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Updated: 06/09/14 08:03 AM
Patch for:
ZrMiniMap.
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Compatibility:
Craglorn (1.1)
Updated:06/09/14 08:03 AM
Created:04/06/14 09:20 AM
Monthly downloads:169
Total downloads:127,723
Favorites:361
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Categories:Discontinued & Outdated, Map, Coords, Compasses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
Uploader
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
04/06/14 09:20 AM


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Unread 06/09/14, 08:08 AM  
Aoon
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Forum posts: 2
File comments: 77
Uploads: 1
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.

Lua Code:
  1. function ZrMM_RegisterCustomPin(pinType, name)
  2.     ZrMM.customPins[pinType] = name
  3. end
  4.  
  5. function ZrMM_UnregisterCustomPin(pinType)
  6.     ZrMM.customPins[pinType] = nil
  7.     ZrMM_ExcludePinType(pinType, false)
  8. end
  9.  
  10. function ZrMM_ExcludePinType(pinType, exclude)
  11.     if exclude == true then
  12.         ZrMM.excludeList[pinType] = true
  13.         -- when adding item we need to clear the current pins
  14.         local numChildren = Zr_MM_Scroll_Map_Pins:GetNumChildren()
  15.         for pctrlnum=1, numChildren do
  16.             pctrl = Zr_MM_Scroll_Map_Pins:GetChild(pctrlnum)
  17.             pctrl:ClearAnchors()
  18.             pctrl:SetHidden(true)
  19.         end
  20.     else
  21.         ZrMM.excludeList[pinType] = nil
  22.         -- we do not have to do zone change as new pins will be visible fine. it's hiding existing ones that is the problem.
  23.     end
  24. end
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Unread 06/09/14, 07:51 AM  
Aoon
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File comments: 77
Uploads: 1
Re: performance with big harvestmap databases

Originally Posted by Drakken
Its really killing me to not have a minimap, but the game is unplayable with it. I will keep trying new versions and patches as you release them and try to report what happens.

I am also having the lag issue when running Harvestmap with zrmm. Either one by itself runs great with no lag issues. Its definitely something about getting the nodes to draw on the minimap that is causing issues.

As for my machine, its an 8-core @2.7GHz Mac Pro with 20G RAM.
Known issue and not directly caused by harvestmap or zrminimap. Sp00sty has followed up on this in a below commnet:

Originally Posted by Sp00sty
After discussion with @Sharlikran at HarvestMap, the stutter issue appears to be based on number of pins used. If updating from ESO Daily's and other sources, node counts can reach as high as 17K+. This is an ESO issue and not an issue with either Addon standalone.

Remedy so far appears to be reducing the Node count by selective editing (I removed any Zones not actually traveled to yet), filtering out import of pins that are not needed, or turning off display of pins not needed while playing, or a combination of all.
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Unread 06/09/14, 04:51 AM  
Drakken

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performance with big harvestmap databases

Its really killing me to not have a minimap, but the game is unplayable with it. I will keep trying new versions and patches as you release them and try to report what happens.

I am also having the lag issue when running Harvestmap with zrmm. Either one by itself runs great with no lag issues. Its definitely something about getting the nodes to draw on the minimap that is causing issues.

As for my machine, its an 8-core @2.7GHz Mac Pro with 20G RAM.
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Unread 06/06/14, 11:06 AM  
Nameious

Forum posts: 29
File comments: 48
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I'm running a AMD 8350 @ 4.8 24 hr prime stable
AMD Sabertooth 990FX
8Gigs @ 1866
256G SSD
2 AMD 280X

Not bottom of the line, but not top of the line either.

I never had issues till day before yesterday 3rd or 4th of this month. Before then it was awesome never a single issue.


EDIT I'm sure you will be glad to know that the addon isn't the issue I think. Something is conflicting. When I have just minimap installed it doesn't do it.. Time to go through my addon list. I still get lag with nothing but Minimap enabled. But its only slightly like a stutter not 20seconds worth or screen freeze.
Last edited by Nameious : 06/06/14 at 11:32 AM.
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Unread 06/06/14, 08:11 AM  
Aoon
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File comments: 77
Uploads: 1
Originally Posted by Nameious
Will do testing now. Indeed this infact took away the lag.
From what I've noticed some people's pc's have issues with the worldmap update. Not sure what exactly causes the issues. It could perhaps be their hardware isn't as highend as others, maybe some people are on laptops, but I have no idea as people generally don't list their pc specs when reporting issues. This is all just conjecture at this point.

