User talk:Daveh

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Note: Feel free to leave me a message here or e-mail me at dave@uesp.net.

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Archive 1: 2007
Archive 2: 2008
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[edit] More Blog Stuff

After spending some time working on fixing up the blog to be reusable again, something has been aggravating me about it. It doesn't look like the UESP. I'm talking about the skin for that portion of the site, it doesn't match the site's scheme. It's taken quite a bit of effort to clean up the things I can, but the style issue with the skin appears to be outside of my ability to rectify. While I understand if it's been a while since you've touched it, anything you can do to help me with this will be greatly appreciated. --AKB Talk Cont Mail 04:29, 11 January 2014 (GMT)

Yes, that skin was just a quick one I did to get it up and running in the beginning but never went back to look at it. I assume something that matches the design of the wiki would be preferred? -- Daveh (talk) 18:37, 12 January 2014 (GMT)
Absolutely, it's actually one of the first things I here about when I bring about the blog: "Why doesn't it look like the wiki?". If that were to be remedied, it would fit with the rest of the site so much better than it does right now. And before I forget to mention it at a later time, B2evolution has updated itself quite a bit since the last time the software has been updated. The current release version is 5.0.6, while we're on 2.4.7. While it's not a priority at the moment, as I think we both have more pressing things to work on right now, it is something to look into doing. --AKB Talk Cont Mail 18:47, 12 January 2014 (GMT)

[edit] Vector Skin

Just thought I'd let you know that there are no ads displayed at the bottom of the screen in the Vector skin.

On a more "FYI" kind of note, having played with it, I think the easiest way to get parts of Vector to follow our colour scheme is going to be to replace the graphics in the Vector subdirectory itself. Otherwise, we end up overriding a ton of CSS instead of only a few image files. Whenever I do that, I'll add it to the list of things to do during an upgrade. Robin Hood  (talk) 21:13, 2 February 2014 (GMT)

Yah...I'm actually looking at upgrading to 1.22 shortly. Most of the ad code is manually added to the skins/MonoBook.php file and will have to probably be manually added to the Vector skin file as well (unless I can find a better way). -- Daveh (talk) 22:02, 2 February 2014 (GMT)
Was thinking...the best way to modify the skin would be to copy it and make changes on a custom skin. That way we're not editing base MediaWiki files and won't have conflicts when upgrading. We'll still have to merge changes in. I'm thinking I may try to do that with MonoBook and the 1.22 upgrade if its not too difficult. -- Daveh (talk) 00:28, 3 February 2014 (GMT)
Good idea. I'll look into that on my testing wiki and see how easy it is. Robin Hood  (talk) 01:10, 3 February 2014 (GMT)

[edit] Suggestion: install the Semantic Mediawiki Extension

Hi Dave, since you own and operate the server, would you please give your opinion on my suggestion: UESPWiki:Community_Portal#Suggestion:_install_the_Semantic_Mediawiki_Extension? It won't work without you. --◄mendel► (talk) 04:30, 12 February 2014 (GMT)

Thank you for your response. I put off looking at the Guild Wars 2 wiki for my reply, but I finally got around to it and posted a reply. Nothing earthshaking, I'm afraid. :-/ --◄mendel► (talk) 15:43, 23 February 2014 (GMT)

[edit] An email

Hey boss, just wanted to let you know that I sent you an email the other day. Thought I'd mention it here as well so that you know it's not some random spam or anything.   :)

Thanks, Enodoc (talk) 20:40, 17 February 2014 (GMT)

[edit] Export ESO Map Tiles

Hey Daveh, you mentioned here that you exported all the map tiles of ESO. Excuse my question but how did you do that? Did you develop a program for exporting the map? We are currently working for some time on a German version of an ESO map (like we did for the other games) and have to screenshot every area many times to make out of many pictures one map of the area. It's kind of an enormous effort for us. Alone Cyrodiil are over 110 screenshots which we are trying to match to make a whole out of it. You can imagine that it lead to a lot of inaccuracies. Therefore we are kindly asking on a way to make this a bit easier for us...maybe you found a way, we didn't yet. Thanks for every hint. --Deepfighter (talk) 12:03, 2 March 2014 (GMT)

Our ESO map went live quietly this weekend although it is still very rough with lots of work left on it. The map tiles we extracted from the game data files. We don't have that information or utility on the public wiki yet but if you e-mail me I can get you that information (it will be public soon). The one thing we haven't found in the raw data is the actual location data which we are just entering by hand. -- Daveh (talk) 11:52, 3 March 2014 (GMT)

[edit] ESO icons (specifically reagents)

Hi Dave, I've been adding some of your extracted icons to the wiki, but I've found a few that are missing. These are:

  • icons/crafting/flower/dragonthorn_r1.png
  • icons/crafting/flower/ladys_smock_r1.png
  • and anything at all to do with Blessed Thistle.

Unfortunately, the r2 and r3 icons for Dragonthorn and Lady's Smock do not match the ones used in the game which is why I'm guessing it's the r1 icon that's needed. Blessed Thistle just plain doesn't exist - it's not in icons/crafting/flower or icons/crafting/plant.

