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Horns of the Reach (3.1)
Morrowind (3.0)
Updated:07/20/17 12:03 AM
Created:06/25/16 12:39 AM
Monthly downloads:9,527
Total downloads:173,184
Favorites:299
MD5:
3.1
Votan's Mini Map  Popular! (More than 5000 hits)
Version: 1.2.0
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 built-in world map, because it is the built-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.
    The tweaks changing the pin rendering to utilize the CPU up to a framerate of 75 only. Seeing the pins rendered over time is not a sign of overload of this addon, but a compensation of others.
  • 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.
  • Gamepad support, but limited due to lines in ZOS source code, they call a "total hack" themself:
    Positioning and resizing in keyboard mode only.
  • The window is resizable via mouse. (this code is written by ZOS, not me)

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

@Shinni did a great job creating a plug-in for a Circular Votan's Mini Map.
And if you want to show group pins in different colors and/or icons, such as showing a different color for dead players, you may want to use Votan's Group Pins.

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, @Anceane and @Drakanwulf 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
version 1.2.0:
- Update for "Horns of the Reach".
- Layer mini map under bounty meter.
- Zoom key-bindings at siege.

version 1.1.9:
- Fixed a typo for settings tooltip.
- New option for title at the bottom bar.

version 1.1.8:
- LibAsync 1.4: Boost mode for menu scenes. The boost mode shifts the priority from framerate to Lua speed.
- Localization. Thanks to @lexo1000 for french translation.

version 1.1.7:
- Fixed Show Siege settings.

version 1.1.6:
- Fixed Mounted Zoom factor settings.

version 1.1.5:
- Zoom factors and show states are per character, now. But taking over former account-wide settings. I did not expect that to be so important. Sorry.
* If the character was not loaded before already.
- Update to LibASync 1.3.

version 1.1.4:
- Localization. Thanks to @lexo1000 for french translation.
- Zoom factors and show states are per character, now.

version 1.1.3:
- update to LibAsync 1.2: Low framerate mode, fix bug in Delay.
- Fix potential issue with detecting LibGPS.
- New option to show/hide compass, if mini map is shown on HUD.

version 1.1.2:
- LibAsync rev 1.1: New target framerate 75.
- Back to render method of v1.1.0 with new LibAsync.
- Fixed missing map update for Cyrodiil specific pins.
- Added debug option to show frame freeze warning.

version 1.1.1:
- Deleted unused files.
- Reverted rendering tweaks, which could make the addon "heavier".

version 1.1.0:
- Better support for LibGPS.
- Limited gamepad support. Thanks to @Shinni.
* Limitation: Positioning and resizing can be done in keyboard mode only.
- New option to suppress Zone change annoucement in upper right corner.
- Use LibAsync for asynchronous programming.
- New option: time format.

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 (1)
File Name
Version
Size
Author
Date
Type
1.1
240kB
08/14/17 03:11 PM
Addon


Archived Files (20)
File Name
Version
Size
Author
Date
1.1.9
30kB
votan
07/01/17 05:39 AM
1.1.7
30kB
votan
05/19/17 11:00 AM
1.1.6
30kB
votan
05/18/17 01:28 PM
1.1.5
30kB
votan
05/18/17 12:54 PM
1.1.4
29kB
votan
05/17/17 11:08 PM
1.1.3
25kB
votan
04/09/17 03:06 PM
1.1.2
25kB
votan
04/02/17 03:39 AM
1.1.1
25kB
votan
03/25/17 02:21 PM
1.1.0
27kB
votan
03/15/17 02:09 PM
1.0.10
21kB
votan
02/25/17 02:21 PM
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 04/04/17, 04:35 AM  
votan
 
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To be more precise, let me explain how it is implemented:
for x fps every y frametime in milliseconds a frame must be available.
100 fps ~ 10ms
75 fps ~ 13ms
60 fps ~ 17ms

If the frame is not ready within this time, either because of 3D engine or Lua execution, the framerate drops or even freezes.

There is an update-handler (RegisterForUpdate with 0 delay) as a scheduler.
At the beginning of that function there is a gap between GetFrameTimeMilliseconds() and GetGameTimeMilliseconds(). This indicates how many milliseconds are "gone" already and if your rig would be able to do 100 fps even if limited to 60.

If only 25% of a frametime is left at the beginning already, the reservation is lowered and execution is skipped for another try one the next frame. This could be a spike due to other code or garbage collection.

On my rig the initial gap is as following:
at home: 1-3ms (depends on the size of the home)
in open wild: 4-5ms
in cities: 6-8, spikes to 11ms on rain
You see, a few milliseconds are left for Lua sometimes. Which gives you a hint of what is "fast enough".

