A few weeks ago I managed to pull off a remarkably stable Hackintosh/Windows dual boot setup with Mac OS X Lion and Windows 7 coexisting quite happily on the same PC. While there are countless articles on the net about setting up your own Hackintosh (I suggest hackintosh.com and tonymacx86.com if you’re interested), and quite possibly several articles about gaming with OS X and Windows on a Mac with Bootcamp, this one, first in a series, is going to focus on OS X gaming, when you already have an existing Windows install.

While drive storage is pretty cheap and getting additional storage just for OS X is certainly not out of the question, I firmly believe in not wasting space with redundant data. Since I already had LotRO and WoW installed in Windows, it seemed kinda pointless to have to waste additional space on my OS X drive by installing those applications again. First however, you’ll need one additional application to pull this off. OS X does not natively handle Windows’ NTFS file system. While there is a hidden setting you can use to enable it, it’s disabled for a reason – namely, it has a tendency of corrupting NTFS drives. So in order for OS X to recognize your Windows partition(s), you’ll need to get a copy of Paragon Software’s NTFS for mac. While it isn’t free, the $19.99 price is more than reasonable.

LotRO

Since there is no native LotRO client for OS X, you’ll have to use an app like Wineskin in order to play. Wineskin is basically what’s called an “abstraction layer” which translates Windows software into something OS X can understand. Since I couldn’t find a good tutorial for getting this set up, I have uploaded a custom Wrapper to my site, which you can find here. This should work without having to download/install Wineskin, but to be safe, you can get that here. There will be a few additional steps however, that you’ll need  to take before being able to play.

First, once you’ve downloaded and extracted the app, you’ll need to right click on it in Finder, and select “Show Package Contents”. Once it opens, you’ll see an app named Wineskin, and open that.  Now you’ll see a small window pop up, giving you the options “Install Windows Software”, “Set Screen Options”, “Advanced” and “Quit”. Select “Advanced” and on the new window click the “Options” tab. At the top of this window, under the tabs, you’ll see a checkbox labled “Map User Mac OS X folders in wrapper.” that should be checked. Next to it however, is a button labeled “Modify Mappings”. Click this button, and at the top of the window that appears, you’ll see a field labeled “My Documents”. Click the “Browse” button next to this, and find your Windows “My Documents” folder and select it. Finally, click Save and then Done (on the previous window).

Second, you need to make a decision on how you want your screen set up. By default, it’s set to run in a window. If you prefer to run LotRO in a window, then one of the first things you’ll need to do in game, is to change the Windowed resolution so the dock doesn’t obscure it. Unlike in Windows, you can’t just resize the window (at least successfully) – so you will have to go with a pre-set resolution in the options panel. If you would prefer to run in full screen, you’ll have one additional step to take before running the game. With the Wineskin window/menu still open, click “Set Screen Options”. In the upper right of the new window, make sure the radio button over “Override” is selected, and then, in the upper left, click the radio button over “Fullscreen”, and finally click “Done”.  It’s important to note that this causes the Wineskin app itself to display in full screen, and really has no direct bearing on how LotRO itself is displayed. However, it is necessary to do this if you want LotRO to run in Fullscreen, as doing so while Wineskin runs in windowed mode will not work.

The final and most important step requires launching the game. The first thing you’ll notice is a (very ugly) launcher that, other than having a space for all the necessary info, looks absolutely nothing like the official one. Now, before you start getting scared about someone stealing your account info, this launcher is used because the official one is incompatible with Wineskin, and every other method of cross-platform gaming. To solve that issue, pyLotRO was created to work in its place, and can be found separately here. Obviously, if you still have reservations – by all means don’t use it; however without it, there’s no way to play LotRO on any OS other than Windows. That being said, the final step is telling pyLotRO where your game is installed. So with the launcher open, click on the Tools menu, and select Options.  When the Game Settings window appears, the first option is the location of your LotRO folder. Click the “…” button next to the text box, and find your “The Lord of the Rings Online” folder (usually found in C:\Program Files\Turbine\), select it and hit Save to close the Game Settings Window. pyLotRO should now allow you to select a server, and log in as normal.