Just letting you know so you can hunt them down. Thanks! baratron (talk) 22:34, 3 March 2014 (GMT)

Update: I might have found the Blessed Thistle icon in icons/crafting/cloth/serrated_leaves.png, but I'm not certain since I don't have the best screenshot of it in the game (See above). Also, I've no idea what an alchemy ingredient/reagent would be doing in the section for Clothing materials. baratron (talk) 23:00, 3 March 2014 (GMT)
Yah, I just found that same one. I'm extracted the game data from the last weekend's beta in case those icons were updated. It could be that the missing icons don't have a filename assigned to them so they would be in the un-named raw files which I'll browse through quickly to see if I spot them. -- Daveh (talk) 23:03, 3 March 2014 (GMT)
Further update: The Lady's Smock icon appears to be in icons/crafting/forester/potion_sp_names_001.png while the Dragonthorn icon is icons/crafting/forester/potion_sp_names_002.png. I'll upload those now since I'm certain of them, but I don't have a good enough screenshot of Blessed Thistle to be certain it's the serrated leaves. Anyway, it looks like the problem is with the programmers naming files oddly/putting them in odd places rather than with your extraction tool, which is good news :) baratron (talk) 23:22, 3 March 2014 (GMT)
I took a quick look in the files from last weekend's beta and didn't see anything different. Chances are the ESO devs use an editing tool to select/assign icons so some mismatch of icon filenames and actual usage is to be expected. -- Daveh (talk) 12:21, 4 March 2014 (GMT)

[edit] Beta 0.18 Images Update

Looking at the patch notes for this weekend's beta (v0.18), a number of images have been updated. Notably, the maps for Cyrodiil and some of the dungeons have been changed. (On a side note, the map for Ebonheart (the city) was missing from the previous load of images, so that one needs to be found as well.) Also, the patch notes mention changes to the UI art and some of the icons. Would you be able to go through the files and re-extract the maps, icons, and uiart so we can upload the new versions? Thanks! --Enodoc (talk) 00:14, 12 March 2014 (GMT)

I patched today and will extract and re-upload the images tomorrow. -- Daveh (talk) 00:31, 12 March 2014 (GMT)
Oh, good. Hopefully the icons haven't changed TOO much or my work over the past few days might've been premature. Is there also any easy way to match icon names to items? I've been either guessing or checking other sites, neither of which is necessarily reliable. Anyhow, I'm going to stop doing anything with icons until the new ones are up, in case things have changed at all. — TheRealLurlock (talk) 00:49, 12 March 2014 (GMT)
All we have is the image filenames at the moment. I haven't found anything that would link a specific item to its icon though there is the GetItemLinkInfo(itemLink) LUA AddOn function which returns an icon name among other things (I'll check this when the beta starts). As you noticed, however, the filename doesn't always match the image's actual use. -- Daveh (talk) 01:29, 12 March 2014 (GMT)
FYI...I've posted the image links in the UESPWiki:Community_Portal#Beta_Weekend_.28March_14.29 topic. -- Daveh (talk) 17:17, 12 March 2014 (GMT)
That's great, thanks! --Enodoc (talk) 19:52, 12 March 2014 (GMT)

[edit] Achievements in uespLog Addon

I recently discovered the uespLog Addon, which I plan to install for my playthrough of the beta this weekend. Could you please consider having it also record any achievements that the user gains? I've been working on Online:Achievements and would really appreciate if this addon could record achievements so that the page can be verified and updated if needed, especially since most of the information I had to work with was from earlier builds. -Thunderforge (talk) 17:47, 14 March 2014 (GMT)

See the latest (v0.05 or better) version of the addon which adds the /uespdumpachievements command which outputs all achievement data that I could find to the log (579 achievements, 615 rewards, and 790 criterias). Hopefully you can understand and use the output format. -- Daveh (talk) 21:03, 14 March 2014 (GMT)
Thanks for letting me know. Perhaps you could add that to the list of things it records on uespLog Addon? -Thunderforge (talk) 04:51, 16 March 2014 (GMT)
Ah, I see it's on the list of chat commands you can do. I was expecting to see it under the "Data Logged" section. By the way, I appreciate the sentiment about being able to understand the output format, but I'm not going to be able to work on the data further since I don't think I'll have the time or money to continue playing any time soon. Hopefully someone else will be able to take up the task. -Thunderforge (talk) 05:00, 16 March 2014 (GMT)

[edit] Location IDs in ESO Map

So I was adding some area sections to the Tamriel map, when I ran into a snag. I can't seem to figure out what the "Location ID" for a given world is. Clicking "Edit World" gives you an "Internal ID", but this is completely different. The "Parent Link" links DO seem to use the Internal ID of their parent world, but trying to link to a child world uses a completely different ID which doesn't seem to be displayed anywhere. Do you have a list of those IDs somewhere? Or is there some alternate way to find them? Clicking the "Link to Current Map" thing doesn't work either, because you see that same Internal ID in the URL, but not the World ID. Oh, and while I'm at it, the link to Eastmarch on the sidebar doesn't seem to work, probably because you spelled it "East March". Pretty sure it's always one word. I'm not sure if it's possible for me to fix that, might have to be done on your end. There's a couple other minor erroneous links on the list, but that's a big one. I may try to draw up a complete list of bad links later. — TheRealLurlock (talk) 16:52, 26 March 2014 (GMT)