I tested without the update call and it doesn't appear to "break" anything or cause any unexpected issues, but there is a chance of some edge cases where the pins might not update properly on the minimap if removed.
Last edited by Aoon : 06/06/14 at 08:12 AM.
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Unread 06/06/14, 07:30 AM  
Nameious

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Will do testing now. Indeed this infact took away the lag.
Last edited by Nameious : 06/06/14 at 07:47 AM.
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Unread 06/06/14, 12:17 AM  
Aoon
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Forum posts: 2
File comments: 77
Uploads: 1
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 am not able to reproduce this. I do not get any significant fps drop with any group event. You could try editing ..\Documents\Elder Scrolls Online\live\AddOns\ZrMM\ZrMM.lua file locally to see if this removes the lag.

find this function at line 1119( it's basically at the end of the file )
Lua Code:
  1. -- adding Function to handle Group Events
  2. function MM_GroupEvent()
  3.     ZO_WorldMap_RefreshGroupPins()
  4.     MM_WorldMapUpdate()
  5. end

and change it to this:
Lua Code:
  1. -- adding Function to handle Group Events
  2. function MM_GroupEvent()
  3.     ZO_WorldMap_RefreshGroupPins()
  4.     --MM_WorldMapUpdate()
  5. end

If that doesn't work then I don't know as the ZO_WorldMap_RefreshGroupPins() needs to be called to update the group pins when any group event happens.
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Unread 06/05/14, 03:46 PM  
Nameious

Forum posts: 29
File comments: 48
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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.
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Unread 06/04/14, 02:47 AM  
Aoon
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So there is an error when loading into the game. It can be dismissed. I'll get a fix up shortly for it.


*edit
fixed
Last edited by Aoon : 06/04/14 at 03:12 AM.
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Unread 06/04/14, 02:10 AM  
Aoon
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Originally Posted by Phinix
I want to say first off thanks so much for this excellent mod. It is essential, and allows the perfect customization of an in-game mini map that can even track all the nodes from other addons. Very cool.

Now, I have run into one problem, regarding the pins from the mod HarvestMap. I know this has come up before, or at least that it is known to cause performance problems. What I found is that the HarvestMap addon even by itself will cause the normal game map to bog down terribly when scrolling or zooming, but only once you have built up a huge number of resource pins for a particular map. This then translates into the minimap, which is of course displayed all the time, and so directly results in a herky-jerky play experience.

Something I would like to request, if at all possible, would be the option to disable pins from certain very popular 3rd party addons from displaying on your minimap, while still allowing them to display on the normal map. (I realize the two may be directly linked so that might be something you have already considered and found to be impossible.)

It would be awesome to be able to leave the LoreBook, Skyshard, and TreasureMap addon pins there, as they don't slow down the minimap, and prevent it from showing just the HarvestMap pins, while still showing those on the regular game map and compass.

Thanks again!

EDIT: It occurs to me that an even better option would be to only render those pins which are visible at the zoom level and within the borders of the minimap at the time. I don't know if that is an option, or even if all the pins for the entire map are rendering even when not shown. That would seem however like a reasonable (albeit potentially complicated) resolution to the lag issue with lots of pins on the map.

/
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.
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Unread 05/29/14, 01:04 PM  
Sp00sty

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ZrMM with HarvestMap 2.4.7 - Severe Stutter

UPDATE:

After discussion with @Sharlikran at HarvestMap, the stutter issue appears to be based on number of pins used. If updating from ESO Daily's and other sources, node counts can reach as high as 17K+. This is an ESO issue and not an issue with either Addon standalone.

Remedy so far appears to be reducing the Node count by selective editing (I removed any Zones not actually traveled to yet), filtering out import of pins that are not needed, or turning off display of pins not needed while playing, or a combination of all.

--------------------------------------------

Since the update to HarvestMap 2.4.7 I have now encountered severe, almost unplayable stutter when traveling while both mods are enabled together.

