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Updated: 06/09/14 08:03 AM
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ZrMiniMap.
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Craglorn (1.1)
Updated:06/09/14 08:03 AM
Created:04/06/14 09:20 AM
Monthly downloads:115
Total downloads:115,590
Favorites:373
MD5:
Categories:Discontinued & Outdated, Map, Coords, Compasses
ZrMM - Modified  Popular! (More than 5000 hits)
Version: 1.17
by: Aoon [More]
Based off of the original ZrMM by Zerorez. Will be updating with fixes and features as time allows.

** Added global functions to support showing/hiding custom pins **
function ZrMM_RegisterCustomPin(pinType, name) - pinType:Number(custom pinType), name:string(friendly name)

function ZrMM_UnregisterCustomPin(pinType) - pinType:Number(custom pinType)

function ZrMM_ExcludePinType(pinType, exclude) - pinType:Number(custom pinType), exclude:Boolean(true to exclude it from the minimap, false to include)

Current feature set:
  • Resizeable and moveable minimap.
  • Supports zoom in/out VIA keybind or settings panel
  • Toggle visibility VIA keybind
  • Supports displaying worldmap pins(filter and color options carry over)
  • Supports Group Member real time location in same zone
  • Configurable anchor position for zoom and zone label
  • Configurable color text for zoom and zone label
  • Configurable hide/show zoom and zone label
  • Select to use camera or player heading for player indicator
  • Tracks group members position live in same zone

Current features being investigated:
  • More robust group member tracking
  • Replace group member pins with imagery that conveys more info(class/role icon? names?)
  • Border/alpha/round look
  • Map rotation
  • Clamp certain pins to map edge

Tech debt:
  • Investigate existing API functionality
  • Code restructure/rewrite
v1.17
Added:
function ZrMM_RegisterCustomPin(pinType, name)
function ZrMM_UnregisterCustomPin(pinType)
function ZrMM_ExcludePinType(pinType, exclude) - pinType:Number, exclude:Boolean
These global functions can be used by addon devs to tell ZrMM to not display certain custom pintypes. The register and unregister functions only add to a list currently that I may or may not add configurable options in the minimap itself to toggle visibility. For now ZrMM_ExcludePinType is the method to hide pins.

v1.16
Fix:
Error upon logging in for first time

v1.155
Fix:
Group pins should now update properly without having to open world map
Actual current quest should now be represented/tracked without having to open world map

v1.151
Updated api version

v1.15
Fix:
Anchoring issues in certain transitions(map tiles not aligned properly)
*I forget if there was anything else...*

v1.14
Fix:
Map improperly loading with tiles mismatched or off centered
Map will auto hide if it fails to load a map properly(should fix zones with no map or black worldmap)
Map will center if no player indicator is available(in some zones worlmap does not show player indicator)
Fixed zoomlabel to hide properly when set to hide

Added:
Black background is no longer present
Settings are now global to all characters per account
Added binding to toggle visibility of minimap


v1.13
Fix:
Too many anchors issue
Conflict with incorrect LibAddonMenu-1.0 library

v1.12
Fix:
Cyrodiil map pins from staying on minimap when they should not
map changes when changing floors in areas that have floors
Bindings should work in all languages now(Scharesoft)

Added:
Setting for map to be clamped to screen(EnSabahNur)

v1.11
Fix for startup error with no saved variables present

v1.10
Fix:
Quest blob pins will now be properly sized on minimap(Arpheus)
Rouge group pin under player pin will not show anymore
Stutter issue should be resolved

Technical:
Reworked more functions addon is more event driven for "heavy lifting"
Removed delays for most functions as heavy lifting was separated.


v1.02
Added:
Configurable anchor position for zoom and zone label
Configurable color text for zoom and zone label
Setting to hide zoom label
Can select to use camera or player heading for player indicator
Different zoom levels for dungeons/towns and larger areas(Arpheus)
Map size can now be set in increments of 10 instead of 100(Arpheus)

v1.01:
Fix:
Zoom level not populating label on startup
Zonename showing extra characters for some languages