The World ID is different from the ID for a map location. WorldID sends you to the World, while the InternalID is to specific map locations. What we have been doing is creating a dummy location, one with no name or icon, in the center of the map you want to link to. Then, on the map icon from the parent map, use the Internal ID of the dummy location as the destination ID. That will send you to the dummy location and thus the intended map. The WorldIDs only apply to the main map and zone maps, not to any of the other maps. Jeancey (talk) 17:18, 26 March 2014 (GMT)
Ugh - that seems hackish. How would you go about editing or finding such a dummy location? I mean, for all I know somebody already created them for each location, but I have no way of knowing that - unless there's a way to see a list of all locations in a map, even if they're invisible? — TheRealLurlock (talk) 17:32, 26 March 2014 (GMT)
It's really only been me and Daveh doing it, and when we create them, we link them to the map icon. So if clicking the map icon doesn't take you to the correct map, then there likely isn't a dummy location. There really isn't any harm in creating a second dummy location anyway. Shouldn't hurt anything. Jeancey (talk) 17:46, 26 March 2014 (GMT)
Its one of the those things that seemed good initially but didn't work out well and I haven't had time to go back and fix it or put in place the ability to see "invisible" location markers. At the moment the only way to easily find their ID is to find another location that teleports to them and copy that destinationId. If you can't find one then I would just create another invisible location as a teleport destination. Better ideas for this would be appreciated...the only thing I've thought of is to us positive IDs for locations and negative IDs for worlds as destinationIds (i.e., 702 would teleport you to location #702 while -601 would teleport you to world #601). Or just add another field for specifically teleporting to a world. -- Daveh (talk) 17:47, 26 March 2014 (GMT)
Actually, the negative ID seems like a nice way to go - at least there's a clue of how to find something, rather than just some arbitrary number that you'd never guess unless you created it yourself. Anyhow, I've created the outlines for all the missing Zones (including links to Coldharbour and Tamriel from the Mundus map). I'll hold off on linking them until you've come up with a more long-term solution to this. Did you look into the Eastmarch map? Can't seem to find that one from anywhere. — TheRealLurlock (talk) 18:09, 26 March 2014 (GMT)
Eastmarch was mispelled in the grouped map list. Fixed this and added a link from Tamriel. There are also two maps I noted missing from the last beta (Lady Llarel's Sheler, Cathedral of the Golden Path) that I have yet to add the map tiles for. -- Daveh (talk) 18:21, 26 March 2014 (GMT)
I've found a bunch of missing maps - I've been adding the NeedsMap template to their pages, so this category should contain all of them. I've got a bunch more maps I haven't uploaded because they don't match the names of any locations I can find, but it's possible that some of them are the ones we're looking for, just with the wrong names. — TheRealLurlock (talk) 18:32, 26 March 2014 (GMT)

() I've made the change that a location's destinationId can be negative to jump to a world. I've tested a few but haven't changed most locations that would/should use this yet. If there are any issues with this working let me know. -- Daveh (talk) 15:10, 27 March 2014 (GMT)

Agh, thought it wasn't working, but apparently after you refresh the page it does. I did manage to get things working the old way in Bangkorai after some trial and error, but I guess that's not needed anymore. There's now two invisible nodes called "Dummy" in Bangkorai. I'd delete them if I could, but - well, that's why I thought that method was dicey in the first place. You can find them by searching for "Dummy", but there's no way to edit them to get rid of them. (I'm not sure what you called your other dummy nodes - they could probably be done away with now as well since this new technique works.) — TheRealLurlock (talk) 15:39, 27 March 2014 (GMT)
I put "teleport dest" in the description of all of mine. Once we can actually delete locations and edit invisible ones I'll go through and clean up things. Having a few unused locations is not a big deal as the system is meant to handle many 1000s of locations. -- Daveh (talk) 15:41, 27 March 2014 (GMT)
Okay. It's just that I hate leaving clutter lying around. Anyhow, the new system is infinitely better. I just linked up all the existing zones in minutes. Way easier than messing around with invisible nodes. One way you might be able to access the invisible nodes is to temporarily replace the "None" graphic with a small, easily visible graphic so you can access them and delete. Then change it back after. Once we switch everything over to the new system, there should be no more need for invisible nodes, so having a way to access them isn't strictly necessary. (Perhaps you might make it impossible to create any more of them so as to avoid the issue coming up again.) — TheRealLurlock (talk) 15:54, 27 March 2014 (GMT)

[edit] ESO Addon

Is there any way to allow the monitor to save a backup copy of the file before it deletes it? I like to look through the data, cause some things can't be easily parsed by the software (for instance, book icons never made it into the uploaded data, but were still in my own data). I'd like to keep a backup of the data just in case. Is that possible? Jeancey (talk) 18:57, 27 March 2014 (GMT)

Yup...good idea. I can have it append data to another file. Since this file wouldn't be loaded by ESO we can let it get as big as we want. -- Daveh (talk) 19:11, 27 March 2014 (GMT)