There is also the situation there the initial gap is at 8 or more. And the graphic keeps being choppy even far after the map has completed drawing. (This is a moment a dev starts to sweat)
/reloadui does not change that, relog only. (This relieves any Lua code. puhh) After relog the initial gap halved at the same location again. Suspicious.

If you like to help me:
In libs\LibAsync\LibAsync.lua line 73 is a debug output. Uncomment it and show me your initial gap.
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Unread 04/04/17, 01:35 AM  
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Originally Posted by Drakanwulf
But those are just opinions based on my experience with solving race conditions and these opinions are not the only solutions to this not so trivial a problem ... :^)
Right. The target framerate was 60fps and this was reported as "heavier" already.
A framerate drop to 35fps on every map transision would be reported as a "bug", too.
Not trying to reach a high framerate the function would slow down it's threshold itself.
But talking about that I just got another idea for measurement. Thanks.
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Unread 04/04/17, 12:39 AM  
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Originally Posted by votan
Originally Posted by jacozilla
update to my bug report below - for me, found a fix

Not sure if this option was there before and never noticed, or new default, whatever - but in votan settings, there is an option that for me was ON by default (I never set it)

World Map Tweaks - desc says "enable tweaks to spread CPU load over time"

I have a pretty high end rig, with almost max dual SLI cards (NVidia GTX 1080 SLI - not the new SLI Ti, the regular ones) - so I disabled this option, and the icons not drawing problem went away.

Not sure why it would only surface as a bug in grahtwood - elden root, but this solved it for me. If this World Map Tweaks option existed before 1.1.2, it was never an issue - but with 1.1.2 disabling it solved the problem for me, so if you have this, might want to try that before abandoning ship. The addon is great and can't really live without a minimap, least for me.
Yes. The option exists since first release. Mentioned in the addon info since the first day.
Look to my comment from 03/26/17.

What are your framerates? Especially in grahtwood - elden root.
The addon is designed to suspend drawing to keep up 75 fps. If you can not keep 75 the threshold is lowered until it can draw at least one thing and when threshold is back to 75 fps.

Your rig spec proves that bad performance of ESO (sometimes) has nothing to do with the GPU power.
Some people using SLI reported in the ESO forum that changing a setting in the usersettings.txt helped:
SET GPUSmoothingFrames "0"
I think the smoothing idea for displaying pins is a good one; however, I think the implementation is partially correct for two reasons:
1. HDTV sets, especially the 4K OLED/QDOT sets from LG and Samsung, currently do not run faster than 60fps due to hardware/HDMI 2.0 interface limitations so setting the minimum frame rate to 75fps is excessively high, in my opinion. The minimum frame rate should be set to something around 35fps which is the HDMI rate for displaying movies and the minimum rate before a user's eyes begin to detect jerky movement or "stuttering". Or, better yet, it should be an adjustable rate the user can set depending on whether they are displaying the game on a monitor or on an HDTV set.
2. Pins should be drawn as quickly as possible so long as the frame rate remains above the minimum setting, e.g. draw a pin, check the frame rate, draw a pin, check the frame rate; rinse and repeat until all pins have been drawn. It may be necessary to draw pins with a controlling timer interval to avoid a user perceiving a screen freeze, which is not probable so long as the 35fps minimum frame rate is strictly adhered to and pin drawing requests are not resumed until the frame rate is at least ten frames higher than the minimum.

But those are just opinions based on my experience with solving race conditions and these opinions are not the only solutions to this not so trivial a problem ... :^)
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Unread 04/03/17, 11:01 PM  
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Originally Posted by jacozilla
update to my bug report below - for me, found a fix

Not sure if this option was there before and never noticed, or new default, whatever - but in votan settings, there is an option that for me was ON by default (I never set it)

World Map Tweaks - desc says "enable tweaks to spread CPU load over time"

I have a pretty high end rig, with almost max dual SLI cards (NVidia GTX 1080 SLI - not the new SLI Ti, the regular ones) - so I disabled this option, and the icons not drawing problem went away.

Not sure why it would only surface as a bug in grahtwood - elden root, but this solved it for me. If this World Map Tweaks option existed before 1.1.2, it was never an issue - but with 1.1.2 disabling it solved the problem for me, so if you have this, might want to try that before abandoning ship. The addon is great and can't really live without a minimap, least for me.
Yes. The option exists since first release. Mentioned in the addon info since the first day.
Look to my comment from 03/26/17.

