "Tierras fronterizas de ". Now I’m not spanish, but I think “de” can be read as something like “of”. So there’s definitely missing something here :p.

fixed

Nice , now I can actually read what it says :P.

(edited by Archomeda.6472)

API errors & bugs

in API Development

Posted by: Archomeda.6472

Archomeda.6472

I have a small note regarding to your RSS feed. My browser is not recognizing the feed when opening it (Firefox). The problem seems to be the Content-Type header your server sends. Try changing it from “application/json” to “application/rss+xml”.
On the other hand, although I’m not sure in which cases it can be useful, you did a good job there!

Mumble Link position incorrect

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Currently I’m developing a plugin for TeamSpeak to show some information about users who are online in GW2 using Mumble Link. This also includes a comparison with waypoint locations to get the closest waypoint nearby.

All well and fun, until I got a weird positioning problem while trying this out on my other character who currently resides in Caledon Forest. It seemed that the current position of the player was slightly translated to the north. Okay, no problem, maybe I messed something up in my code. So I used my test application to show more detailed information from the Mumble Link, but it showed the exact same problem. Although the plugin is written in C++ and the test application in C#, the odds I made an error is still significant, albeit a bit less. Then I went to The Grove, and surprisingly, everything is fine there.

I made two screenshots. The first is from Caledon Forest on top of Astorea Waypoint, the second is from The Grove on top of Caledon Waypoint. I surrounded the calculated distance (based on continent positions) with a red color. And as you can see, it seems to be 128 units off (funny, since this is exactly 2^7). If you can figure out my overusage of the textboxes, you can compare my character’s current continent position with the waypoint continent position fetched from the API.
One small remark on the screenshots though: you need to interpret the text directions as “character is <direction> of that waypoint / POI”, and not the other way around.

Now I’m still not sure if I made an error here (although the odds are really low since Lion’s Arch and Gendarran Fields also seemed fine last time I checked). So I’d like someone to confirm my problem here (or not) to see if this is an error on my or GW2’s end. If it ends up to be an error on GW2’s end, then I’ll try to hunt down more positioning problems in other maps aside from Caledon Forest.

EDIT: I went ahead and tried to list every map other than Caledon Forest with the same problem. My results are as follows: Queensdale, Brisban Wildlands, Caledon Forest, Mount Maelstrom, Timberline Falls, Dredgehaunt Cliffs, Bloodtide Coast and Hoelbrak all have the same offset of 128 to the north in continent units. Still no clue why since the other maps are fine (I did not try to list instance maps as there are simply too many).

Attachments:

(edited by Archomeda.6472)

FPS Loss since Very Merry Wintersday Patch

in Account & Technical Support

Posted by: Archomeda.6472

Archomeda.6472

Just to add something on this matter, yesterday I got a FPS drop as well in LA. Where I normally get around 30-40, it dropped to 10-15 or less (those FPS drops are normal in crouded areas, but it never went below 20, except WvW). The weird part is that it was totally random (to me). Some camera angles and locations caused the drop, while others didn’t. A note to that: I monitored my CPU and GPU usage, and (I cannot remember which one exactly) one had a lower usage than normal. So something wasn’t performing optimally.

It seems that it’s back to normal as of today. So I don’t know what exactly caused it, but for me it was just a matter of a reboot (a simple map transition didn’t solve it).

You may want to check that nothing else is running in the background that’s eating your CPU/GPU time.

Totally offtopic (also not saying this is your problem…), but this makes me remember playing A2 Racer II on a very old Win98 pc (also very long ago of course) while the computer randomly decided to check for a floppy disk. During this time (around 2 minutes I believe) the game would just stutter all over te place. I also remember myself continuously mashing the pc in the hope of it would stop doing that (how was a 10 year old supposed to know that it wouldn’t work? :P). Ohh, good times… although I think my parents weren’t happy about that…
Anyway, I stop here, otherwise I just keep on talking about unrelated stuff… (but hey, it can be funny right? (: )

w2z2 Trib Way Point Fix?

in Super Adventure Box: Back to School

Posted by: Archomeda.6472

Archomeda.6472

I can confirm that that mini cloud checkpoint also works properly now. Although I agree with Manuhell here. I was waiting for it being fixed, thus reading every patch notes, until I got sick of it and decided to do it again to see if they magically fixed it.