[edit] Cyrodiil Map Crashing

Okay, I was editing the Cyrodiil map, and starting to use the Path tool to add in lines for the Transitus network, and I'm afraid I've broken something, because my screen suddenly started glitching out and going crazy, going to blue-screen death after about 5 minutes of that. When I rebooted, I tried again, and it crashed the browser instantly. I had to kill my tab session just to get the browser to run again. (I keep a lot of tabs open - maybe too many, but whatever.) Anyhow, I can't do any more work in Cyrodiil, as even looking at the Cyrodiil map now crashes the browser every time. Does it work for you? If not, is there a way you can go into the data manually and remove the corrupted data? There's just two one-leg paths currently, between Chalman Keep and Arrius, and between Chalman and Dragonclaw. If we can't show the Transitus paths there, that's okay. But you should definitely look into what's causing this crashing problem as it seems quite serious. (Anything that consistently crashes the browser, or worse, crashes the entire computer, that's got to be something major.) — TheRealLurlock (talk) 04:46, 29 March 2014 (GMT)

Strange...everything works for me on the three major browsers (Chrome, FF, IE) on Windows 7 (64-bit). What browser/system are you having the problems on and is it happening on other browsers? Is it happening when you view the map or when you try to edit the paths? Can anyone else replicate this? -- Daveh (talk) 13:20, 29 March 2014 (GMT)
Well, after letting my computer rest overnight, the problem seems to have gone away. Maybe it was just overheating, and something on that page was just too much for it. I hadn't used the Paths tool before, and it seemed like possibly more than a coincidence that it was immediately after I started playing with it that things started going wonky. And I had no problem viewing any other maps, it was just Cyrodiil that crashed. Looking at it now though, there is another problem I've noticed. I saw this before with the Area tool, but it's possibly worse here. The click-and-drag behavior on the map to pan around is disabled whenever you're within the bounding box of any Area or Path. It didn't matter as much with Areas because they're generally close enough to rectangular that the affected area is fairly small. But when you have a path line which is on a diagonal, its bounding rect covers a large area, making it impossible to click-and-drag anywhere in that rectangle. If I were to finish doing the Transitus network the way I've started it, almost the entirety of Cyrodiil will be covered by the bounding boxes from the various lines, and click-and-drag will be nearly impossible on the whole map. Also - I can't seem to edit the lines I've already created in order to delete them (or anything else). This may be a problem with dealing with paths that have only one segment? I'm on Windows 7 as well. I usually use Firefox, but I just tested this in Chrome with the same results. — TheRealLurlock (talk) 13:37, 29 March 2014 (GMT)
Yes, I noticed the similar problems. If you SHIFT+CLICK exactly on a line you can edit it but with a line width of 1 it is a little tricky. The not being able to drag in a path is a bug...it should only do that for paths that have a destination (will have to think about how it should work). I would hold off making any more Transitus lines until we are sure it will work correctly.
Thinking about it a bit...paths have a number of issues that you noticed that areas don't have that I didn't think about originally. I would hold off on making any paths, especially large ones, until I have time to improve the path system (mainly how it interacts with the mouse). -- Daveh (talk) 14:10, 29 March 2014 (GMT)
Okay, so I was able to delete the two lines I made with some difficulty. (Even the 2-pixel line wasn't easy. That's possibly going to be a problem.) I remembered seeing one other map with Paths on it - I thought it was Stros M'kai, but if it did exist, it appears to have been since deleted. I'd already decided to hold off on doing anything more with them until you had a chance to work out the kinks. It might also help to add a simple "Line" feature, just a Path with only one segment. "Paths" really isn't applicable to something like the Transitus network, but it was the closest thing we had. In fact, if we could get them to just be directly connected to the nodes themselves, I could just say "Hey, Fort Chalman, you're connected to Fort Arrius", and it would automatically draw a line between the two nodes, rather than having the line be a separate thing. Then the line wouldn't even need to interact with the mouse. If you want to edit it, you'd just go edit one of its end-nodes. Anyhow, just some ideas, not sure how feasible they are. Oh, and would it be possible to add color-coded icons for the Alliances? Only a few would need it, and only on the Cyrodiil map - Keep, Temple, Border Gate, Artifact Gate, Outpost, Mine, Farm, and Lumber Mill. Just add a red, yellow, and blue version of each for the Alliances. The icons already exist in the gameart\compass folder. Obviously they can change, but the map would represent the starting colors. — TheRealLurlock (talk) 15:11, 29 March 2014 (GMT)
Adding the icons is no problem...I'll try to do it today. -- Daveh (talk) 15:20, 29 March 2014 (GMT)