Added:
Support for color matching of worldmap pins to minimap


v1.0:
Fix:
Cyrodiil map issue
startup errors
group member pins location updating

Added:
Zoom to Settings Panel and and is also in Keybinds

Technical:
Restructured the update flow a bit so we do not load or recreate the map every update
Probably other stuff as well...
Archived Files (12)
File Name
Version
Size
Author
Date
1.16
15kB
Aoon
06/04/14 03:11 AM
1.155
15kB
Aoon
06/04/14 02:23 AM
1.151
15kB
Aoon
05/25/14 03:53 AM
1.15
15kB
Aoon
05/07/14 03:12 PM
1.14
15kB
Aoon
04/28/14 07:53 PM
1.13
14kB
Aoon
04/23/14 10:32 AM
1.12
14kB
Aoon
04/22/14 12:57 AM
1.11
13kB
Aoon
04/15/14 09:30 PM
1.10
13kB
Aoon
04/15/14 07:21 PM
1.02
12kB
Aoon
04/09/14 11:47 PM
1.01
11kB
Aoon
04/08/14 10:34 AM
1.0
10kB
Aoon
04/06/14 09:20 AM


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Unread 06/24/14, 11:31 PM  
Sekkerhund

Forum posts: 0
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Since no one has posted the error log for 6/24

Code:
2014-06-24T21:37:41.761-08:00 |cff0000Lua Error: user:/AddOns/ZrMM/ZrMM.lua:554: function expected instead of nil
stack traceback:
	user:/AddOns/ZrMM/ZrMM.lua:554: in function 'MM_PinCopy'
	user:/AddOns/ZrMM/ZrMM.lua:123: in function 'MM_MapUpdate'
	user:/AddOns/ZrMM/ZrMM.lua:60: in function 'MM_OnUpdate'|r
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Unread 06/24/14, 09:09 PM  
Salarian

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App Broken due to game update

The add-on is broken after today's update. Please fix as soon as possible.
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Unread 06/24/14, 08:49 PM  
[email protected]
 
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Unhappy PLUS 1 - plz fix

Originally Posted by Tizerak
Yeah yeah! Aoon come fixy this awesome MiniMap please; 1.2 broke-ed it.
One of the best addons and should be adopted by the ESO dev's IMHO - please fix as I have to totally disable it to run the game since the patch today.

Thanks in advance!
@coogrrr
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Unread 06/24/14, 07:30 PM  
Tizerak

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Yeah yeah! Aoon come fixy this awesome MiniMap please; 1.2 broke-ed it.
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Unread 06/24/14, 06:42 PM  
SteveCampsOut
 
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Today's Patch totally Borked this Add-On!
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Unread 06/20/14, 11:59 PM  
Phinix
 
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Just had a fun new crash today...

Joined a 4-man group to run a ridiculously over-balanced veteran dungeon and the game completely locked up then hard crashed.

When I tried to run the game again and relog, it instantly crashed again after i selected my character. It did this twice. Then I disabled ZrMM and was able to log in fine.

Seems like an evolution of the lockup bug when entering groups. This was particularly bad though, because if someone didn't know that ZrMM had this issue, they would be locked out of the game completely until they figured out to disable ALL their addons.
Last edited by Phinix : 06/21/14 at 12:00 AM.
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Unread 06/19/14, 07:06 AM  
Phinix
 
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Re: Re: Mini-map is almost always VERY tiny.

I have been having a similar problem where a certain dungeon or town map might appear too small at a given zoom level, which shrinks the physical size of the map.

A possible fix: Code the initial zone drawing of the map to check if the current map is smaller than the set width/height of the minimap and change the zoom level to the smallest display that keeps the set minimap size dynamically.