Once you Log in, you’ll briefly see a window titled “Output” before the LotRO window/screen appears. From there, tweak things how you like them. If everything went well, you should now be playing LotRO, using the same files, settings and folders as you do on Windows, while only using up a mere 300mb on your OS X drive.

Final Notes:

The wineskin wrapper linked above should also work nicely for a normal install – should you just want to run LotRO on OS X, or on a Mac. However, I don’t have the time to upload the entire LotRO folder, so installing it is up to you. On the aforementioned Wineskin menu, select “Install Windows Software”, and choose the LotRO installer. In the “Modify Mappings” window, set your “My Documents” folder to “$Home/Documents” and finally,  in pyLotRO, set the game directory to C:\Program Files\Turbine\The Lord of the Rings Online\. That being said, I cannot offer any help with any issues you may run into – mostly because I haven’t needed to actually install LotRO since 2008.

pyLotRO should handle patching just as well as the official launcher, however -to be safe, I recommend patching in Windows – this way you will be able to get support from Turbine should something not work – as they do not support pyLotRO.

WoW

Now, WoW at least does have a specific client for OS X, so there won’t be any obnoxious configuration required to get it to work in the first place, and thanks to the way that it installs, it’s incredibly easy to get it to work, using the same data as your Windows install.

First off, just to avoid complication, you are going to need to do a full install/update to make sure your Mac version of WoW is the same as your Windows version. So you will need around 25gb of free space on your OS X drive at first.

Second, once you’ve got the same versions installed on both OS X and Windows, start off by moving all the OS X applications to your Windows WoW folder (default: C:\Program Files\World of Warcraft).

Finally, open the World of Warcraft/data/ folder, and move the “base-OSX.MPQ” file to the same location in your Windows installation’s data folder. You should see a file named “base-Win” in that folder already.

Now, you can delete the remaining files from your OS X installation, and should be able to launch WoW in OS X by simply running the OS X Launcher app. You can also obviously,  continue to do so with the Launcher.exe app in Windows – both using the same files – including all of your addons!

A bit of warning:

While this will allow you to run both the OS X and Windows versions of the game from the same folder, this has not been tested, as of yet, through patching. To be safe, on patch day, before running either launcher, to make a copy of your World of Warcraft folder and name it something like “WoW-Mac”. Then simply remove the OS X files mentioned above from the original, and remove the Windows .exe files, and /data/base-Win.MPQ from the copy. Patch both of them separately, and then re-merge them as mentioned above – again deleting the copied folder after you’re done.

Admittedly, this is a bit more work than keeping them separate, however – it’s up to you whether this is worth only having to update your addons once, and using half the disk space.

In Closing

I hope you found this useful; but if MMOs aren’t your thing….then why are you here? No, seriously, I do play more than just MMOs, so if I run across any similar tricks with other Windows games, I will be more than happy to share those as well, with a new post. If you have any questions, please ask in the comments section, and I’ll do my best to answer them.

Please be warned however: While my stance on piracy is quite liberal, I will [i]not[/i] help, nor will I [i]allow[/i] any help to be given to those who wish to acquire pirated software, in the comments or on this site. The internet contains a lot of information, and Google is always your friend.


Making the Map pt 1

After a couple of false starts, and a Photoshop crash (while saving) that caused me to lose a day and a half of work, I’m pleased to announce that the first and second major landmarks for creating the map resources has been reached. What follows is an overview of those two landmarks, what they entail and their purpose.

Landmark #1: Reference Screens

In order to accurately line up the parchment maps with the terrain, scaling while eying it up was not going to work. So the first step was to take screenshots of both the radar/mini-map and the parchment at key positions in each zone and sub zone. To make this easier, I elected to go with a custom UI skin that stripped the border, buttons, and hope/dread overlays. Then, with the unobstructed terrain image visible, I removed all the markers that I could, leaving just the red “avatar” triangle and the unremovable town arrows.

