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Homestead (2.7)
Updated:02/25/17 02:21 PM
Created:06/25/16 12:39 AM
Monthly downloads:14,578
Total downloads:31,954
Favorites:95
MD5:
2.7
Votan's Mini Map  Updated less than 3 days ago!  Popular! (More than 5000 hits)
Version: 1.0.10
by: votan [More]
Description
This addon reactivates the mini map from ZOS. Thus the mini map does not do less, but also not more than the build-in world map, because it is the build-in world map.

No artificial synchronization of (custom) pins between mini map and world map. All kind of pins are supported by design.
But also no border pins or rotation mode and such features. My mini map is intended to be lightweight and fast.
  • Includes world map performance tweaks, which can be disabled for performance comparison.
  • Conflicts with other mini maps can be expected. Therefore the mini map can be disabled to use the tweaks only.
  • I do not recommend to use the AUI mini map module at the same time as mine.
  • No gamepad support (yet), due to lines in ZOS source code, they call a "total hack" themself. Sorry
  • The window is resizable via mouse (ZOS code)

If you think you need a full-featured mini map try the MiniMap by Fyrakin.

Providing a mini map can be an unthankful job. I guess Fyrakin could sing a song or two. Therefore I can't resist to say:
The addon works well for me. Otherwise I would not have released it. If you think you have performance problems due to this addon, help tracking down or stop using.
Frame freezes are most likely coming from an addon providing a lot of pins without taking care about creating even a simple pin takes some time multiplied by hundreds.
In this case the author of that addon can make it more mini map friendly, only.

Thanks to @scootworks for testing

Remarks
There are key-bindings to toggle the mini map on/off. For technical reasons the toggle while at siege weapons needs its own key-binding. But you can re-use the same key.

If you feel dissatisfied with the second main menu entry for "Addons", take a look at Harven's AS to LAM adapter.

ToDo
- Try to enable tooltips

- Try to hook around the gamepad limitation (12.02.2017)
With help of Shinni a step further, but still not usable.
version 1.0.10:
- Added optional dependency to TrueExploration for compatibility.
- Fixed another small issue with "Show on Map".

version 1.0.9:
- New option to choose either or not to zoom to player.

version 1.0.8:
- Changed clamped-to-screen-insets, requested by F-Lambda
- Fixed pins were keeping mouse-over-size.

VotansMiniMap v1.0.7:
- Update to LAM2 rev 23
- ESO 2.7 "Homestead" ready
- Thanks to @Chip, I can use new world map functions to move the map faster to player position

version 1.0.6:
- Better unsupport of gamepad mode: World map is not broken, if switching to gamepad mode.
* Still no change to World Map code from ZOS. Gamepad support still not possible.
- Reworked "Spread over time" calculations: Don't be too restrictive for framerates 60+.
- As map pins are larger now, they are made smaller on mini map.

version 1.0.5:
- Restore player pin level. (Hopefully)
- Hide map in gamepad mode.
- Scale unit pins, but not below configured minimum.
- Tweak change: Multiple calls to UpdatePinsForMapSizeChange are buffered, but the update itself is not spread over time anymore.
- ESO 2.6 'One Tamriel' ready.

version 1.0.4:
- Allow to hide floor buttons.
- Show player location name in title.
- Added thin shadow to title bar font.
- Zoom level for sub-zones and dungeons
- key-binds to adjust zoom directly
- New Style "Modern"

version 1.0.3:
- More options: Allow to lock window position
- Drag with the bottom bar, too.
- Auto size pins on zoom less than 1.
- Key-binds to change zoom factor while key is pressed, as suggested by @Baertram.
- Fixed missing zoom if using wayshrine in subzone. (Hopefully)

version 1.0.2:
- Again, more appearance options: Title font, size, color.

version 1.0.1:
- More appearance options. (Yes, yes, more will come)
- Fixed map pin filter for Cyrodiil.
- Fixed compatibility issue with Dolgubon's Lazy Writ Crafter.
- Update 11 (Shadows of the Hist) ready.

version 1.0.0:
- initial
Optional Files (0)


Archived Files (10)
File Name
Version
Size
Author
Date
1.0.9
21kB
votan
02/12/17 05:59 AM
1.0.8
21kB
votan
02/11/17 09:56 AM
1.0.7
21kB
votan
02/03/17 12:04 PM
1.0.6
21kB
votan
11/20/16 08:52 AM
1.0.5
21kB
votan
09/07/16 11:07 AM
1.0.4
19kB
votan
07/16/16 07:54 AM
1.0.3
19kB
votan
07/09/16 06:13 AM
1.0.2
18kB
votan
07/03/16 11:58 AM
1.0.1
17kB
votan
06/28/16 11:44 PM
1.0.0
16kB
votan
06/25/16 12:39 AM


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Unread 02/10/17, 12:17 AM  
votan
 
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Re: Border/Edge Placement

Originally Posted by F-Lambda
Is it possible for you to adjust the borders of how far it can go? At the moment, the minimap cannot go all the way up to the edge of the screen, so it leaves a small gap that I find very distracting. See attached picture.