[edit] Comments on the map

  • I like the idea of moving the drop-down list to the top instead of permanently wasting space on the sidebar, but there's one problem with it. When you use a narrow browser window (which I'm doing because I have a second window open for source material, but others may have to if using non-widescreen displays), the "Map Key/Help/Discuss/UESP Home" buttons end up on top of the "Edit World/Add Location/Add Path/Add Area" buttons, and you can't press them. I annoyingly had to stretch the window just enough to catch an edge of the "Add Location" button (which is the one I use most) and still leave room for my other browser window on the side.
  • The Covenant's Mine icon is slightly smaller than the Dominion and Pact versions. Looking at the folder I see that this is the case even in the original graphics, so I guess it doesn't matter. I could probably whip up a full-sized version by color-shifting one of the others to match the hue if we want them to match.
  • The yellow text doesn't show up very well against snow, so northern Cyrodiil and Eastmarch text is hard to read. Not sure what to do about this, other than allowing editors to choose the text color, but we'd have to lay down some standards for what colors work best. (Also, yellow is kind of the Dominion's color, so might be considered biased? Maybe something neutral like green - the color we've been using for Cyrodiil - would be better, and also probably show up better all around. If we don't want to allow different colors, maybe just make them all green, since that's sort of defined as the "neutral" color.)
  • The "Display Name" shows up on the top bar now, which is good, but the name you see in the drop-down list is often wrong. I think the drop-down list should use the Display Name if possible.
  • I noticed you were concerned about duplicate maps - there's more than one set as I noticed when uploading all the files for the wiki. I wouldn't worry though, as the internals are bound to be different. Locations of treasure, Skyshard, etc. So even if they're using identical graphics, it's okay.
  • There are a number of maps that are listed in the drop-down but can't be clicked on. Possibly due to spelling errors? I just noticed "Storm Hold" in Shadowfen doesn't work - again I think that's supposed to be one word, "Stormhold". I'll try to get a complete listing of non-functional links at some point.
  • I noticed there seem to be different style maps in each zone - 3 per zone (including Cyrodiil) and all associated with the Dolmens. It helped for identifying which Dolmen is which, but otherwise - I'm not sure if these ever appear in-game. Can anyone confirm what these are? Should they be linked from their respective Dolmen nodes?
  • Do the PVE zones directly connect to Cyrodiil? The Dominion and Pact areas do directly border on it, but the Covenant does not. I noticed also some Wayshrine icons at the Border Gates - do these function like other Wayshrines, and should they be added to the map? Can one simply walk into Mor... Cyrodiil? Or out? Likewise, I'm not sure exactly how Alik'r connects to the other Covenant zones, there aren't any obvious roads like at all the other borders. I'm guessing the docks at Sentinel and/or Wayrest are involved?

TheRealLurlock (talk) 21:23, 29 March 2014 (GMT)

Good points...thanks:
  • I'll figure a way of making this fit nicely into a thinner window.
  • I tried manually resizing that icon but the line thickness makes it look different so I just recolored one of the other ones just now...looks better.
  • I'll play with label colors a bit starting with green and see how it looks. Another option would be to have no label text and just use the hover tooltips.
  • On map names...the "grouped" list is currently hard coded so if there is a "bad" name it won't show a map world. I'll go through and double-check it for errors. The alphabetical list is dynamic and shouldn't have the same issue.
  • There are a bunch of maps that were probably created but no longer used in the game. We can disable these maps at some point to hide them.
  • Not sure about the PVE zones and Cyrodiil. I'm guessing that you can teleport to the Wayshrines in Cyrodiil at anytime just like any other Wayshrine.
-- Daveh (talk) 21:44, 29 March 2014 (GMT)
Try the changes I just did to try and make the top buttons wrap/fit better in a thinner window. It seems to work for me in Chrome/IE/FF but with all the various cross browser/system compatibility things I've run into I always figure it will break for someone else. -- Daveh (talk) 22:41, 29 March 2014 (GMT)
The map group list should be up to date now. If you wish to check it you can open the browser console and enter "g_GameMap.testGroupMap()" to list any invalid or missing map names. -- Daveh (talk) 23:11, 29 March 2014 (GMT)
Just as a note, the maplink from the wiki currently doesn't work at all because the locations aren't all in the same map. It currently tries to do centeron=pagename/mapname but then cannot find the location on the default map (which is Tamriel). Since every location in ESO has the zone in the place summary template, is there a way to link the maplink template to the map using that zone name? In any case, we likely need to redesign the maplink template to work with the large number of separate maps present in ESO. Jeancey (talk) 23:19, 29 March 2014 (GMT)
Been thinking about this and I think something like:
             esomap.php?world=zonename&centeron=placename
would work. I'll have to implement the centeron parameter but it shouldn't be hard (famous last words). -- Daveh (talk) 23:22, 29 March 2014 (GMT)
As far as the template goes, it shouldn't be too hard to incorporate a world/zone parameter, but I'm wondering if we should create a separate template, much like the other Online templates, in case other differences crop up. (Scratch that, there already was one I wasn't aware of.) Robin Hood  (talk) 00:07, 30 March 2014 (GMT)
I've got the first run at the centeron parameter up so people can play with it. Only tested it with a couple of places but seems to work for those well enough:
               {{Map Link|world=Cyrodiil|place=Sercen|ns=Online}}
               (map)   
This assumes the place names in the wiki match the world names in the map. I believe currently it is an exact match for both names but I can change it to case-insensitive if needed. -- Daveh (talk) 00:31, 30 March 2014 (GMT)

() Oh my god, thank you for putting in those default values for things, I just noticed that. Like it can even tell if you use the word "Wayshrine" in the name and automatically pick the right icon and no label, etc. And changing the default color values for Areas, not sure what else. That's such a time-saver. I just think about how many times I retyped those same numbers over and over again... We may have to come up with some universal standards for what items show at what zoom levels. I've been doing 8 by default, and 9 for things like Skyshards, although I got a little more creative on the Cyrodiil map since it's so big. It may be we want to raise those up by one, however, maybe 7 or 8 for cities (or anything with an Area map) and Wayshrines, 9 for dungeons, etc., 10 for Skyshards, Mundus Stones, crafting sites, Dolmens, etc., 11 for resources, treasure maps, lore books, etc. Just for out in the world. In towns, the numbers would probably be smaller. — TheRealLurlock (talk) 03:45, 30 March 2014 (GMT)

