[Relz/Beta] MiniMap - HUD Element

Post » Sun Aug 08, 2010 11:33 am

I have an, er, "bug report".

It was thundery, and at night, and I was riding full speed to the IC. The cell containing half the bridge did that non-loading thing where it just doesn't appear, and the minimap made an image of total darkness :(
Nothing major, I'll delete the maps easily enough, but something to be aware of :)

Hmmm, I purposely removed the debug code cause it literally cluttered the console when on. However, with this report I think I'll make it more specific and re-add it. Ofcourse you are probably wondering what this has to do with your problem, well that's cause there are two possible sources for the empty-grid-problem. First is that it just couldn't find the file, even after a second scan (script-wise). Second is that the texture simply was just black. Neither should happen under normal circumstances but the latter makes more sense. Could you tell me your uGridsToLoad ini setting?
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Minako
 
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Post » Sun Aug 08, 2010 4:26 pm

It's 5, which is default I think.
I think it's at least probable it was the function that failed, not your scripting, especially seeing as the whole cell wasn't loaded :P
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Cartoon
 
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Post » Sun Aug 08, 2010 6:32 pm

It's 5, which is default I think.
I think it's at least probable it was the function that failed, not your scripting, especially seeing as the whole cell wasn't loaded :P
Yea that's default. Could have been a one-time glitch (lets hope so) but I'll keep an eye on it just in case. We don't want it to happen all the time, do we? :)
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Sheeva
 
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Post » Sun Aug 08, 2010 3:16 pm

Haha, certainly not :o

To be fair, riding a horse at night while it's raining through weye is probably the heaviest thing my PC has ever contended with, so I'm honestly not surprised things break!
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loste juliana
 
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Post » Sun Aug 08, 2010 12:22 pm

Kyoma, you were right, putting the command further down helped making the mod work.
Still don't know why the DarNified UI version isn't working for me. :huh:

The CTDs seem to be related to your scripts - I tested it several times both before and after setting the debug thing to -1.

Works pretty good other than that, but there are two visual problems:
- http://img200.imageshack.us/img200/5157/funky1.jpg - as you can see, my character is standing right in the middle of the camp, but the map says he's standing next to it. It seems the door markers are affected by this, too.
- There are some http://img199.imageshack.us/img199/4170/funky2.jpg. Looks like it's related to cell transitions.
(Don't mind the strange colors and the blurriness, by the way - I was playing around with ScreenEffects at the same time :P)
- Maybe you've fixed it by now, but when I set the width and height of the mini map to 100 each, it didn't center my position in the new window.
Might be worth noting that I put the map to position 9... maybe that position is flawed or so.
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DAVId Bryant
 
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Post » Sun Aug 08, 2010 10:12 pm

Are things labelled if you hover your mouse over them, like the map in vanilla oblivion?

For example:

http://www.tesnexus.com/downloads/images/26220-2-1249216984.jpg

If you hover your mouse over the door icon, does it say the owner of the house?


Thanks
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Emmie Cate
 
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Post » Sun Aug 08, 2010 10:12 pm

Kyoma, you were right, putting the command further down helped making the mod work.
Still don't know why the DarNified UI version isn't working for me. :huh:
Clueless on why DarNifiedUI version doesn't work either. I tested it a dozen times and I cannot get a crash by using it. :huh: Awell, atleast the manual editting worked now.

The CTDs seem to be related to your scripts - I tested it several times both before and after setting the debug thing to -1.
I kinda expected such an anwser. Although I just thought of something, did the CTDs also happen while you were just standing still?

Works pretty good other than that, but there are two visual problems:
- http://img200.imageshack.us/img200/5157/funky1.jpg - as you can see, my character is standing right in the middle of the camp, but the map says he's standing next to it. It seems the door markers are affected by this, too.
- There are some http://img199.imageshack.us/img199/4170/funky2.jpg. Looks like it's related to cell transitions.
(Don't mind the strange colors and the blurriness, by the way - I was playing around with ScreenEffects at the same time :P)

The visual problem you are describing is the same problem as what CDM_ had. I haven't been able to figure out how it happens so I am unable to fix it. :(

- Maybe you've fixed it by now, but when I set the width and height of the mini map to 100 each, it didn't center my position in the new window.
Might be worth noting that I put the map to position 9... maybe that position is flawed or so.
By didn't center my position, do you mean your player arrow wasn't in the center or the position of the center wasn't correct (like what you mentioned above)?

