[Relz/Beta] MiniMap - HUD Element

Post » Sun Aug 08, 2010 11:20 am

Version 0.7.0 looks really nice :D I'll be sure to grab it.
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Christine
 
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Post » Sun Aug 08, 2010 9:23 pm

oh my god!!!

this is just what i always needed!!! :) :)
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Krystal Wilson
 
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Post » Sun Aug 08, 2010 7:49 pm

Nice Mod I'm trying out v 0.6.3

I'm wondering is it possible to add transparency to the map? I find if it was more in the background it wouldn't be as distracting as I find it now esp when it's dark. Just something to make it a bit more out of the way, be it transparency or a way for the map to darken depending on the time of day? A couple of ideas I thought I'd share. Thanks for your work on this.
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Charlie Ramsden
 
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Post » Sun Aug 08, 2010 12:21 pm

I love the mini=map. Been using it a while now. One question...I sometimes show areas on the map that are sepia toned, in boxes....yet most of the map is in color. Im not sure why this hapens. It stays that way too whenever I revisit the area.
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Anthony Santillan
 
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Post » Sun Aug 08, 2010 1:03 pm

this is fantastic, loved the minimap in morrowind and always missed it :)
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Matt Terry
 
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Post » Sun Aug 08, 2010 10:59 am

I spoke too soon. The map is causing weather issues with Natural Weather. It is causing instant weather changes with flashes of day/night when this mod is loading textures. Had to shut it down to stop the problem.
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jodie
 
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Post » Sun Aug 08, 2010 8:13 pm

I used this for a while and really enjoyed it, but I had a few problems which made me stop, I hope they're fixed. One, while I was deep in dungeons I would sometimes encounter crippling slowdown which would not subside. Two, in towns I would be able to sometimes see odd low res models/textures of buildings overlapping the proper ones. :S Three. it would slow the loading of visible objects while looking around and traveling. Hopefully if I'm using the World view option, all those issues will be non existent right?
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Meghan Terry
 
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Post » Sun Aug 08, 2010 1:09 pm

I love the mini=map. Been using it a while now. One question...I sometimes show areas on the map that are sepia toned, in boxes....yet most of the map is in color. Im not sure why this hapens. It stays that way too whenever I revisit the area.
That probably means you played for a while with the bLocalMapShader set to 1. Because of that a few textures were probably generated with this yellow paper style and, since the textures are only generated if they did not exist, the result is that sometimes you'll see these remnant textures in between the ones that were created later.

Easy fix would be to delete your "Textures\Maps" folder (and subfolders), for the next version I plan to add a simple command you can use ingame to forcefully generate the textures for your current cell, although the changes won't take effect until the game is restarted it is alot less troublesome than deleting all the generated textures. :)
Nice Mod I'm trying out v 0.6.3

I'm wondering is it possible to add transparency to the map? I find if it was more in the background it wouldn't be as distracting as I find it now esp when it's dark. Just something to make it a bit more out of the way, be it transparency or a way for the map to darken depending on the time of day? A couple of ideas I thought I'd share. Thanks for your work on this.
I assume we're talking about when the MiniMap is in a yellow paper style? If so then adding transparency might indeed make it look better at night.

I spoke too soon. The map is causing weather issues with Natural Weather. It is causing instant weather changes with flashes of day/night when this mod is loading textures. Had to shut it down to stop the problem.
Which version of Natural Weather are you using, there are a few unofficial updates I think. I looked into possible conflict between scripted weather mods (well mostly with All Natural: Weather) and in theory they shouldn't cause problems. The strange thing is, even if the weather instantly changes when textures are loaded, by default the day/night shouldn't flash. That only happens if iWaterHack is set to 2. Does it always happen when new textures are loaded or only when you just fast travelled or entered a new world (as opposed to just moving to am adjunctive exterior cell)?

For now you could try setting iWaterHack to 0 in the MiniMap.ini, it's somewhere near the bottom. It'll stop the mod from messing with the weather for one frame, downside is that the water will look very inconsistant on the MiniMap.

I used this for a while and really enjoyed it, but I had a few problems which made me stop, I hope they're fixed. One, while I was deep in dungeons I would sometimes encounter crippling slowdown which would not subside. Two, in towns I would be able to sometimes see odd low res models/textures of buildings overlapping the proper ones. :S Three. it would slow the loading of visible objects while looking around and traveling. Hopefully if I'm using the World view option, all those issues will be non existent right?
Lets see:
  • I really doubt those crippling slowdowns came from the MiniMap, although the script is always doing something it rarely does anything that could cause a slowdown. Only when you enter a new grid, even then the worse that could happen is a bit of stuttering for a second or so. :shrug: To rule out the MiniMap for sure you can try setting MiniMapDebug to -1 in the console when you are experiencing these slowdowns. It will stop all script processing of the MiniMap.

