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Lordelph's Lovely Icons


lordelph
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I've fixed the transparency on the virtuals, thanks for spotting it.

 

As for a write up on GSAK, as I mentioned I tend to use some tools I've written myself, so I'm not the best person for GSAK advice. I have long had a plan to make some simple tools that make getting a pocket query into Memory Map and your PDA extremely easy for those that don't want the power of GSAK etc, but it could be a while longer before I complete anything in that area.

 

EDIT: Moote pointed me in this direction for more GSAK info.

Edited by lordelph
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I will look at this for you LE, and make sure they work with the present script, by renaming your set to the ones the script uses. Once done I'll send you the fixed set, and then they will just be a drop-in replacement for the originals.

These are a name for name replacement, to the Roolku set, Just drop them in your .\GSAK\ICONS\ folder.

 

One tip, you need to delete the old Icons from Memory Map, this can be done in the menu Overlay > Icons....

 

You just press the Remove button for each old Icon

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Another Macro update:

 

Sorry, it's going to be delayed. As some of you know I've been working on cracking the MMO format for some time. I have a pefectly working CSV export using these new icons, but the MMO version is so close, I'm going to wait to release that one.

 

The final release will be a single file install containing the GSAK export macro and all the necessary icons and will generate a single MMO file which can be double clicked to import into memory map or even dropped straight onto a PPC at the users option. I'm working very hard to achieve a compromise between power and user-friendliness and I hope to produce a macro which is easy enough for the power user yet simple enough for the casual user. To this end, the macro, on first run, will be interactive, determining the desired options. It will then generate a macro which can be run subsequntly to generate non-interactive output for future uses. At any time, the original macro can be run to change options or to generate different submacros for different uses. Also, the power user will be able to edit the generated macros to his/her own ends.

 

The use of the native MMO format means that all the data fields in Memory map are available, I'm currently using the created date for the date the cache was placed and the last modified date for the last find. The 'comment' field currently contains the name of the placer of the cache and the decrypted hint, though I hope that these will be configurable in the final macro.

 

Any pre-release suggestions are most welcome.

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I've got them working- very nice and many thanks. The Motorway Mayhem icon doesn't work, though, although the icon appears in my Memory Map icon list after I changed Roolku's csv file to include them. Is there a way to make these appear, too?

To do this you have to use a specially edited script, that selects these kind of caches, and applies the icon based on the words Motorway Mayhem, being present in the Waypoints name.

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Another Macro update:

 

Sorry, it's going to be delayed. As some of you know I've been working on cracking the MMO format for some time. I have a pefectly working CSV export using these new icons, but the MMO version is so close, I'm going to wait to release that one.

 

The problem with using the mmo as an export format, is that it is version specific, ie V4 mmo does not work with V5 (Error: Incorrect version of Memory Map), that is what I see when I generate an mmo file from V4 and apply it into V5 and V5 to V4. CSV would be far better as it is greater conformity across versions

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Another Macro update:

 

Sorry, it's going to be delayed. As some of you know I've been working on cracking the MMO format for some time. I have a pefectly working CSV export using these new icons, but the MMO version is so close, I'm going to wait to release that one.

 

The problem with using the mmo as an export format, is that it is version specific, ie V4 mmo does not work with V5 (Error: Incorrect version of Memory Map), that is what I see when I generate an mmo file from V4 and apply it into V5 and V5 to V4. CSV would be far better as it is greater conformity across versions

 

As far as I know, Ian has somehow cracked this - he certainly has a macro that creates an MMO file that works in both V4 and V5 without any user input whatsoever... I'm sure Ian can confirm this when he wakes up in the morning!

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Any pre-release suggestions are most welcome.

 

Myself, Moote and Mongoose were discussion the possibility of cracking the mmo format just a few weeks ago, we might have known you'd be the one to do it.

 

Only suggestion I can think of at the moment is the support for the cmate:GCxxxx file link for intergration with cachemate.

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The problem with using the mmo as an export format, is that it is version specific, ie V4 mmo does not work with V5 (Error: Incorrect version of Memory Map), that is what I see when I generate an mmo file from V4 and apply it into V5 and V5 to V4. CSV would be far better as it is greater conformity across versions

 

An MMO from v4 works fine in V5. There are some slight differences in the file format to accomodate new feature like line thickness. However, for simple waypoint only files, the only difference between the exports from v4 and v5 is three bytes changed from 11h to 12h. I also now recall seeing 10h used in this place, I think this maybe from a very early v4 release.

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I will look at this for you LE, and make sure they work with the present script, by renaming your set to the ones the script uses. Once done I'll send you the fixed set, and then they will just be a drop-in replacement for the originals.

These are a name for name replacement, to the Roolku set, Just drop them in your .\GSAK\ICONS\ folder.

 

One tip, you need to delete the old Icons from Memory Map, this can be done in the menu Overlay > Icons....

 

You just press the Remove button for each old Icon

 

I have tried to put LordElph's icons in to Memory-Map by adding each bmp file via the Add button in the Overlay\Icons menu bar but....

 

Using the Add button doesn't work although I have had success by adding an icon before (GeoGraph icon) using this method.

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Why do people use the MM icons? They are just regular caches that people have chosen to name a particular way. I know rthis becasue I did some before people decided to rename them!

 

Like Pharisee, I am more interested in the cache than what someone decided to call it.

I think because they have certain style rules. I would say that the ones I have done, whether regular or micro are more similar to each other than the micros I have done.

Edited by Pieman
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Quick question for cache experts, if a cache is both Micro and Motorway Mayhem/Madness, which icon should be used?

 

(I ask because of this, its possible the choice has already been made in other scripts)

 

Definitely 'Micro'...... I need to know that caches are micro so I can ignore them :laughing::(

:lol: Does that mean we're gonna spend all day in the pub on the 7th October then John :laughing: - Joy of joys, :laughing:

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You have exceeded the icon limit in the PPC version of MM.

 

You need to remove all the icons and start again after making sure the PC version only has the icons you want.

 

I am not sure if the LE version of the icons includes only those that are likely, as last time I tried to use Moyorway Mayhem icons they exceeded the allowed number.

 

Th cache icons will use up nearly all the allowed slots.

Edited by Learned Gerbil
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What I do is use GSAK to generate the MM export linked to HTML. That has the child waypoints in a table in the HTML. I then inport the CSV file into MM, and then also import the child waypoint GPX file using the GPX import function in the latest version of MM.

 

That leaves me with an icon in MM linked to the cache description and logs in HTML, which includes the text associated with the child waypoints, and also blue dots o nthe map where each child waypoint is.

 

The only problem with this is that everyone seems to try and enter the cache coordinates and also create a child waypoint whenever the cache is not at the published coordinates. This puts them overlayed on one another and selecting one nearly always gets you the other. IMO, the reviewers should not approve caches with child waypoints placed at the same point as the published coordinates as it is a PITA!

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