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  #1  
Old 03-25-2008, 04:39 PM
Rhaegar
 
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Default New Devlog: Sharing Game Data

Brendan has unveiled the new Data Service API in his latest devlog.

You can read all about it by visiting this link!

/ Rhaegar
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  #2  
Old 03-25-2008, 05:26 PM
Gin
 
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Cool

wow...what?! crazy! .... o_0
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  #3  
Old 03-25-2008, 05:30 PM
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Huzzah!
Finally!

Great devlog and definitely a step into the right direction!
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  #4  
Old 03-25-2008, 05:44 PM
Rhaegar
 
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Default

Known Issue:

The Server Status data is currently showing "0" for all population fields. This is being worked on.
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  #5  
Old 03-25-2008, 06:17 PM
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Ok, it looks pretty nice so far!

What I was wondering is whether FLS could provide a clean image of the worldmap as can be seen in the game. Perhaps both from 'm' as well as from using 'l' to get the local map on the open sea?
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  #6  
Old 03-25-2008, 06:37 PM
ktatroe
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Quote:
Originally Posted by ArmEagle View Post
Ok, it looks pretty nice so far!

What I was wondering is whether FLS could provide a clean image of the worldmap as can be seen in the game. Perhaps both from 'm' as well as from using 'l' to get the local map on the open sea?
Yes! I meant to post that as well. I'll get it in place this evening and point folks at it (we have the image ready to go, I just have to get it posted to the site).
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  #7  
Old 03-25-2008, 06:55 PM
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A comment on the API:

Regarding landmarks, perhaps the documentation / API could use a uniform use of the x/z(/y)Position attributes.

Landmark Location (Translated) actually returns an "yPosition" attribute, not a "zPosition" as the documentation shows an example (though the text does mention yPosition).

But Landmark Status information does use zPosition.

That's just a little bit sloppy.
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  #8  
Old 03-25-2008, 07:34 PM
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And something more;
Quote:
Landmark Location (Translated)
URL: http://data.burningsea.com/servers/s...e/location/x/y
Cache Duration: 60 minutes
The Landmark Location (Translated) retrieves just the xPosition and yPosition fields on a <Port> element, translated such
that the xPosition and yPosition coordinates translate to a maximum viewport of x,y.
I tried using this, putting simple squares on an image from the worldmap (from screenshot in the game for now).
That image is 1000 by 512 pixels. So the viewport's x & y (I'd call them width and height in the documentation) would be something like that too.

So, the url is like this:
Code:
http://data.burningsea.com/servers/Rackham/landmarks/Ambrgs/location/1000/512
That gives messed up coordinates though. Swapping the x and y values gives back coordinates that match much better.

Back to giving the viewport though;
What are the max/minimum values that are compared to the coordinates of the viewport? Since giving 1000 & 512 for the in-game worldmap doesn't align the ports nicely.
So, what I'd like to know: what is 0,0 on the worldmap and what is x,y?

Edit: Hmm, It's easier to just do the translation yourself and fix the map to the coordinates than the other way around.
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Last edited by ArmEagle : 03-26-2008 at 12:39 PM.
  #9  
Old 03-26-2008, 01:18 AM
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I suppose the release of player data could be used to arrange battles between players until the skirmish system is in place

I can see some posibilities with these data
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  #10  
Old 03-26-2008, 02:19 AM
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The page that generates developer keys (http://www.burningsea.com/pages/developer) is just redirecting back to the home page...
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