What are your framerates? Especially in grahtwood - elden root.
The addon is designed to suspend drawing to keep up 75 fps. If you can not keep 75 the threshold is lowered until it can draw at least one thing and when threshold is back to 75 fps.

Your rig spec proves that bad performance of ESO (sometimes) has nothing to do with the GPU power.
Some people using SLI reported in the ESO forum that changing a setting in the usersettings.txt helped:
SET GPUSmoothingFrames "0"
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Last edited by votan : 04/04/17 at 12:07 AM.
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Unread 04/03/17, 02:23 PM  
working925

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Jacozilla's fix diasabling World Map Tweaks worked for me as well. (I have a crappy 2nd Gen i5 and 900 series NVIDA card). YAY minimap is back!
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Unread 04/03/17, 01:37 PM  
jacozilla

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update to my bug report below - for me, found a fix

Not sure if this option was there before and never noticed, or new default, whatever - but in votan settings, there is an option that for me was ON by default (I never set it)

World Map Tweaks - desc says "enable tweaks to spread CPU load over time"

I have a pretty high end rig, with almost max dual SLI cards (NVidia GTX 1080 SLI - not the new SLI Ti, the regular ones) - so I disabled this option, and the icons not drawing problem went away.

Not sure why it would only surface as a bug in grahtwood - elden root, but this solved it for me. If this World Map Tweaks option existed before 1.1.2, it was never an issue - but with 1.1.2 disabling it solved the problem for me, so if you have this, might want to try that before abandoning ship. The addon is great and can't really live without a minimap, least for me.
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Unread 04/03/17, 01:23 PM  
working925

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Similar issueas described by Jacozilla the last 2 days. Sadly, disabling Votan minimap fixed it.
Last edited by working925 : 04/03/17 at 01:25 PM.
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Unread 04/03/17, 01:20 PM  
Chainlink

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Originally Posted by jacozilla
Weird bug with the new 1.1.2 update - with usual caveat it may be due to other combo factors (addons, etc), but this behavior surfaced when I upgraded to 1.1.2

Bug - might be other areas affected but thus far, only in Grahtwood (elden root if that matters) does this problem surface. For me 100%

1. Outside of Grahtwood (elden root), minimap and main map works fine.

2. Viewing the Grahtwood map, from outside that zone, works fine. e.g. I can zone TO grahtwood just fine - it is leaving it that is the problem (see below)

3. Once in Grahtwood (elden root), when I try to leave by going to wayshrine, the map that loads has almost no icons for any zone map I try to go to. Basically, since I can't select a shrine, I can't zone out of Grahtwood - without using guild port to player

That's the bug - or problem that surfaced after all other factors stayed same (added no new addon, etc), and just updated to 1.1.2.

Thought at first it was overall minimap issue, but once I got out of Grahtwood, minimap and main map work fine for every other zone I've been to. It is only once I've ported to Grahtwood (Elden Root), that I am trapped and can't use shrine main map to zone out, as icons refuse to draw.

If I disable votan, then I can shrine out. Or just use guild port to player, which is faster, rather than reloadui twice to disable and then re-enable votan once I get out of Grahtwood. Weird bug but there it is. Not sure why it matters it is Grahtwood but for me this is 100% reproducible and so far only that zone.
I decided to get rid of the old AUI today and installed LUIextended and Votan's minimap to replace AUI's minimap and i have the same issue with all of my wayshrines missing from my map and cannot leave Craglorn by wayshrine.
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Unread 04/03/17, 01:11 PM  
jacozilla

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Weird bug with the new 1.1.2 update - with usual caveat it may be due to other combo factors (addons, etc), but this behavior surfaced when I upgraded to 1.1.2

Bug - might be other areas affected but thus far, only in Grahtwood (elden root if that matters) does this problem surface. For me 100%

1. Outside of Grahtwood (elden root), minimap and main map works fine.

2. Viewing the Grahtwood map, from outside that zone, works fine. e.g. I can zone TO grahtwood just fine - it is leaving it that is the problem (see below)

3. Once in Grahtwood (elden root), when I try to leave by going to wayshrine, the map that loads has almost no icons for any zone map I try to go to. Basically, since I can't select a shrine, I can't zone out of Grahtwood - without using guild port to player

That's the bug - or problem that surfaced after all other factors stayed same (added no new addon, etc), and just updated to 1.1.2.

Thought at first it was overall minimap issue, but once I got out of Grahtwood, minimap and main map work fine for every other zone I've been to. It is only once I've ported to Grahtwood (Elden Root), that I am trapped and can't use shrine main map to zone out, as icons refuse to draw.