Are things labelled if you hover your mouse over them, like the map in vanilla oblivion?

For example:

http://www.tesnexus.com/downloads/images/26220-2-1249216984.jpg

If you hover your mouse over the door icon, does it say the owner of the house?


Thanks
No, mainly because you cannot hover over a door icon. Technically the MiniMap is visible during certain menumodes (inventory, stats, magic, map) but you cannot interact with it. It is something I plan to look into, just not right now.

-kyoma
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Mariana
 
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Post » Sun Aug 08, 2010 9:25 pm

No, mainly because you cannot hover over a door icon. Technically the MiniMap is visible during certain menumodes (inventory, stats, magic, map) but you cannot interact with it. It is something I plan to look into, just not right now.

What about quest markers? Do those show on the mini-map?

Say a quest had me to go inside that door - would it show the red quest marker in the mini-map?
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Melanie
 
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Post » Sun Aug 08, 2010 10:34 am

What about quest markers? Do those show on the mini-map?

Say a quest had me to go inside that door - would it show the red quest marker in the mini-map?
No, mostly because I have no way to determine what or where a quest marker is located.
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Kate Norris
 
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Post » Sun Aug 08, 2010 8:23 pm

Ok, thanks to a comment on TESNexus I think I found the cause of the http://img200.imageshack.us/img200/5157/funky1.jpg. If anyone who notices this problem please let me know if they are using a widescreen resolution or not.

I'd try it out myself but even with a widescreen resolution I cannot reproduce it, probably cause I do not have a widescreen monitor.
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Brιonα Renae
 
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Post » Sun Aug 08, 2010 10:09 pm

Yep. I'm using Widescreen.
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e.Double
 
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Post » Sun Aug 08, 2010 4:37 pm

Yep. I'm using Widescreen.
That's good to hear (sort of :P).
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Travis
 
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Post » Sun Aug 08, 2010 10:16 pm

I'm using a widescreen resolution, yes; it's 1440*900 (which is a 16:10 format, if that is important too)

I kinda expected such an anwser. Although I just thought of something, did the CTDs also happen while you were just standing still?

Well, the CTDs happen after a couple of minutes. A rather long time for standing still, which is why I can't tell; haven't tried it out yet. I will do try it out next time. :)
(edit: Ah, I guess you're thinking about cell transitions, right? If so, then at least I can say that I had those CTDs in interiors as well.)

By didn't center my position, do you mean your player arrow wasn't in the center or the position of the center wasn't correct (like what you mentioned above)?

The former. The player arrow wasn't even in the map window, it probably just stayed in its same old location. http://img16.imageshack.us/img16/1769/mapsizeb.jpg - the red square was what I saw in the new map, it was simply the lower right corner of the old map.
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Robert Jr
 
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Post » Sun Aug 08, 2010 10:04 pm

@Kyoma:
It is really nice to see something completely new in game. This is a great peace of work and it adds a new feeling to the game.

I have one little request:
I find the mini-map a bit out of place when it gets dark outside. Its like driving a car at night with a bright light next to your head. The light (the mini-map) makes it then impossible to see in the dark.

Would it be possible to make the brightness of the mini-map automatically adjust to the outside lighting conditions? Time of day would be sufficient I think.
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Mariaa EM.
 
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Post » Sun Aug 08, 2010 9:44 pm

Epic! I'm amazed to finally see a working mini-map for oblivion after so much speculation on how to make one. Great job, and I'm glad you made it toggable on/off too!

*runs off to download* :drool:

EDIT: And to add to Sjors post above... is it possible to make the mini-map transparent? That might fix the brightness problem too.
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Romy Welsch
 
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Post » Sun Aug 08, 2010 5:33 pm

I'm using a widescreen resolution, yes; it's 1440*900 (which is a 16:10 format, if that is important too)


Well, the CTDs happen after a couple of minutes. A rather long time for standing still, which is why I can't tell; haven't tried it out yet. I will do try it out next time. :)
(edit: Ah, I guess you're thinking about cell transitions, right? If so, then at least I can say that I had those CTDs in interiors as well.)