Edit: Fixed image link.

yes, it is.
Coming with the next update.
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Unread 02/09/17, 04:00 PM  
F-Lambda

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Exclamation Border/Edge Placement

Is it possible for you to adjust the borders of how far it can go? At the moment, the minimap cannot go all the way up to the edge of the screen, so it leaves a small gap that I find very distracting. See attached picture.

Edit: Fixed image link.

Last edited by F-Lambda : 02/09/17 at 04:05 PM.
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Unread 02/04/17, 03:02 AM  
votan
 
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Originally Posted by Shinni
Lua Code:
  1. local origLeft = GAMEPAD_WORLD_MAP_TOOLTIP_FRAGMENT.control.GetLeft
  2. local wantedSize = 200
  3.  
  4. GAMEPAD_WORLD_MAP_TOOLTIP_FRAGMENT.control.GetLeft = function(self)
  5.     _, error_msg = pcall(function() error("") end)
  6.     local lineNumber = string.match(error_msg, "WorldMap.lua:(%d*): in function 'GetGamepadAdjustedMapDimensions'")
  7.     if lineNumber then -- this function was called from the GetGamepadAdjustedMapDimensions function
  8.         local right = GAMEPAD_WORLD_MAP_INFO_FRAGMENT.control:GetRight()
  9.         local padding = 50
  10.         -- the GetGamepadAdjustedMapDimensions function will call:
  11.         -- local newMapWidth = left - right - padding
  12.         -- so we change our result to:
  13.         return wantedSize + right + padding
  14.     end
  15.     return origLeft(self)
  16. end
Really good idea. Hacking the hack with a hack.
I play around with this. Thanks, Shinni!
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Unread 02/03/17, 01:17 PM  
Shinni
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Originally Posted by votan
Originally Posted by DeanGrey
Disregard. Somehow missed the bit about controller support. Shame.
This part of ZOS code prevents me from gamepad support:
Code:
local function GetGamepadAdjustedMapDimensions()
It is called here, which does not allow me to size the mini map:
Code:
local function SetMapWindowSize(newWidth, newHeight)
    if(IsInGamepadPreferredMode()) then
        newWidth, newHeight = GetGamepadAdjustedMapDimensions()
    end
All functions unreachable from outside.
I think I have a (very ugly) solution for your gamepad UI problem.
The local GetGamepadAdjustedMapDimensions function calls the globally available GAMEPAD_WORLD_MAP_TOOLTIP_FRAGMENT.control.GetLeft function.
It's possible to modify the function in such a way, that it returns a special value only if it was called by the GetGamepadAdjustedMapDimensions function.
This way you can make GetGamepadAdjustedMapDimensions return your desired value, without affecting any other code/addons that might call GAMEPAD_WORLD_MAP_TOOLTIP_FRAGMENT.control.GetLeft.

Here is an example:
Lua Code:
  1. local origLeft = GAMEPAD_WORLD_MAP_TOOLTIP_FRAGMENT.control.GetLeft
  2. local wantedSize = 200
  3.  
  4. GAMEPAD_WORLD_MAP_TOOLTIP_FRAGMENT.control.GetLeft = function(self)
  5.     _, error_msg = pcall(function() error("") end)
  6.     local lineNumber = string.match(error_msg, "WorldMap.lua:(%d*): in function 'GetGamepadAdjustedMapDimensions'")
  7.     if lineNumber then -- this function was called from the GetGamepadAdjustedMapDimensions function
  8.         local right = GAMEPAD_WORLD_MAP_INFO_FRAGMENT.control:GetRight()
  9.         local padding = 50
  10.         -- the GetGamepadAdjustedMapDimensions function will call:
  11.         -- local newMapWidth = left - right - padding
  12.         -- so we change our result to:
  13.         return wantedSize + right + padding
  14.     end
  15.     return origLeft(self)
  16. end