A lesson for ANet next time: provide more and better patch notes, especially bug fixes. Though I’m sure this is not the only time fixes haven’t been mentioned in the patch notes.

Hotfix in a suicide button.

in Super Adventure Box: Back to School

Posted by: Archomeda.6472

Archomeda.6472

Oh, that place. I also got stuck there once. I got out though by spamming V all the time. Sometimes you have a (very) small window allowing you to dodge. Combined with WASD you can get out after a couple of seconds to minutes.

SAB is coming to a close.

in Super Adventure Box: Back to School

Posted by: Archomeda.6472

Archomeda.6472

I’m actually glad it takes a break for now. It tends to get boring after a while (though I enjoy it a lot!). When the next world is released, it feels like something new again! I cannot wait!

No skins for me this time. Last time I got two staffs, two longbows and greatsword.

Farmed like 20+ trib weapons and did normal mode several times and no skin drop. .-.
2 of my friends got one from their 1st and 2nd chest. They hadn’t played GW2 in months so guess their hidden account MF was pretty built up.

With 30th of September looming around the corner. SAB is soon going to part ways from us once again until the 3rd installment

Is tomorrow the official date of departure? I couldn’t find confirmation of when SAB was going away. I only have 31 bauble bubbles and was hoping for a Super Warhorn Skin…

They always hide End Dates for some reason.

The end date should be the same date as the next update right? So that would be 1st of October (though the time of day varies all the time…)
And also, 20+ TM weapons? Are you insane!? :o
I thought I was already insane with 6xW1 and 2xW2 TM skins I farmed…

Can we buy weapon designs after sab2 closing?

in Super Adventure Box: Back to School

Posted by: Archomeda.6472

Archomeda.6472

Good to know! But may I know where you got that information from, Healix?

SAB Shortcut Eagle takes me to start of zone.

in Bugs: Game, Forum, Website

Posted by: Archomeda.6472

Archomeda.6472

Oh, shortcut wurm is doable. I’ve actually done that one successful a couple of times
Even on my laptop with wifi and a crappy AMD graphics card.

But shortcut eagle, yeah. I’ve nothing more to add. What Geekfox said pretty much sums it up: it trolls you. And actually, in my opinion a good thing. Otherwise you would skip like 70% or so of the level without any extra difficulty compared to the normal mode.

My guild chat is broken

in Account & Technical Support

Posted by: Archomeda.6472

Archomeda.6472

You both are not the only ones. I had the same problem since the update of last week. Try a combination of unrepresenting/representing, relogging and changing presence states. It somehow fixed it for me and a friend of mine.

Though you’re lucky you don’t have the exact same problem as the leader of my guild. He can’t receive any guild, party or whisper messages since the update, but he is able to send. He’s still waiting for support to provide a solution. And since he’s the leader of a guild, I say he definitely needs to get his chat back asap.

Chat code crashes server.

in Bugs: Game, Forum, Website

Posted by: Archomeda.6472

Archomeda.6472

Hah, Anet seems to have broken something with the chat. My guild chat is not working at all. It keeps saying “You are not in a guild”, while I am definitely respresenting one. And… as I cannot send, I cannot receive either.

EDIT: Nvm, I think I fixed it by switching presence states…

(edited by Archomeda.6472)

[Bug] EU events not updating (e.g. Scarlet)

in API Development

Posted by: Archomeda.6472

Archomeda.6472

I did read their responses but they are not very specific and thus could be interpreted in multiple ways. Besides there were a combination of factors that caused this, according to Stefan. Anyway it was just a long shot guess.

Oh, well… you’re right that it was caused by a combination of factors that we don’t know. I merely thought you were responding to my first post from a couple of weeks ago, without reading the updates below it, and therefore suggesting a problem based on that post. Sorry for that

Is this issue effecting every event on EU servers for everyone else?
By every, I mean not just the Scarlet events…
I’ve halted my development of a realtime dynamic event map for the moment as most events do not update on the API in realtime (e.g. champion dead before event state changes) or don’t update at all.