The former. The player arrow wasn't even in the map window, it probably just stayed in its same old location. http://img16.imageshack.us/img16/1769/mapsizeb.jpg - the red square was what I saw in the new map, it was simply the lower right corner of the old map.
I think it's safe to say that all the issues (well apart from the CTD) with how the MiniMap looks are caused by widescreen. Or atleast, I'll need to see if everything is fixed together with the widescreen issues.

@Kyoma:
It is really nice to see something completely new in game. This is a great peace of work and it adds a new feeling to the game.

I have one little request:
I find the mini-map a bit out of place when it gets dark outside. Its like driving a car at night with a bright light next to your head. The light (the mini-map) makes it then impossible to see in the dark.

Would it be possible to make the brightness of the mini-map automatically adjust to the outside lighting conditions? Time of day would be sufficient I think.
I take it you have bLocalMapShader=1 in your Oblivion ini? Which means you get the yellow-ish textures. I suppose I could add a black overlay with configurable transparency, it might provide a good way to darken the MiniMap. I'll see what I can do (and how nice it actually looks). :)

Epic! I'm amazed to finally see a working mini-map for oblivion after so much speculation on how to make one. Great job, and I'm glad you made it toggable on/off too!

*runs off to download* :drool:

EDIT: And to add to Sjors post above... is it possible to make the mini-map transparent? That might fix the brightness problem too.
I can make it transparent, although it may look a bit odd at low values or when the icons are transparent too. Like above, I'll see what I can do.

Right now my biggest priority lies with finding a fix for users with Widescreen. Speaking of which, I'd like to ask if someone that has this problem could send me a couple of the textures generated. I wanna be sure the problem doesn't lie with the OutputLocalMapPictures command itself before I start messing with the XML. My email is in the OP, or you can upload it somewhere and post the link. Preferable a couple of textures, lets say, 10. Thanks in advance for anyone that does. :)
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Scared humanity
 
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Post » Sun Aug 08, 2010 3:49 pm

Works great here! using 1280x1024 resolution with Full FCOM install, and i haven't experienced any problems!
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electro_fantics
 
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Post » Sun Aug 08, 2010 1:55 pm

Lovely - It's out ! :wub: Did you manage to use any modWaterShader tricks ? ( if not, I believe changing the fresnel parameter will reduce wave form amplitude ) In any case, grabbing it right away. And I have a widescreen monitor as well ( 16:9 DAR; 1600x900 resolution ) - I'll see if I can bring up the bug.

PS : Almost forgot ! Keep up the bad work ™ :thumbsup:
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Astargoth Rockin' Design
 
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Post » Sun Aug 08, 2010 5:35 pm

Wide-screen user here - same issues others are having. (CTD's, mini-map messed up, etc..)
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April D. F
 
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Post » Sun Aug 08, 2010 10:17 pm

Works great here! using 1280x1024 resolution with Full FCOM install, and i haven't experienced any problems!
Good to hear, atleast things seem to be working correctly for non-widescreen users.

Lovely - It's out ! :wub: Did you manage to use any modWaterShader tricks ? ( if not, I believe changing the fresnel parameter will reduce wave form amplitude ) In any case, grabbing it right away. And I have a widescreen monitor as well ( 16:9 DAR; 1600x900 resolution ) - I'll see if I can bring up the bug.

PS : Almost forgot ! Keep up the bad work ™ :thumbsup:
Yup, all thanks to you. Without your interfering it would still be sitting on my harddrive, waiting to be released. :P As for ModWaterShader, again thank you, the info Scanti posted in the OBSE thread has been a big help. I now change the Amplitude setting of the water to 0, this results in smooth water textures, there can still be a bit of color difference between two grids but atleast now it won't be all http://i98.photobucket.com/albums/l243/Kyoparadox/ScreenShot9-1.jpg?t=1249287178 for textures that have been generated during a sunny day.