    Are you perhaps using Supreme Magicka? There's a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1002265&view=findpost&p=14944022 http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1002265&view=findpost&p=14944060 in a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1002265&view=findpost&p=14945957 it uses that can sometimes result in large amounts of looping (as in, doing something 300 times instead of the average 5-to-10 times!) each frame for half a dozen actors around you. :(
  • I am aware of this issue and I've had it a few times myself. I haven't been able to determine the exact conditions although I do know what causes it (the toggling on and off of the LODLand for 1 frame). The tricky part just is that the problem doesn't always appear even though the same code it used each time.
  • In the older versions the amount of textures that were generated was 25, which could in some cases lead to brief slowdowns. Since version 0.6.2 the number of textures that are generated in each batch have been reduced from 25 to 9, the result is far less stuttering (or nothing at all) when the mod generates textures.
About the World view option, it doesn't involve periodic texture generation and you'll have the option to always use the World mode (thus completely disabling the Local mode). And the other way around aswell ofcourse.

-kyoma
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Ana Torrecilla Cabeza
 
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Post » Sun Aug 08, 2010 8:30 pm

Which version of Natural Weather are you using, there are a few unofficial updates I think. I looked into possible conflict between scripted weather mods (well mostly with All Natural: Weather) and in theory they shouldn't cause problems. The strange thing is, even if the weather instantly changes when textures are loaded, by default the day/night shouldn't flash. That only happens if iWaterHack is set to 2. Does it always happen when new textures are loaded or only when you just fast travelled or entered a new world (as opposed to just moving to am adjunctive exterior cell)?

For now you could try setting iWaterHack to 0 in the MiniMap.ini, it's somewhere near the bottom. It'll stop the mod from messing with the weather for one frame, downside is that the water will look very inconsistant on the MiniMap.


Natural Weather 2.1.3...I can't explain the flash that happens during texture load. I'll look at the iWaterHack setting. The only time I've noticed it so far was when moving to a new exterior cell, not fast travel.

As for transparency, I'm using the color map. Even with that it was kind of distracting, as one doesn't want to navigate using the map you want to view the game and scenery. I feel if we can do transparency then the map can be in the background not drawing attention, but there for a quick reference.
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Kayla Oatney
 
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Post » Sun Aug 08, 2010 2:40 pm

Lets see:
  • I really doubt those crippling slowdowns came from the MiniMap, although the script is always doing something it rarely does anything that could cause a slowdown. Only when you enter a new grid, even then the worse that could happen is a bit of stuttering for a second or so. :shrug: To rule out the MiniMap for sure you can try setting MiniMapDebug to -1 in the console when you are experiencing these slowdowns. It will stop all script processing of the MiniMap.

    Are you perhaps using Supreme Magicka? There's a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1002265&view=findpost&p=14944022 http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1002265&view=findpost&p=14944060 in a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1002265&view=findpost&p=14945957 it uses that can sometimes result in large amounts of looping (as in, doing something 300 times instead of the average 5-to-10 times!) each frame for half a dozen actors around you. :(
  • I am aware of this issue and I've had it a few times myself. I haven't been able to determine the exact conditions although I do know what causes it (the toggling on and off of the LODLand for 1 frame). The tricky part just is that the problem doesn't always appear even though the same code it used each time.
  • In the older versions the amount of textures that were generated was 25, which could in some cases lead to brief slowdowns. Since version 0.6.2 the number of textures that are generated in each batch have been reduced from 25 to 9, the result is far less stuttering (or nothing at all) when the mod generates textures.
About the World view option, it doesn't involve periodic texture generation and you'll have the option to always use the World mode (thus completely disabling the Local mode). And the other way around aswell ofcourse.