Yeah, it seems it is affecting every EU event, on high load:

We have located a part of the API system which is vulnerable to missing event updates from EU during high load periods. There was a combination of factors that caused this to be particularly bad yesterday. I have a plan to fix this problem and will as soon as I can.

Whether this being a high load on the API or game servers, I do not know, but I guess it’s the game servers.
I think I will update my first post or title to reflect that it’s affecting every event, instead of only the Scarlet events, as it seems to confuse people.

[Bug] EU events not updating (e.g. Scarlet)

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Hey!
And just as I was typing this, the API updated with Mount Maelstrom as failed, but Bloodtide Coast is still listed as active.

I am not sure but could this be also due to the overflows that still have the events on while the main server has already completed them?

Overflow servers are simply not available through the API; only the main servers are listed. And it would be weird for the API to take an overflow into account for one main server, as some overflows may simply be another main server. Linking this somehow is just impossible, as, theoretically, every server could be linked then…
Also, I think you missed everyone’s responses here (including from the developer Stefan).

[Bug] EU events not updating (e.g. Scarlet)

in API Development

Posted by: Archomeda.6472

Archomeda.6472

The fix is prepared. My goal is to be able to release updates and fixes with reasonably fast turn-around. But due to some process changes we are implementing internally, I need to get some infrastructure setup first before I am able to get this released. I expect updates going forward will be roughly on a two-week cadence, similar to our content releases.

Good to know the fix is prepared. I cannot wait!

I’m not sure about others, but until this is fixed how can we reliably develop tools to use the API. I am currently in the middle of a major overhaul to my applications as, as a result, I can’t test it as the results I’m getting back for event state information in so inaccurate right now, I can’t do any reliable testing. Are you saying we will have to wait until the next patch/update before this is fixed or will it (hopefully) happen much sooner.

Uhm, I don’t want to sound mean or something like that. But in the programming world, it’s best practice to seperate your application/classes from dependencies for better code testing and maintainability. E.g. here, you can use static sample data you get from the API once, instead of constantly polling the servers for test data. This ensures you are not dependent on the Guild Wars API servers while running your tests (as they can go offline at some point, they can give unreliable results (like now), there’s no internet connection available, etc.).
I’m mostly speaking from OOP experience here. I know setting up something like this can be hard, depending on how your environment is set up. But hey, if you’ve never tried it, it’s something new to try out

Glitch or daily??? [SAB Glorious chests]

in Super Adventure Box: Back to School

Posted by: Archomeda.6472

Archomeda.6472

Those chests are daily and account bound now.

Hidden lava passage under cp leads to...?

in Super Adventure Box: Back to School

Posted by: Archomeda.6472

Archomeda.6472

So… I was trying to find out why a path there was lead out in the lava in TM W1Z1A2 underground (as you most likely found out if you played TM). When I was trying to get a better view I found out that a path leads to somewhere under the second checkpoint (you get a better view of the path itself here: http://i.imgur.com/jj7IhHv.jpg).
But at the end… there’s nothing?
I’ve already tried digging and bombing. It is entirely possible that I’m missing something, but I do not know what. Have some of you tried this already?

And in case there IS nothing: I do realize this is TM (and I really think it is fun!), but seriously… This keeps you thinking there’s something at the end, spending some hours to get there successfully, while there’s actually nothing? That goes a bit too far in my opinion :P

Total Disaster Time?

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Maybe this answer is related to the problem?

[Bug] EU events not updating (e.g. Scarlet)

in API Development

Posted by: Archomeda.6472

Archomeda.6472

Awesome! Thanks for getting onto it so quickly!

[Bug] EU events not updating (e.g. Scarlet)

in API Development

Posted by: Archomeda.6472

Archomeda.6472

I noticed something odd : no US server has inaccurate events status for the Invasion.

That’s… weird… I wonder if every event is more accurate on US servers… and if it’s only the EU servers that’s affected by this.

EDIT: Yup, I can confirm this (at least for the result I got now). At this time of editing (02:52 CEST) Iron Marches has 14 incorrect servers, of which none are US servers. You can take a look for yourself: http://db.tt/K02PVurw (the server details are clickable, doing so will give you nice report of the server states).

(edited by Archomeda.6472)