[edit] Online Namespace Move

Mind providing feedback to this conversation? For things that should be done, this is perhaps the worst timed thing imaginable, but I do believe it is a necessary move. --AKB Talk Cont Mail 04:16, 30 March 2014 (GMT)

[edit] Temporary Admin Promotions

And while you're looking at the Admin Noticeboard anyway, can you also consider Damon's proposal to snowball the temporary admin proposal and give them their rights now, rather than waiting until after relase? Thanks! Robin Hood  (talk) 06:34, 30 March 2014 (GMT)

Done...was meaning to do this yesterday but forgot. -- Daveh (talk) 10:24, 30 March 2014 (GMT)

[edit] First or Third Person

Hey, I'm new here and I was wondering, does this Wiki require that users write articles in third person (such as Dragonborn, Hero of Kvatch) instead of first person (you, I)? Because I saw some articles on here that were written in first person, and since I'm from the Elder Scrolls Wiki, where that is not allowed it got my attention. But I didn't want to remove it if the rules work differently here. Thanks. Zippertrain85 (talk) 16:19, 30 March 2014 (GMT)

In general first person is strongly discouraged as mentioned on Policies_and_Guidelines so feel free to rewrite things in third person if you happen to find any. -- Daveh (talk) 16:22, 30 March 2014 (GMT)
First person is discouraged (I) but we typically use 2nd person rather than third actually in gamespaces (you). Jeancey (talk) 16:31, 30 March 2014 (GMT)
(edit conflict) I think some pages are also in second person (you), and there's probably too many of them to swap over at once. As long as the page is consistent, it's alright, but I don't think anyone would complain about someone changing that. Vely►t►e 16:33, 30 March 2014 (GMT)

[edit] Hey there

Since you're apparently the only editor who is currently active and has blocking ability, would you block this spambot please? --Nocte|Chat|Look 10:51, 1 April 2014 (GMT)

Done...thanks. -- Daveh (talk) 10:54, 1 April 2014 (GMT)

[edit] A couple add-on notes

It appears that the addon is no longer collecting the health of the target. Is it sending this info and just not recording it? Or is it no longer possible to gather this info? Also, the Ayleid Ruin label on the Online map is misspelled. It currently reads "Aylied Ruin". Jeancey (talk) 21:52, 3 April 2014 (GMT)

I assumed this function was removed from the API but I haven't tested it. Will confirm when the game comes back online. -- Daveh (talk) 22:00, 3 April 2014 (GMT)
They are back now. :P Jeancey (talk) 22:04, 3 April 2014 (GMT)
Yup...confirmed they are working. Class/race still return nil for NPCs though...:( -- Daveh (talk) 22:12, 3 April 2014 (GMT)

[edit] EU Guild

I've set up a UESP guild on the EU server in order to claim the name. Don't know if you're bothered downloading the EU launcher, but message me @Legoless if you create a character to get rank. —Legoless (talk) 22:28, 3 April 2014 (GMT)

[edit] Problems with some map links

Been having a problem with this page: Online:The_Lord. The map links for Stormhaven and Deshaan don't work properly. They take you to the correct zone, but don't focus on The Lord icon there. The Grahtwood one works fine however. I've tried several things, including splitting the page into separate pages, changing the order, deleting and recreating the icons on the map, but nothing works. Is there a problem with having 3 identically named locations in 3 different zones? Because it has no problem finding the zone. I'm thinking it may be zooming into the coordinates of the Grahtwood Lord stone, but on the wrong map? Or perhaps it's zooming to those invisible dummy nodes in Stormhaven and Deshaan - I don't know where you guys put those, but I'm pretty sure Grahtwood doesn't have one, because I think I linked that one myself with the negative-number trick. However, other map links to these zones work fine, so that's maybe not likely. Oh, and on a related note, when searching the map for something with the word "The" in it, it won't find it. E.g. if you're looking for The Lord stone, you have to search for just "Lord", not "The Lord". (And "Lord" turns up a couple of other results as well.) Given that at least with Mundus Stones, people are likely to attempt to search using the word "The", it seems wrong that this doesn't work. — TheRealLurlock (talk) 20:10, 5 April 2014 (GMT)

Okay, I've figured out exactly what's going on. It's getting its coordinates from whichever icon was created first, and then linking to those coordinates, but on the wrong map. I proved this by deleting the Grahtwood Lord Stone icon and recreating it (as I'd already done with Deshaan's earlier). Now all three links go to the coordinates of Stormhaven's stone, but on the wrong maps. Stormhaven is now the only correct one. I think this will be a problem with any links to identically named nodes in different zones - which at the moment is mostly just the Mundus Stones, but will also apply to a few camps and other minor locations, as well as Skyshards if we want to link to those. (Skyshards will be their own challenge, as there's multiple identically named nodes in the same zone.) Perhaps if we made it possible for the Map Link to link directly to coordinates instead of a named location? It's more annoying, but it would solve this problem. (Only would need that for these few special cases, though. Most of the locations are fine as-is.) — TheRealLurlock (talk) 20:45, 5 April 2014 (GMT)
Ahhh...nice catch. I had forgotten to include the worldId in the query. That's been fixed so it now should properly look for a location only within the given zone. There will still be an issue with multiple locations with the same name in the same map though. I tweaked another related centeron query to work and there's a few other queries you can use in this case:
  • ?centeron=701 -- Jumps to the given locationId (world parameter is optional and redundant but can be included).
  • ?x=12345&y=65453&zoom=10&world=Something -- Explicit jump to the given coordinates/world. The world can be a world name (ex: Glenumbra) or worldId (ex: 668).
-- Daveh (talk) 21:59, 5 April 2014 (GMT)