-kyoma

Perhaps you're right about the slowdown in dungeons. All I know is that I've not encountered it since I shut it off. :shrug: I don't use Supreme Magica, but I do use LAME and Midas Magic. I must suppose the problem is somewhere there. The mod didn't cause much in the way of stuttering outside, but it did lead to viewing problems with trees, grass, LOD when loading cells. It was far too much of a compromise.
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Gavin Roberts
 
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Post » Sun Aug 08, 2010 9:42 am

Sorry to bump an old thread, but I just thought I'd put in my two cents... I, too, encountered the severe slowdown... it actually ends up so bad that it freezes my game (usually in the wilderness). Once I removed the MiniMap, the problem was gone. Now sure what aspect of the MiniMap was causing the slowdown, though.
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SaVino GοΜ
 
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Post » Sun Aug 08, 2010 11:21 am

There once was a little boy who wanted to give something back to the community for putting up with all his questions, suggestions and idea. He worked day and night to get this present to the people on Christmas Eve. But then disaster striked, twice, and it wasn't even ready on New Year's Eve. Now the boy was even more disappointed at himself than ever and swore he would get the present ready on the first opportunity that appeared.

And what is more appropriate for giving a present than on the day you celebrate your birth. Ok, ok, so I missed that deadline by a day too. So sue me. :P

And now, without further delay I present you:

MiniMap v0.7.0
And then there was the world.....

P.S. I'll update the OP later today. Just wanted to get it out of the door for now. ;)

-kyoma
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Emilie M
 
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Post » Sun Aug 08, 2010 5:00 pm

thanks for the nice present little boy :P ;)
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Jimmie Allen
 
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Post » Sun Aug 08, 2010 3:44 pm

I'm having trouble. The minimap (latest version) isn't showing up. The console says it is initialized but I don't get the map. I'm 100% sure I installed it correctly (used BAIN). I thoroughly went through the .ini and made adjustments. You set some of the items to "0", where the default was supposed to be some number. So I changed everything to the default. Here's my load order:

00  Oblivion.esm  [Version 1.2.0416]01  DA Run Fatigue.esm02  All Natural Base.esm  [Version 0.9.8]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Armamentarium.esm  [Version 1.3]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Kvatch Rebuilt.esm  [Version 1.1]0B  HorseCombatMaster.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0C  DLCShiveringIsles.esp0D  Unofficial Oblivion Patch.esp  [Version 3.2.3a]0E  Oblivion Citadel Door Fix.esp0F  All Natural - Real Lights.esp  [Version 0.9.8]10  All Natural.esp  [Version 0.9.8]11  All Natural - SI.esp  [Version 0.9.8]12  All Natural - EW + NW + AWS.esp  [Version 0.9.6]13  Kvatch Rebuilt Weather Patch.esp14  DLCHorseArmor.esp15  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]16  DLCBattlehornCastle.esp17  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]18  Francesco's Optional Chance of Stronger Bosses.esp19  Francesco's Optional Chance of Stronger Enemies.esp1A  Francesco's Optional Chance of More Enemies.esp1B  Francesco's Optional Leveled Guards.esp1C  FCOM_Francescos.esp  [Version 0.9.9]1D  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1F  Fran Armor Add-on.esp20  Fran_Lv30Item_Maltz.esp21  Fransfemale.esp22  MRP - Loading area.esp  [Version 1.02]23  Atmospheric Loading Screens - No Text.esp24  MIS.esp  [Version 1.0]25  MIS New Sounds Optional Part.esp  [Version 1.0]26  Atmospheric Oblivion.esp  [Version 1.1]27  AmbientTownSounds.esp  [Version 1.0]28  Symphony of Violence.esp29  Louder Nirnroot Sound.esp  [Version 1.0]2A  Enhanced Water v2.0 HDMI.esp  [Version 1.0]2B  Better Lava by elveon.esp  [Version 1.0]2C  Pek_Painting_Exchanger.esp2D  AddMapMarkers.esp2E  Days&Months.esp2F  Book Jackets Oblivion.esp  [Version 0.01]30  Cobl Bookjackets.esp31  bgShaderStandAloneEV.esp  [Version 1.0EV]32  zCats & Rats.esp33  Rainbows.esp34  Harvest [Flora].esp  [Version 3.0.0]35  diversegrasses.esp36  WindowLightingSystem.esp  [Version 5.1.6]37  RAEVWD Cities.esp  [Version 1.4]38  Cities Alive At Night.esp39  Natural_Habitat_by_Max_Tael.esp3A  OBSE-Storms & Sound SI.esp3B  CSR - Fine Iron.esp  [Version 1.2]3C  CSR - Golden Saint.esp  [Version 1.2]3D  MaleBodyReplacerV4.esp3E  Slof's Oblivion Better Beasts.esp++  CoreRandmonClothing4Npcs.esp3F  ArgonianFeets.esp40  Reznod_Mannequin_HD[Eng].esp41  ClocksOfCyrodiil.esp42  BenirusManorRebuilt.esp  [Version 1.0]43  RoadSigns.esp44  Cliff_BetterLetters.esp  [Version 1.1]45  DA Sprint.esp46  DA Fatigued Running.esp47  Get Wet.esp48  WPHealthRegen.esp  [Version 1.0]49  Lightweight Potions.esp  [Version 1.1]4A  P1DkeyChain.esp  [Version 5.00]4B  ANB_Item_Switchers.esp  [Version 0.8]4C  RealisticHealth.esp4D  MotionBlur.esp4E  SnArrowEffects.esp4F  moDem's City Life.esp50  Lost Paladins of the Divines.esp51  LetThePeopleDrink.esp  [Version 2.5]52  Toggleable Quantity Prompt.esp  [Version 3.1.1]53  Duke Patricks - Actors Can Miss Now.esp54  FewerOBGates.esp55  Map Marker Overhaul.esp  [Version 3.3]56  MiniMap.esp57  EnchantmentRestore.esp  [Version 1.9]58  sycHearNoEvil.esp  [Version 1.0]59  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]5A  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]5B  Slof's Oblivion Robe Trader.esp5C  Cobl Glue.esp  [Version 1.72]5D  Cobl Si.esp  [Version 1.63]5E  FCOM_Cobl.esp  [Version 0.9.9]5F  Bob's Armory Oblivion.esp  [Version 1.1]60  FCOM_BobsArmory.esp  [Version 0.9.9]61  Loth's Blunt Weapons for Npcs.esp  [Version 3.0]62  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]63  Oblivion WarCry EV.esp64  FCOM_WarCry.esp  [Version 0.9.9MB3]65  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]66  OOO-Water_Weeds.esp  [Version 1.33]67  OOO-Level_Stock.esp  [Version 1.33]68  RustyItems for OOO.esp69  OOO 1.32-Cobl.esp  [Version 1.72]6A  Diverse Effect Icons for OOO.esp6B  more books teach.esp6C  RealitySpectreStars2HeavenBetterPotionsOOOEffects.esp  [Version 2.1]**  EVE_StockEquipmentReplacer4FCOM.esp6D  FCOM_Convergence.esp  [Version 0.9.9Mb3]6E  attack and hide easier v2.0.esp  [Version 2.0]6F  ArmamentariumLL4OOO.esp  [Version 2.0]70  ArmamentariumArtifacts.esp  [Version 1.3]71  Armamentium female.esp72  FCOM_RealSwords.esp  [Version 0.9.9]73  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]74  MMM-Cobl.esp  [Version 1.69]75  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]76  Imperial Horse Armor.esp77  Mart's Monster Mod - Farm Animals.esp78  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]79  Mart's Monster Mod - Shivering Isles.esp7A  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3]7B  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3]7C  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]7D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]7E  Adonnays Classical Weaponry.esp7F  Kvatch Rebuilt.esp  [Version 1.1]80  Kvatch Rebuilt - OOO Compatibility.esp  [Version 1.1]81  Kvatch Rebuilt - Leveled Guards - FCOM.esp  [Version 1.1]82  wd purse of wonders.esp83  road+bridges.esp  [Version 4.5.1]84  NRB4 Standard Road Record.esp85  xulImperialIsle.esp  [Version 1.6.3]86  NRB4+UL-II+LtPD Patch.esp  [Version 3.0]87  bgBalancingEVCore.esp  [Version 10.52EV-D]88  bgBalancingEVOptionalBetterRedguards.esp89  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]8A  Knights.esp8B  Knights - Book Jackets.esp  [Version 1.0]8C  Faction Rank Fix.esp8D  Knights - Unofficial Patch.esp  [Version 1.0.9]8E  FCOM_Knights.esp  [Version 0.9.9Mb3]8F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]90  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]91  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]92  Kobu's Character Advancement System.esp93  Smarter Mercantile Leveling - Multi.esp  [Version 1.65]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.8]94  DeadlyReflex 5 - Combat Moves.esp95  Bashed Patch, 0.esp96  Streamline 3.1.esp97  kuerteeCleanUp.esp

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Erika Ellsworth
 
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Post » Sun Aug 08, 2010 9:35 pm

And what is more appropriate for giving a present than on the day you celebrate your birth. Ok, ok, so I missed that deadline by a day too. So sue me. :P