If I disable votan, then I can shrine out. Or just use guild port to player, which is faster, rather than reloadui twice to disable and then re-enable votan once I get out of Grahtwood. Weird bug but there it is. Not sure why it matters it is Grahtwood but for me this is 100% reproducible and so far only that zone.
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Unread 04/02/17, 11:27 AM  
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Re: Re: Votan's Mini Map Plus

Originally Posted by votan
Thanks
Yes, I take a look.
Thank you for the consideration. I am honored to be of assistance to you.
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Unread 04/02/17, 10:52 AM  
votan
 
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Re: Votan's Mini Map Plus

Thanks
Yes, I take a look.
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Unread 04/02/17, 10:30 AM  
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Votan's Mini Map Plus

I really like the way you have used the ZOS engine to derive an efficient minimap. But because I am one of those people who see no use for a Compass Bar when a minimap is visible, the one issue I had with this already excellent addon program was that it did nothing with the Compass Bar. So I added (and tested) some code to the "main.lua" program to make a good program even better. I hope you see my changes as a compliment to already great code.

Lua Code:
  1. @ Line# 936
  2. -------------------------------
  3. -- Drakanwulf 02APR17:  Variable to show (true) or hide (false) the ZOS_Compass components.  The default setting leaves the compass components visible.
  4.         enableCompass = true,
  5. -------------------------------

Lua Code:
  1. @ Line# 1037
  2. -------------------------------
  3. -- Drakanwulf 02APR17:  Corrected "in-build" typo to American spelling and syntax.
  4.         tooltip = "Enable Mini Map feature of the built-in map.",
  5. -------------------------------

Lua Code:
  1. @ Line# 1045
  2. -------------------------------
  3. -- Drakanwulf 02APR17:  Added code to show (true) or hide (false) the ZOS_Compass components.  Parts of this code were copied from this addon or modified from the "HideElements" addon.
  4.     if self.account.enableMap then              -- This code works only when the addon is enabled
  5.         settings:AddSetting {
  6.             type = LibHarvensAddonSettings.ST_CHECKBOX,
  7.             label = "Enable Compass",
  8.             tooltip = "Enable Compass features of the built-in map.",
  9.             default = self.accountDefaults.enableCompass,
  10.             getFunction = function() return self.account.enableCompass end,
  11.             setFunction = function(value) self.account.enableCompass = value end,
  12.         }
  13.         local value = not self.account.enableCompass    --true = hide; false = show
  14.         ZO_CompassCenterOverPinLabel:SetHidden(value)   --Compass text
  15.         ZO_CompassContainer:SetHidden(value)            --Compass content and pins
  16.         ZO_CompassFrameLeft:SetHidden(value)            --Compass background and frame
  17.         ZO_CompassFrameCenter:SetHidden(value)
  18.         ZO_CompassFrameRight:SetHidden(value)
  19.     end
  20. -------------------------------

Would you please review and add these Compass Bar changes to your Main.lua program? I would be happy to send you a full copy of the "main.lua" program that I downloaded from ESOUI.com on 02APR2017 and modified afterward should you need it. Please feel free to to use these code snippets however you think necessary.
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Last edited by Drakanwulf : 04/02/17 at 11:30 AM.
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Unread 04/02/17, 03:52 AM  
votan
 
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With version v1.1.2 it is back to the rendering of v1.1.0. But this time with a higher target framerate.
I added to debug switch for frame freeze warnings. I recommend to enable this before reporting me lags, so you and I can see a bit more. (Hopefully)
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Unread 04/02/17, 02:26 AM  
votan
 
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@Akandakalaa

Hi.

ZOS code means, it is not written by me, but build-in.

You are playing gamepad mode?
Switch to keyboard, move it by dragging the title- or bottom bar and switch back.
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Unread 04/02/17, 01:23 AM  
votan
 
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Originally Posted by DreamsUnderStars
Originally Posted by votan
Originally Posted by DreamsUnderStars
Custom pins (the ZO one not the addons custom pins) dont show up on the minimap. Is this intentional?
Anything shown on the map, should be visible on the mini map, as it is the same window. Which pins do you miss???

/edit: @Scootworks was so kind to explain me the problem. It is a PvP thing, right?
Like I don't see map icons that are nearby, but like in Fraykin's if they are close by but not on the map they appear at the edge. I think that that's the issue I'm experiencing... I like yours because it works with the Harvest addon.

But if I put a custom pin on the far side of the map from me, it won't show up in the minimap until I'm really close.
Ah. Border pins. Not planned, yet. These things are those super cool features ending in comments about lags. No, thanks.
Custom pins, as they are now, are hard to handle already.

Sorry.
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