ALSO, add a check when using the zoom hotkeys or buttons to prevent zooming out further when doing so would cause the current map to be smaller than the current width/height of the minimap.

I think that by doing this most of the problems with the map display when zoning would be resolved.
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Unread 06/16/14, 12:58 PM  
Garkin
 
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Re: Mini-map is almost always VERY tiny.

Originally Posted by Brandalf
I downloaded this add-on yesterday and really like having it, but currently there seems to be some sort of bug that makes it randomly get really, really tiny. Like so tiny I can't make out the map for map pins displaying on it. Is this a known issue and if so is there some sort of workaround for it? Thanks in advance for any help anyone can offer
It seems that this command can fix it:
Code:
/script MM_SetMapTilesDimensions()
Or just use zoom in/out keybind.
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Unread 06/15/14, 11:49 PM  
Phinix
 
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Re: Mini-map is almost always VERY tiny.

Originally Posted by Brandalf
I downloaded this add-on yesterday and really like having it, but currently there seems to be some sort of bug that makes it randomly get really, really tiny. Like so tiny I can't make out the map for map pins displaying on it. Is this a known issue and if so is there some sort of workaround for it? Thanks in advance for any help anyone can offer
Aye, this often happens when transitioning from a world zone to a town or vice versa, or entering or leaving a dungeon. I posted about it a ways down. The simple workaround for this is to type /reloadui which will reset it to the correct size.
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Unread 06/13/14, 01:56 PM  
Brandalf
 
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Unhappy Mini-map is almost always VERY tiny.

I downloaded this add-on yesterday and really like having it, but currently there seems to be some sort of bug that makes it randomly get really, really tiny. Like so tiny I can't make out the map for map pins displaying on it. Is this a known issue and if so is there some sort of workaround for it? Thanks in advance for any help anyone can offer
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Unread 06/12/14, 11:41 AM  
Enmity

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Originally Posted by Nameious
I'm having horrible issues with this addon since yesterday. When I get invited to a group my fps drop to 0 for around 20 seconds and again each time someone is invited. I tracked it down to this addon. I can't live without it... I'm not using harvestmap I am using lorebooks and skyshards with treasure maps though.
I've been having this exact same problem. Started with Monday's patch for me. Before that, I had some stutter when large group events happened. Nothing terrible. But since Monday, it became 20-30 seconds of full game freeze, often resulting in the unknown error boot.

Today, I finally went through my addons one by one (I run tons of them usually), and narrowed it down to this addon, sadly. This is certainly one of the most important addons to run for me. Pretty bummed. I also have lorebooks, skyshards, undiscovered, but had them disabled.

Clearly, ZOS did something on their end that is giving some of us this problem using ZrMM.

I don't know jack about coding, so I can't offer much more that that. However, if I can provide any further information, Aoon, let me know and I'll do so.
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Unread 06/10/14, 04:05 AM  
Phinix
 
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Originally Posted by Aoon
There is commented out code that figures out the maps extent and if a pin falls outside the border. In my testing I did not see any FPS difference with culling on my own, or letting the engine itself cull. If one was inclined they could play with it to see if it worked.

this is the test if the pin is within the map bounds. if you find that then you can look above to uncomment the needed code to compute mapBounds***** vars.
Lua Code:
  1. if (v.m_Pin.normalizedX > mapBoundsLeft and v.m_Pin.normalizedX < mapBoundsRight and v.m_Pin.normalizedY > mapBoundsTop and v.m_Pin.normalizedY < mapBoundsBottom) then

Of course all that is there is the start of an if, someone would have to put the end, and else statement as well as properly hide and handle pins that came in or went out of view between updates.
Nice. I admit my coding skills are a bit rusty and I have virtually no experience with LUA. However, it seems what would probably be required would be to build two separate tables, one for "all" pins and one for "shown" pins. You could then check the "all" pins table for any outside the above border constraints and remove them from the "shown" pins table, and populate the map based on the contents of "shown."