From there, I proceeded to go to each zone in the game, taking 4-6 pairs of screenshots – and then doing the same for each sub-zone. For instance, Bree-land, which has a total of six sub-zones (Bree-town, Archet, Bree-land Homesteads, North Barrow Downs, South Barrow Downs and Old Forest) resulted in a grand total of 60 screenshots alone!

Once this was done, the resulting screenshots had to be prepared in Photoshop to make them a bit easier to use. The first step was to combine all the points for each parchment map into a single map – showing multiple position markers per map. The second step was to prepare the radar map screenshots for the next phase. This was done by loading all the radar map screenshots per zone into one Photoshop document, then removing everything but the radar map itself, before cropping the image to that size. This part was repeated for each main zone, leaving a total of 19 Photoshop files.

Landmark #2: Terrain Position Markers

This phase is the immediate preparation for actually scaling and lining up the parchment maps to the terrain maps. The goal here was to take all the radar images that were saved previously, and line them up exactly with the huge (43,200px X 30000px) terrain map I assembled from LotRO’s in-game map tiles. Since both the map, and the radar use the same source, the scaling was perfect – and accurate placement was fairly simple.

That being said, it was time consuming to place each of the 200-ish radar circles on the map. Moria alone contained a total of 54 of these! The first attempt at this failed spectacularly, when saving the project just prior to doing the Moria markers. I was working in alphabetical order by zone, so of the 19 zones, I had already completed 14 of them, before Photoshop crashed during writing the file. Thankfully I had saved a copy of my tile map the day before, so while it was missing the last tiles to be added (Frostbluff and Zirak Zigl) and the markers, it had the vast majority of the completed map finished. Believe it or not, this was a lot more important than you would think; but I’ll get into exactly why, at the end here.

At any rate, after that disaster, I started saving two copies of the map itself, as well as individual saves for each group of markers – so that if it happened again, I’d just be losing an hour or two’s worth of work, instead of days. Shortly before writing this, I finished placing the last marker (in the Trollshaws) and now I’ll be getting ready to do the last major step – calculating the scale each parchment map needs to be, by comparing the distance between the farthest markers, between the parchment maps and the terrain map, then, scaling and placing the parchment maps so they line up.

About the Tiles

One would think that the in-game map tiles would be organized – preferably by zone, if not ordered by number. The reality is…kinda. For the most part the tiles are in order by zone, and generally, in order by when those zones were added to the game. However, it appears that whenever a zone is changed – whether it be from a revamp, or Turbine deciding they need better looking tiles, the original tiles are removed, and new ones are added (numerically) later. This could mean that the majority of one zone’s tiles are all in one range, but one section is later, and a few of the tiles appear somewhere even later. Needless to say, it can be a real headache sifting through some odd 13,000 tiles to find the ones you need. Because of this bizarre tile order, I decided to create a small script to help me find some of the more hard to recognize or hard to find tiles. This script would take a 202×202 image, that contained the edges of the border tile(s) surrounding the tile I was looking for. The script would then compare the color of the pixels on each edge to the corresponding edge of each map tile, and spit out a list of the most likely matches. With the possibilities reduced, picking out the correct tile was easy. Of course, this did take a  good 3 minutes or so to run, so creating the entire map like that would be ridiculous.

To add insult to injury, some of these tiles have numerous versions. For instance, there is no fewer than 3 different tile sets for Isengard – and that’s not even including the one set used for the Session Play. The trouble is, that unless you actually compare it to the one that’s being used in-game, that there’s really no way to tell which one is the correct one. Because of this, I ended up replacing four of the tiles in Isengard in the process of adding the markers – but mostly because it was so noticeable. A good half of the Gap of Rohan also has a different set of tiles – but as of now they haven’t been replaced – mostly because the only difference was the length of shadow, with no actual difference in detail. So this is pretty much why I’m really thankful I didn’t have to start from scratch – assembling the original map took me a good 2-3 weeks. Perhaps, somewhere there is some kind of “key” that the game uses to find the correct tiles to use. This would probably be helpful if I can find it – especially when new zones are added.