Happy Birthday man, and thanks for the present! ;)
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Judy Lynch
 
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Post » Sun Aug 08, 2010 10:14 pm

I'm having trouble. The minimap (latest version) isn't showing up. The console says it is initialized but I don't get the map. I'm 100% sure I installed it correctly (used BAIN). I thoroughly went through the .ini and made adjustments. You set some of the items to "0", where the default was supposed to be some number. So I changed everything to the default. Here's my load order:
Hmmm, it's not showing up but it says it is initialized? Strange, there aren't many things I can think of, actually non atm. Could you do something? After loading up a save and getting the message, open up the console and type
PrintTileInfo "_minimap" 1004
Then post what it says. Note: it will be a bit much so best use http://www.gamesas.com/bgsforums/index.php?showtopic=1029117&st=0&p=14900363&#entry14900363 to avoid having to type it all out. Or making a screenshot of the console output would work too I guess but that leaves a bit of room for reading errors on my end. :P

-kyoma
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aisha jamil
 
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Joined: Sun Jul 02, 2006 11:54 am

Post » Sun Aug 08, 2010 7:15 pm

Hmmm, it's not showing up but it says it is initialized? Strange, there aren't many things I can think of, actually non atm. Could you do something? After loading up a save and getting the message, open up the console and type
PrintTileInfo "_minimap" 1004
Then post what it says. Note: it will be a bit much so best use http://www.gamesas.com/bgsforums/index.php?showtopic=1029117&st=0&p=14900363&#entry14900363 to avoid having to type it all out. Or making a screenshot of the console output would work too I guess but that leaves a bit of room for reading errors on my end. :P

-kyoma


Okay, here ya go:

Lightweight Potions updated values from ini file with weight set to 0.10
MiniMap Initialized - Version 0.7.0
MMO:Updated values from ini file in data\.
MMO:Cannot support backup functionality without Pluggy 128 or newer.
RH: RealisticHealth.ini loaded
RH: shader loaded
All Natural SI: Initialized
All Natural Tamriel: Initialized
printtileinfo "_minimap" 1004
PrintTileInfo _minimap
Traits:
visible: 1.0000
clipwindow: 2.0000
locus: 2.0000
alpha: 0.0000
y: 80.0000
x: 1286.0000
clips: 2.0000
height: 200.0000
width: 200.0000
red: 255.0000
green: 255.0000
blue: 255.0000
childcount: 8.0000
_minimap_align: 9.0000
_minimap_mode: 0.0000
_width: 200.0000
_height: 200.0000
_minimap_x: 50.0000
_minimap_y: 80.0000
_master_alpha: 255.0000
_transparency: 0.0000
_info_visible: 0.0000
_local_zoom: 100.0000
_world_zoom: 100.0000
_arrow_zoom: 45.0000
_door_zoom: 45.0000
_show_arrow: 1.0000
_scale_arrow: 1.0000
_scale_doors: 1.0000
_show_frame: 1.0000
_border_scale: 25.0000
_corner_scale: 30.0000
_num_icons: 50.0000
_player_x: 0.0000
_player_y: 0.0000
_screen_width: 1280.0000
_local_crop_x: 16.0000
_local_crop_y: 16.0000
_local_grid: 256.0000
_local_offset_x: -92.0000
_local_offset_y: 16.0000
_cropx: 16.0000
_cropy: 16.0000
_grid_size: 240.0000
_grid_offset_x: -9.2000
_grid_offset_y: 1.6000
_world_offset_x: -4.0000
_world_offset_y: 1.0000
_texture1: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture2: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture3: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture4: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture5: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture6: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture7: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture8: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture9: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture10: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture11: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture12: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture13: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture14: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture15: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture16: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture17: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture18: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture19: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture20: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture21: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture22: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture23: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture24: Textures\menus\map\minimap\minimap_empty_grid.dds
_texture25: Textures\menus\map\minimap\minimap_empty_grid.dds
_world_x: 0.0000
_world_y: 0.0000
_world_Xdim: 2055.0000
_world_Ydim: 1830.0000
_world_NW_X: -59.0000
_world_SE_X: 59.0000
_world_NW_Y: -59.0000
_world_SE_Y: 47.0000
_world_map: map\world\cyrodiil_resized.dds
_icon_zoom: 0.0000
Children:
_minimap_local_map
_minimap_world_map
_frame_thick
_frame_thin
_frame_circle
_folder_debug
_minimap_info
_minimap_arrow
kCU: removing FF035D3C at 0
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Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Sun Aug 08, 2010 2:11 pm