There is no stutter with just ZrMM or just HarvestMap only when turned on together.

Also as of HarvestMap 2.4.7 I imported the latest merge file so my maps are fairly full of pins but I did not have any problems with most maps filled prior to HarvestMap 2.4.7.

Here is a video of the stutter showing it goes away as soon as one or the other Addon is disabled.

ZrMM HarvestMap stutter

I don't know if there is any way to run a debug on this, if you have a tool I will run it for you on my install.

BugEater was catching some "Too many Anchors" each time I reloaded UI during video but it wasn't showing which addon

2014-05-29T13:26:52.544-06:00 |cff0000Gui Warning: Too many anchors processed.|r
2014-05-29T13:27:28.079-06:00 |cff0000Gui Warning: Too many anchors processed.|r
2014-05-29T13:28:00.304-06:00 |cff0000Gui Warning: Too many anchors processed.|r
2014-05-29T13:28:29.433-06:00 |cff0000Gui Warning: Too many anchors processed.|r
2014-05-29T13:29:07.661-06:00 |cff0000Gui Warning: Too many anchors processed.|r


I'm going to post the same on the HarvestMap page to inform both Authors.
Last edited by Sp00sty : 05/30/14 at 09:23 AM.
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Unread 05/28/14, 05:58 PM  
crumb

Forum posts: 6
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FPS drop

Love the addon on, very nicely done! However the FPS drop is too much for me to use it, makes the game horrible to play
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Unread 05/28/14, 05:52 PM  
Aoon
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Originally Posted by Aoon
Originally Posted by joshmiller83
Originally Posted by joshmiller83
With patch 1.1.2 Craglorn the Minimap group pins have stopped working! We can no longer tell where our party members are!
Really wish this could be fixed.
I finally got some time to play a little and I am seeing the group pins working. The behavior appears to have changed a bit, but they are still displaying and updating. Two of the most notable changes are when a users uses a wayshrine their position isn't updated until they start moving after teleporting. You can look on the overworld map to observe this behavior.

The other is the fact that the group leader is now displayed as a crown. There is a bug regarding that behavior where the crown is not updated to the proper member until the worldmap is opened and closed.

*Alright after messing with it more there is some weirdness with the group pins and how they used to work. On occasion it appears to work, other times the group pin is placed under your player pin, or even pinned to the upper left of the minimap. I'll spend some time looking into this.
Looked into this more, the cause is the group pins are not even created until the worldmap is opened. Since ZrMM just mirrors whatever the worldmap is displaying in terms of map and pins the pin data is not there. It appears all of the old updatemap calls are failing to cause the pins to be created as well. I'll keep looking into it and try to find a method that works.
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Unread 05/28/14, 04:37 PM  
Aoon
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Originally Posted by joshmiller83
Originally Posted by joshmiller83
With patch 1.1.2 Craglorn the Minimap group pins have stopped working! We can no longer tell where our party members are!
Really wish this could be fixed.
I finally got some time to play a little and I am seeing the group pins working. The behavior appears to have changed a bit, but they are still displaying and updating. Two of the most notable changes are when a users uses a wayshrine their position isn't updated until they start moving after teleporting. You can look on the overworld map to observe this behavior.

The other is the fact that the group leader is now displayed as a crown. There is a bug regarding that behavior where the crown is not updated to the proper member until the worldmap is opened and closed.

*Alright after messing with it more there is some weirdness with the group pins and how they used to work. On occasion it appears to work, other times the group pin is placed under your player pin, or even pinned to the upper left of the minimap. I'll spend some time looking into this.
Last edited by Aoon : 05/28/14 at 05:18 PM.
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Unread 05/27/14, 06:06 AM  
choekstr
 
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Originally Posted by Aoon
Originally Posted by choekstr
I have been noticing this for a while. The minimap icon is not synced with active quests. See image for illustration:
This can be fixed by calling ZO_WorldMap_UpdateMap(). The problem is it's expensive call and should not be called every update. This could maybe be put on a timer to update every second or so without to much of a problem. Or really, an event that fires off when quest tracker changes would be best. Probably want to wait a second before calling it in case the user spams the next quest button.
I would think when quest tracker updates and when quest cycles (using default "T") should cover this and we can put this bug to bed!
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