At any rate, that’s the story so far. Hopefully, by the end of the week, all the parchment maps will be scaled and placed, and work can begin on the final step – blending the parchment maps together. I haven’t quite decided on what I’m going to do with the “empty” areas on the terrain map yet – meaning the areas that the parchment map covers, that there are no tiles. The choice pretty much boils down to either doing what Turbine did with their Google Map and fill the blank areas in with parchment, while “shaping” the borders to fit the bounds of the actual area, or just leaving it as tiles, and putting “blank” tiles wherever they’re needed.


A while back I created a test plugin that successfully used an external app to read and plug world coordinates into it. This was originally going to be used for the LotROMaps plugin, but when that idea was shelved, so was the coordinate experiment. Since such coordinate/heading data would be invaluable for the mobile version of LotROMaps, I went back to my coord reader program to get it updated and working again. See, any time the client changes, as with an update, so too does the location of most memory addresses – including the coordinate data. So, since there’s been two updates and one expansion since I had it working, it was back to searching. While I’ll give more detail a little later, let’s start off with what these coords mean.

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Samantha Joseph liked this post

While the potential usefulness of the LotROMaps plugin was hard to deny, the harsh reality of the limitations of the current Plugin system and API had sealed its fate before it ever saw anything more. Between the need for significant local storage, and thanks to LotRO’s handling of loaded images, the unstoppable memory usage, not even its potential could make it feasible.

That being said, I’ve always thought that this would be the ultimate method of delivering a map utility. It takes the single-zone user friendliness of the default in-game map and such useful sites as ruslotro and MEHQ, and combines it with the flexibility and potential accuracy of the zoomable, bi-layered Turbine Google Map. Combine that with the concept of making full use of such a zoom function, by melding sub-zone parchment maps with its parent zone, and you have yourself the perfect questing/navigation aid.

However, since the plugin idea wasn’t going to work, and making it web-based would hurt its usefulness for anybody who isn’t running multiple monitors, while in windowed mode, it started to look like this idea was never going to have a home. That is, until I noticed how frequently my Android device sat on my desk, well within arms reach. At that point, there was no doubt that mobile devices would be the ideal platform for this concept. Even with that figured out, there remained at least one major issue.

The terrain tiles of the Lothlorien map, that was featured in the plugin concept, were created via assembling and re-chopping the terrain tiles from the Turbine Google Map. Meaning, in order to create a zone, I had to depend on Turbine to add that zone to their map.  Considering this is already four months after the release of Rise of Isengard, and none of those zones have been added, this was not the most reliable of methods. Not only that, but the terrain map doesn’t even include areas such as Frostbluff, or Zirakzigil, nor (obviously) any instances. I needed a more reliable source of terrain tiles, and there’s nothing more reliable than the actual in-game minimap tiles.

With some degree of luck, all my numerous attempts to get to the bottom of the .dat file format, and searches for utilities from others who might have had better luck, my persistence finally paid off.  After finding DAT_UNPACKER by Dancing on a Rock Hacker, I finally had the reliable method I needed to get the resources I required. Now it’s time to make use of those resources, and bring LotROMaps to  life.

 

 


Those of you, like me, who use Firefox as your default browser has no doubt depended on Ad-block plus to help protect against malicious ads/scripts, and quite possibly to bring some sanity back to the web.

That being said, a word of warning is in order – it appears that Ad-block plus has gotten a “concience” of sorts, and will now start allowing so-called “unobtrusive” ads by default. Their intention is to use this to promote some form of a “reward” system, that encourages websites to use such ads in exchange for the extra income they’d receive from more users seeing (and presumably clicking) them.

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