Okay, here ya go:
......
Ahhh I see the problem. The MiniMap will be hidden when first activated/loaded, just press NumPad* (the iToggleKey) and it should appear. Not really a bug, more of an oversight on my end. I'll fix it for the future and I got one or two other things so I may update it tomorrow. :)

-kyoma
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Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sun Aug 08, 2010 10:31 pm

Ahhh I see the problem. The MiniMap will be hidden when first activated/loaded, just press NumPad* (the iToggleKey) and it should appear. Not really a bug, more of an oversight on my end. I'll fix it for the future and I got one or two other things so I may update it tomorrow. :)

-kyoma


Yep, it worked. I don't think it said in the readme that it initially hidden. Maybe I missed it. Either way, thanks.
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Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Sun Aug 08, 2010 4:37 pm

Yep, it worked. I don't think it said in the readme that it initially hidden. Maybe I missed it. Either way, thanks.
It isn't in the readme, hence my oversight. I never really thought about it until now. Not hard to fix or anything, just one of those things you need to be aware of first. :P So in a way I want to thank you. :)
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sun Aug 08, 2010 10:33 am

Released Version 0.7.1
  • Fixed problem with the MiniMap being hidden when first installing the mod. Also fixed a few other problems with initializing.
  • Fixed problem with empty space appearing on the World MiniMap if you are near the edge of the worldmap, now it will move the arrow away from the center in order to display your correct position without any empty space appearing.
  • Fixed bug that could happen when you travel from Cyrodiil to a Shivering Isles interior (e.g. using a teleport spell), where the World MiniMap would display the wrong position.
  • Fixed bug with the transparency setting not working completely.
  • Added seperate width and height settings for the Local and World mode.
  • Expanded the "iAutoMode" setting to now also having a mode where the MiniMap is not re-displayed after each reload. Default behaviour is still that.

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Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Sun Aug 08, 2010 10:03 am

There once was a little boy who wanted to give something back to the community for putting up with all his questions, suggestions and idea. He worked day and night to get this present to the people on Christmas Eve. But then disaster striked, twice, and it wasn't even ready on New Year's Eve. Now the boy was even more disappointed at himself than ever and swore he would get the present ready on the first opportunity that appeared.

MiniMap v0.7.0
And then there was the world.....
Oh, you poor dear ! C'mere, let's kiss and make it better.

...

Ah ! Now, about time :goodjob:
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Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Sun Aug 08, 2010 12:31 pm

Thanks for improving this very nice Mini-Map-mod.
I really like it, it ads a very useful tool to the game.
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Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Sun Aug 08, 2010 10:17 pm

Thank you kyoma for this mod, I appreciated it soooooooooooooooo much! Now the only missinig feauture is the absence of the map markers in world mode. When this feauture will be implemented, this mod will be absolutey -perfect-. I wonder to know if it's a major problem (I mean the integration of map markers in world mode) or if you need only a short period of time until the next release with map markers in world mode. Excuse me, I don't want to force you to work, I just hope to see that feauture soon.

I've got only one issue using the 0.7.1 version. Although I set the width and height of the world map the same as the local map, the width of the world map doesn't change. I set the ini values as following:

set MiniMap.iLocalWidth to 240 ; 200
set MiniMap.iLocalHeight to 200 ; 200
set MiniMap.iWorldWidth to 240 ; 200
set MiniMap.iWorldHeight to 200 ; 200

set MiniMap.iMiniMapAlign to 9 ; 9
set MiniMap.iMiniMapX to 18 ; 50
set MiniMap.iMiniMapY to 690 ; 80

So I expected to have local and world map with the same width and height, but, visually speaking, the width of the world map is shorter than the local map. It seems like the mod is unable to read the correct value in the ini and set the width always as default, no matter what value I enter.

Keep up your good work!
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Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Sun Aug 08, 2010 10:18 pm

......
The world mode width and height settings was a bug that I fixed in v0.7.1b, it's up for grabs on TESNexus. I would have posted about it here but then TESNexus went offline so I figured I'd wait. Map markers....well I had a few ideas that might have worked but they turned out to be buggy. I'm not giving up on them but for now I'll leave it alone. Who knows, maybe in the future I'll get one of my brilliant ideas and I'll finally be able to add them. :P
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Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

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