and what it looks like ingame:
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Unread 01/23/17, 02:43 AM  
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Originally Posted by DeanGrey
Disregard. Somehow missed the bit about controller support. Shame.
This part of ZOS code prevents me from gamepad support:
Code:
local function GetGamepadAdjustedMapDimensions()
It is called here, which does not allow me to size the mini map:
Code:
local function SetMapWindowSize(newWidth, newHeight)
    if(IsInGamepadPreferredMode()) then
        newWidth, newHeight = GetGamepadAdjustedMapDimensions()
    end
All functions unreachable from outside.
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Unread 01/23/17, 01:20 AM  
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Disregard. Somehow missed the bit about controller support. Shame.
Last edited by DeanGrey : 01/23/17 at 01:52 AM.
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Unread 11/13/16, 04:11 AM  
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Some additional infos:
  1. Drawing the map the first time after (re-)load UI takes a bit longer, because the pin controls must be allocated first.
  2. Drawing pins is delayed, if 75% of the frame time is already used. There is a skip counter increasing the threshold everytime drawing was delayed.
  3. Additional addons hooking CreatePin can increase the CPU load and therefore the delay. e.g. WaypointIt or mini maps not using the world map directly.
If you like to, you can try to play around with lines like this:
spendTime =(500 + skipCounter) / GetFramerate()

500 is 50% of 1000ms (for World Map, the skipCounter is set to 250) => 75%
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Unread 11/11/16, 12:14 PM  
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Originally Posted by QuadroTony
hey votan! just fyi, World Map Tweaks can cause this delay in pins to appear on the map
Yes. Indended behavior. Pin creation is spread for time: 16 Wayshrines/33ms (2 frames at 60Hz) to interrupt the creation to let the 3D engine draw a new frame to keep fps up.
The tweaks can be disabled separately.

The problem is there are 270 fast travel nodes, those visibility is checked for every map.
270/16*33ms = 556ms ~ 1/2s
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Last edited by votan : 11/11/16 at 12:29 PM.
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Unread 11/11/16, 09:54 AM  
QuadroTony
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hey votan! just fyi, World Map Tweaks can cause this delay in pins to appear on the map
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Unread 09/28/16, 12:46 AM  
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Originally Posted by frickinmuck
Votan I think you're a god among men - love this add-on and love the fishing one you did as well. Thanks for all your hard work.

I'm wondering, is there any way around the fixed aspect ratio scaling (i.e. is there any way to adjust the height and width separately)?

Many thanks.
Thank you
I tried that already. Yes, there is a "keepSquare" switch in the World-Map. But guess what, panning to player pin does not work, if the map is not square...
I can't change that, because it is private/local. The drawback of not having full control.

I will post a wishlist to chip, later.
/edit: done. http://www.esoui.com/forums/showthread.php?t=6533
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Last edited by votan : 09/28/16 at 12:02 PM.
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Unread 09/27/16, 04:55 PM  
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Votan I think you're a god among men - love this add-on and love the fishing one you did as well. Thanks for all your hard work.

I'm wondering, is there any way around the fixed aspect ratio scaling (i.e. is there any way to adjust the height and width separately)?

Many thanks.
Last edited by frickinmuck : 09/27/16 at 04:56 PM.
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Unread 09/14/16, 06:27 AM  
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Originally Posted by votan
Originally Posted by Eldorhaan
HI Votan, your minimap is awesome but can you do as the AUI behavior is doing, concerning the centering of the map. AUI stick to the border of the map especially in the cave and dungeon, when you reach the border of the map, it stop to center it on your character.
Thanks
Well, I don't handle the texture positioning, that is ZOS code. The pan&zoom code is private/local. I check, if I can hook. But I can't promise.

By the way, I have an idea already. But have to check how well it will work.
Hi Votan, it's like there is border especially in dungeon, if the default zoom can set to those borders, and when you reach the border, camera stop centering, I don't know if can set up like a layer or something like this. If so you will be my hero !!!
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Unread 09/12/16, 01:28 AM  
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Originally Posted by Eldorhaan
HI Votan, your minimap is awesome but can you do as the AUI behavior is doing, concerning the centering of the map. AUI stick to the border of the map especially in the cave and dungeon, when you reach the border of the map, it stop to center it on your character.
Thanks
Well, I don't handle the texture positioning, that is ZOS code. The pan&zoom code is private/local. I check, if I can hook. But I can't promise.

By the way, I have an idea already. But have to check how well it will work.
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Last edited by votan : 09/12/16 at 01:29 AM.
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Unread 09/11/16, 04:15 PM  
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HI Votan, your minimap is awesome but can you do as the AUI behavior is doing, concerning the centering of the map. AUI stick to the border of the map especially in the cave and dungeon, when you reach the border of the map, it stop to center it on your character.
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Unread 09/08/16, 10:56 PM  
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Originally Posted by GrumpStump
This is still the only minimap I use. I truly appreciate the work that has gone into this, and will continue to use it!

Thanks Again


GrumpStump
Thank You GrumpStump
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