[edit] CP/Forum Discussions

Dave, there's been some talk amongst users from the forums and wiki about bridging the gaps between the wiki, forums, social networking, etc, and while it's all just talk, it's really pointless to discuss without the big man's opinion on the discussion, including your general opinions, your wishes for how the systems could work/be improved, technical stuff, etc. I've decided to direct you to this CP topic and this forum discussion, whenever you care to chime in, if this is something you fancy. -damon  talkcontribs 19:46, 9 April 2014 (GMT)

[edit] Downloadable file for data logs?

Do you have a single-file downloadable version of this? I can copy/paste the stuff into Excel myself, but 600+ pages viewing it 100 at a time is really tedious. It'd be a lot simpler if you just uploaded an .xls or .csv file directly that I could use. — TheRealLurlock (talk) 22:06, 15 April 2014 (GMT)

Not at the moment as it is all dynamic, but I can create one or make the code support CSV which I was going to do anyways at some point. Unless its a rush I should be able to get to it in the next two days as I work on the log parser/viewer. -- Daveh (talk) 22:19, 15 April 2014 (GMT)
Okay, no hurry. While I'm at it, though, I do wonder how the X,Y coords in this data correspond to the coords on the map. I've spot-checked several of them for the locations we already know, and nothing seems to line up in any way. Do you have some good way of converting these numbers to our map coords? — TheRealLurlock (talk) 22:34, 15 April 2014 (GMT)
Most of the them go from (0,0) in the upper left of the map to (1,1) to the lower right but I see a few positions in the data which go beyond this. Converting our ESO maps to use the same coordinates is high on my to-do list but is not an easy task unfortunately and there may be a good deal of manual fiddling required for each map. -- Daveh (talk) 23:06, 15 April 2014 (GMT)
I've added a very basic CSV output option which has to be selected manually for now (I'd rather not have web crawlers access it due to the removal of the display limit). Simply add a &format=csv to the end of the page URL/query and it should be output in CSV format. It currently works in the normal record table views and the search view. If you run into issues with quoting or embedded commas let me know or any other issue as I didn't test it very extensively. -- Daveh (talk) 00:02, 17 April 2014 (GMT)
Okay, looks good - though while we're on the subject of embedded characters messing things up, I don't know if you've been paying attention to Online talk:Maps, but I've posted a number of issues I've had in the last week or so, one of the most serious being that links to locations with an apostrophe in the name do not work at all. I'm running into this especially on Treasure Maps which I'm working on now - none of the treasure maps in Khenarthi's Roost, Reaper's March, or Alik'r Desert are linkable. And there's lots of other locations with apostrophes. Most of the other issues are just annoyances, but that one is kind of a serious problem. Hopefully it should be a relatively easy fix? — TheRealLurlock (talk) 04:55, 17 April 2014 (GMT)
I hadn't seen that since you added everything...good stuff but it will keep me busy for a while...:) I assume the apostrophe thing is just an escaping/unescaping issue which should be quick to track down and fix. I'll look at the rest of your list and see how much I can do easily. Back to the topic of the log viewer...let me know if you need a particular set of data or data view. -- Daveh (talk) 10:24, 17 April 2014 (GMT)
Addt... The treasure map issue should be fixed (reload the map page to update) and hopefully nothing else will be broken by being double-escaped now. -- Daveh (talk) 13:41, 17 April 2014 (GMT)

[edit] Treasure map sizes

I noticed when you put the treasure maps up that you went and wrote a script to flatten them all to .jpg with a white background and reduce the dimensions to 800x800. Was there a reason you chose to do this? I uploaded all of your reduced-size maps to the site, but it's clear that the white background looks wrong against the tan site background, e.g. Auridon Treasure Map I. If the file size of those .pngs is a problem, we can flatten them against tan instead of white. Or do you think it'd be okay to just upload the original, full-sized images with the transparent backgrounds? I know there's ~150 of them, and they're over a MB each, so I thought maybe you had good reasons for reducing them. — TheRealLurlock (talk) 05:32, 16 April 2014 (GMT)

I guess I thought they would look better for some reason and be smaller in file size but uploading the original maps is no problem:
-- Daveh (talk) 11:02, 16 April 2014 (GMT)

[edit] Craglorn Images Update

Hey Dave, now that the first Big Patch is out, could we get an updated set of images (icons, UIart, maps, loadscreens)? Craglorn will have added some new ones, but it would be good to see if any of the previous ones have been changed as well.

On a somewhat-related note, would you be able to extract a new version of en.lang and email it to me again?

