Okay, sorry for all the posts, but I want to make this work. Just confirmed that the bug is definitely due to the widescreen mode - I put the game in 1024x768 and I get no smear, and no offset problems with the icon - everything looks really good.
If you can fix this for widescreen, this is a definite must! But I can't go back to non-widescreen mode! Please fix!
MiniMap - HUD Element
Started by
Site Bot
, Aug 02 2009 12:18 PM
321 replies to this topic
#11
Posted 02 August 2009 - 06:20 PM
#12
Posted 02 August 2009 - 06:37 PM
jaka33: Don't be sorry, you just discovered the source of a problem multiple users have reported. I'll try and look for a fix for the widescreen problem. 
As for your first comment (going south, MiniMap wrong direction), was it still there after switching to non-widescreen? If so, was the direction of the player arrow wrong too? Or did it have the correct angle?
As for your first comment (going south, MiniMap wrong direction), was it still there after switching to non-widescreen? If so, was the direction of the player arrow wrong too? Or did it have the correct angle?
#13
Posted 02 August 2009 - 06:44 PM
I think I was wrong about the direction thing in my first post - it was just all so weird looking I was confused. It's working in widescreen except for the smear and the offset - direction and angle seem okay.
Good luck on the fix, I'm looking forward to it.
Good luck on the fix, I'm looking forward to it.
#14
Posted 02 August 2009 - 10:19 PM
Kyo, so a quick fix for the widescreen resolution (for at least me in 1920x1200) was to change the _grid_size value in minimap_main.xml from 256 to 195.
I even went so far as to make a _grid_size_x and _grid_size_y and found an almost perfect fit with x=195 and y=193.
Things don't line up perfectly to the pixel, but it's good enough to use!
I even went so far as to make a _grid_size_x and _grid_size_y and found an almost perfect fit with x=195 and y=193.
Things don't line up perfectly to the pixel, but it's good enough to use!
#15
Posted 03 August 2009 - 12:49 AM
This mod look very nice!
You've got a nice idea to create this minimap mod for Oblivion, like in Morrowind or S.T.A.L.K.E.R...
I've just downloaded this mod, so, I'll testing it...
Keep up this very nice mod!
You've got a nice idea to create this minimap mod for Oblivion, like in Morrowind or S.T.A.L.K.E.R...
I've just downloaded this mod, so, I'll testing it...
Keep up this very nice mod!
#16
Posted 03 August 2009 - 01:40 AM
Thanks for the hint, jaka. It fixed the widescreen issue.
However, the game crashes quickly whenever the map is active - memory leak I think. Looking over your code, I'm not sure that you have the <rect> - </rect> nesting set up correctly.
However, the game crashes quickly whenever the map is active - memory leak I think. Looking over your code, I'm not sure that you have the <rect> - </rect> nesting set up correctly.
#17
Posted 03 August 2009 - 02:04 AM
Greyfur, yeah, it's good now. I just changed line 186 in minimap_main.xml from 256 to 195.
I've been playing with it for a few hours straight now without any problem - no crashes or apparent memory leaks so far - but I also turned iWaterHack to 0 (not sure this makes a difference though).
I've been playing with it for a few hours straight now without any problem - no crashes or apparent memory leaks so far - but I also turned iWaterHack to 0 (not sure this makes a difference though).
#18
Posted 03 August 2009 - 02:24 AM
Tracking this file for a widescreen fix - I get CTD's and messed up mini-map appearence
#19
Posted 03 August 2009 - 08:00 AM
jaka33: Thanks for the info, I figured I needed to adjust that value. Although now I'll need to do a little math so it automatically picks the right value depending on the width:height ratio. Since a widescreen has a different ratio the grid width and grid height will need to have a seperate value.
Greyfur46: Pretty sure nesting is correct, I double checked everything by hand aswell as counting all the "rect", "image" and "text" elements (which was an even amount)
jaka33 (again
): iWaterHack might cause problems but with all the other things going on I haven't had a chance to investigate it. Once I get a proper fix for widescreen users I'll need to see if people still get crashes after a few minutes ingame. Although they should appear around cell transitions, only then does the iWaterHack anything.
Greyfur46: Pretty sure nesting is correct, I double checked everything by hand aswell as counting all the "rect", "image" and "text" elements (which was an even amount)
jaka33 (again
#20
Posted 03 August 2009 - 08:57 AM
Wohoo, thanks for making the keys customizable! If you are interested, i created omod conversation data, including a small script to help install the right xml file.
It's available here:
http://files.getdrop.....rsion data.7z
It's available here:
http://files.getdrop.....rsion data.7z



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