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  • New map tab

    Discussion in 'Archives' started by Toroxors, Dec 12, 2017.

    1. Toroxors

      Toroxors Member

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      So a new map tab was just released and it is very good. It organizes maps very well and I was wondering what are the chances of ExileBuddy being able to use this map tab?
       
    2. pinki104

      pinki104 Member

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      would be great to see it but i doubt they will add it as there is so many sub tabs in the map tab
       
    3. demonD

      demonD Member

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      no wy they will waste their time on this useless tab, its good QoL feature tho, but will never be supported by EB due to time consuming coding that returns no benefit. just put maps u want bots to run in a regular tab and the rest in map tab
       
    4. Bitrix1004

      Bitrix1004 New Member

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      Honorbuddy was closed now, i stay believe they have more help now and a new people who work on Exilebuddy. I am waiting for something very well
       
    5. dirin

      dirin Member

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      I'd love to see support for the new tab.
       
    6. DontBeAfraid

      DontBeAfraid Active Member

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      Why would they have more support?
      The core devs of the closed bots won't just be migrated to eb. That's not economical at all.
      For eb nothing changes.
       
    7. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      EB won't support this tab for a while, if ever.

      The underlying system that is being used for it is so vastly different from every other tab, and the design of it coupled by the fact its a premium tab most mass botters won't be using, the time and effort required to make it a reality is better spent on other things in the near term. I'm confident far more people would rather have Atlas GUI support for map shaping, but even that's a ways off due to the complexity of that UI as well.

      Standard / Quad tabs are easy, since it's just one giant inventory where the coordinates of things can easily be calculated.

      Currency and Essence tabs are a large shared single inventory that has items displayed in non-contiguous spots. The reason we have two sets of API functions for working with these inventories is because of that. Each slot is its own inventory control, but the backing inventory is the same.

      Divination tab is similar, but the gui itself is totally different. Luckily, the search filter can be used to make withdrawing from that tab possible, as otherwise trying to handle the scrolling and knowing which controls are visible on screen would be too complicated.

      The Map tab is the first tab that has separate inventories displayed based on what you have selected. That is, each tier and type you select, is a separate inventory, which is the equivalent of having that many "mini-stash tabs" of the 72 items.

      That creates a problem because you now have a stash tab that doesn't actually have an inventory, and then based on which buttons are selected, a new inventory is requested and displayed inside it.

      Additional API changes are needed to support this correctly, as some changes had to be made just to make sure EB was able to navigate away from the tab if a user had it selected in the first place. Our API code up to this point operated on the assumption there'd be one inventory per tab, as that's how every other tab was implemented.

      We have everything in place to theoretically support it, but it's just not worth the time and effort right now given how much has to change and be coded to correctly handle it. If there's enough demand in time for it, we'll look at it, but there's so many other things that are more important for now, and there's no fast and easy way to support working with this tab unlike the others.
       

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