Thanks! --Enodoc (talk) 21:45, 22 May 2014 (GMT)

I started to extract/convert them yesterday but didn't get a chance to bundle and upload them. Should be able to finish it today sometime. -- Daveh (talk) 10:53, 23 May 2014 (GMT)
See the ESO Craglorn Images topic in the AN for the file download links. -- Daveh (talk) 13:12, 23 May 2014 (GMT)
Brilliant, thanks! --Enodoc (talk) 21:52, 23 May 2014 (GMT)

[edit] IMAGE LEGALITY

I recently uploaded an image for the Skyrim:Vaermina page and put down the license as public domain because I found it on Google but now I'm not so sure that was the correct license. I note know I have no idea how to check the type of license an image would have and I'm going that you or another administrator could double check the legality of this image. The site the image came from is skyrim.gamepedia.com/Vaermina thank you and sorry for my lack of computer skills. Dragon-Blood (talk) 06:53, 15 June 2014 (GMT)

If you cannot trace a source for an image then you cannot take it and use it here. Silence is GoldenBreak the Silence 11:06, 15 June 2014 (GMT)
Just for future reference, the image was allowed provided we provide a link back to the page it came from. It is licensed under CC BY-NC-SA 3.0. ~ Ad intellige (talk) 16:07, 15 June 2014 (GMT)
If you know the license you know the source. Silence is GoldenBreak the Silence 16:16, 15 June 2014 (GMT)
I know. He gave the source. http://www.skyrim.gamepedia.com/Vaermina ~ Ad intellige (talk) 16:19, 15 June 2014 (GMT)
(edit conflict) Regardless, we have a standing practice of not using any resources that are not ours, or are not from an official source. And it was still a copyright violation since you cannot release someone else's work into the public domain. I'll just take an image of Vaermina myself to fulfill the need, so this issue can be fully put to rest. --AKB Talk Cont Mail 16:21, 15 June 2014 (GMT)
Somehow I missed that part at the end, sorry. Images should have the same license as their source, plus linked to the source. Silence is GoldenBreak the Silence 16:31, 15 June 2014 (GMT)
I know that we can't use an image if it is a private license but, like I said, after posting it on the site I found out that just because it's on Google doesn't mean it's public domain and that I don't know how to find out the license so I came here so people who do know how could double check it rather than me just leaving it there with possible legal repercussions happening in the future. Has anyone been able to tell what license it uses? Dragon-Blood (talk) 21:34, 15 June 2014 (GMT)

() It uses CC BY-NC-SA 3.0. You can tell that by going to the true source of the page (http://www.skyrim.gamepedia.com/Vaermina) and scrolling to the bottom. It says "Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. All rights reserved.".— Unsigned comment by Dominus Arbitrationis (talkcontribs) at 17:41 on 15 June 2014

Ok thank you and thanks to whoever took down the image. Dragon-Blood (talk) 21:52, 15 June 2014 (GMT)

[edit] Problems when I view several pages

Excuse me, but do you happen to have a spare moment looking into this discussion for me please? I was thinking you might be the expert on as to why this happens to me on iPad 2. Thanks! DG#:) 19:38, 15 June 2014 (GMT)

[edit] Question regarding the 403 on the UESP blog

Hey, Dave, I was wondering if you could provide a fix or perhaps insight as to why this does it, but each time the UESP blog is accessed from Facebook (I post the recent blog posts to the UESP Facebook page when I see Twitter has auto-updated), the blog creates a 403 that you have to bypass, and this only happens on Facebook, and not Twitter or elsewhere (that I know of), much to the annoyance of the people who try to access the blog postings.

Is this deliberate, and if so, is there any fancy tech talk that you (or me through a copy-paste) can share with our Facebook audience to explain why this is so, and if it's not deliberate, can it be corrected in some way to make these blog posts more easily accessible to the guys on our Facebook page?

Oh, here's the 403 error that's seen when accessed via Facebook -damon  talkcontribs 06:32, 29 June 2014 (GMT)

Without having read this post, I clicked on one of Damon's updates on Facebook and received the 403 message. It's not exactly welcoming. Anyway, just wanted to confirm in case you were unable to recreate it. --Krusty (talk) 08:06, 29 June 2014 (GMT)
Fixed.
Dave: For the record, the problem was coming from the blog's antispam feature. Specifically, in the blog database in uesp_net_blog.evo_antispam, aspm_ID 251 was filtering out all Facebook referrers. I corrupted it by adding "//~RM~" in front of it, which I assume won't match anything. Of course, if there actually is referrer spam coming from Facebook, then we'll have to figure out a better way to deal with this. Robin Hood  (talk) 15:26, 29 June 2014 (GMT)
Thanks for the update and fix! -- Daveh (talk) 12:50, 30 June 2014 (GMT)

[edit] Crypt of Hearts Images Update

Hi Dave, I'm back with my request for new images following a Major Update. Crypt of Hearts will have a new Veteran map, and there are some new Mapkey icons. Also, I think UESPlog needs to be updated for the new API, but I guess you're probably waiting for a fix for that, as I hear something about it is broken. Thanks! --Enodoc (talk) 21:16, 1 July 2014 (GMT)

Sure...I've started the process this morning and should have something to upload in a day or so. -- Daveh (talk) 12:14, 2 July 2014 (GMT)
Sorry but I didn't have time to combine everything and upload it before I left on vacation. I'll be back in a few weeks and finish it then. -- Daveh (talk) 14:17, 5 July 2014 (GMT)
No worries, thanks for the update! --Enodoc (talk) 18:06, 5 July 2014 (GMT)

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