Right now my biggest priority lies with finding a fix for users with Widescreen. Speaking of which, I'd like to ask if someone that has this problem could send me a couple of the textures generated. I wanna be sure the problem doesn't lie with the OutputLocalMapPictures command itself before I start messing with the XML. My email is in the OP, or you can upload it somewhere and post the link. Preferable a couple of textures, lets say, 10. Thanks in advance for anyone that does. :)
This is no longer required, a user on TESNexus confirmed that the widescreen problem originated from the XML values, after a bit of tinkering he got it to work moderately (still some overlap of the grids but no more stretching). So now I'm gonna try a little math to have it work for any widescreen resolution. Not sure how long it's gonna take but I'll do my best. :)
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Anna S
 
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Post » Sun Aug 08, 2010 10:19 pm

Hm, well I played for about 4 hours last night, and the minimap functioned... mostly perfect, except for a few recurring CTDs that could only be solved by cleansaving. 1024x768 resolution.
Still, the cleansaving probably took about as long as all of the going into my map screen would :P
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Sherry Speakman
 
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Post » Sun Aug 08, 2010 10:57 am

Widescreen Update:
I've uploaded a test XML file on TESNexus. If you are using a widescreen resolution I'd like to ask you to try it out. Unzip the archieve to your Oblivion\Data\ folder, overwrite the existing file. Although it probably won't be perfect yet, it should reduce if not remove the stretching. When you try it out and want to report something, please make a screenshot so I can see for myself how it looks. Also, I recommend setting the height and width of the MiniMap to something around 300 in the ini, just to be sure the screenshot will include the borders of the cell grids.

Ofcourse non-widescreen users can test it too, just to be sure it doesn't screw things up for them. Not that it did for me but you can never be too sure.

Hm, well I played for about 4 hours last night, and the minimap functioned... mostly perfect, except for a few recurring CTDs that could only be solved by cleansaving. 1024x768 resolution.
Still, the cleansaving probably took about as long as all of the going into my map screen would :P
I have a feeling this happens due to a bad ref variable. I didn't check for this at every place cause I thought it could never happen. Should be easy to fix ofcourse and I kinda hope this is the cause.
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Wane Peters
 
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Post » Sun Aug 08, 2010 10:51 am

I'm afraid there is no change at my end with the newest version and the new XML. Exterior difference is identical to the one I posted earlier. Interiors also suffer from this, plus being misaligned. Attempting to get a Screen Shot, but right now Oblivion is CTDing when the Map loads. Resulution is currently 1152 * 864, apparently.

Normal resolution screenshot :
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot93.jpg?t=1249296792

Switched to 800*600 and got this:
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot94.jpg?t=1249296792

No transition issues, but weird blotches, and still CTD in variosu locals (IC Market Place, Tiber Septim, Anvil)
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Sunny Under
 
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Post » Sun Aug 08, 2010 7:57 pm

I'm afraid there is no change at my end with the newest version and the new XML. Exterior difference is identical to the one I posted earlier. Interiors also suffer from this, plus being misaligned. Attempting to get a Screen Shot, but right now Oblivion is CTDing when the Map loads. Resulution is currently 1152 * 864, apparently.

Normal resolution screenshot :
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot93.jpg?t=1249296792

Switched to 800*600 and got this:
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot94.jpg?t=1249296792

No transition issues, but weird blotches, and still CTD in variosu locals (IC Market Place, Tiber Septim, Anvil)

Hmm, not exactly what I had hoped. Could you check two quick things? First a script variable: MiniMap.bToggleLOD. Second are two XML value, you can get it by typing this in the console: set MiniMapDebug to GetMenuFloatValue "_minimap\_screen_ratio" 1004 and set MiniMapDebug to GetMenuFloatValue "_minimap\_grid_size" 1004

[edit]
Wait a minute, you say your resolution is currently 1152x864? But that's not a widescreen ratio, right? :unsure:
[/edit]
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Big mike
 
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Post » Sun Aug 08, 2010 10:40 am

Will you be uploading this to a reliable or reputable site? TESNexus is unusable during their server change as the password recognition and reset is completely broken.
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lilmissparty
 
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