I am also noticing a strange behavior with the current version...

When I move into a town or a dungeon, the minimap usually gets shrunk down to a tiny little square. I am fairly certain I have the same zoom level set for each type of zone, however even if not, it seems it shouldn't change the size of the map, just how far in or out it gets zoomed.

Anyway, thanks for the suggestions and the continued work on this. If I have some time to set aside I'll try messing around with the culling idea, but hopefully that is something you plan on tackling at some point anyway.

Also, the feature to clamp pins to the border sounds cool. I am assuming that means have them slide around on the border based on their relative position if that pin type is selected to do so and within a given range? Sort of like in WoW where your quest objective and party members are always marked on the edge of the minimap. That would indeed be cool.

Last edited by Phinix : 06/10/14 at 04:06 AM.
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Unread 06/09/14, 06:23 PM  
Nameious

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That trick you showed me is no longer helping now. :\ I redid the lua edit and still getting the group fps issue.
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Unread 06/09/14, 09:45 AM  
Aoon
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Originally Posted by Garkin
Originally Posted by Aoon
I've added three global functions that can be used to support showing/hiding of custom pins from other addons. Currently Register and unregister functions just add/remove from a list that isn't being used, but I possibly will add functionality to use that list to allow ZrMM itself to include/exclude pin types. The exclude function will allow other addon devs to hide/show pins on the minimap.
So if I understand correctly, custom pins are shown by default, but I can choose to disable them, right?
And pinType is number pinTypeId (pinTypeId = _G[pinTypeString]).

"Friendly name" is pinTypeString or text which will be shown somewhere (for example as a description for filter checkboxes)?

EDIT:
It seems that now fast travel from wayshrine costs money, when I disable ZrMM it is for free. Did you make any changes in the recent version of ZrMM or is bug somewhere on my side?
I didn't change anything that should have effected the wayshrine costing money. I just logged in and verified that on my end clicking on a wayshrine to open map to travel is still free.

For the custom pins, yes anything the worldmap displays the minimap displays as well. Therefore if you filter them on the worldmap then they will be filtered on the minimap as well. What the ZrMM_ExcludePinType function is for is to allow you to call ZrMM_ExcludePinType(customPin,true) to hide the given custom pinType from the minimap while still displaying it on the worldmap. and yes customPin is the number and the pinType of the pin. And yes _G[pinTypeString] is what you would pass as the pinType.

*edit* I should mention if you filter them on the worldmap the will not appear on the minimap, The minimap just displays the current worldmap info or a subset of that info, but never more then what the worldmap is currently displaying.
*end edit*

The register and unregister functions are if you want to be nice and allow ZrMM to know what custom pins you have loaded. The idea is to come up with a good solution that ZrMM can display the friendly names for the user to allow them to show or hide them as they want. I am hoping devs would give an actual friendly name( cloth - hrvstmap) instead of(sorry harvestmap) hrvstpin#.

*edit* love edits.. yes you have the idea for the friendly name.
Last edited by Aoon : 06/09/14 at 09:48 AM.
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Unread 06/09/14, 08:40 AM  
Garkin
 
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Originally Posted by Aoon
I've added three global functions that can be used to support showing/hiding of custom pins from other addons. Currently Register and unregister functions just add/remove from a list that isn't being used, but I possibly will add functionality to use that list to allow ZrMM itself to include/exclude pin types. The exclude function will allow other addon devs to hide/show pins on the minimap.
So if I understand correctly, custom pins are shown by default, but I can choose to disable them, right?
And pinType is number pinTypeId (pinTypeId = _G[pinTypeString]).

"Friendly name" is pinTypeString or text which will be shown somewhere (for example as a description for filter checkboxes)?

EDIT:
** DELETED ** (it was probably bug on my side)
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Last edited by Garkin : 06/09/14 at 09:32 AM.
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