tehAon’s ScoutMap – MiniMap That Knows the Buildings (Client-Side)

tehAon’s ScoutMap – MiniMap That Knows the Buildings (Client-Side)

A HUD minimap that names wha...

MOD ID: 11729作者: tehaonカテゴリ: User Interfaceバージョン: 0.4.0更新日: 2026-11-01(今日更新)用途: クライアント向け人気スコア: 0
#UI#HUD#クライアント向け#クエスト#建築

📝 このMODの解説記事

まだ解説記事はありません。読みたい方はリクエストできます(運営が記事化を検討します)。

🔑 Nexus連携(高評価・追跡)

🏷 タグ

User InterfaceQuality of LifeAI-Generated Content

📂 ファイル・バージョン

ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。

メイン ScoutMap v0.4.0
📦 72.3 KB ⬇️ 1
更新履歴(changelog)
- Updating from 0.3.x: no keys are bound by default any more. If you used F5, the bracket keys, backslash, Home or End, bind them again on Options, Controls, Mods. A key you already saved there is kept. Everything they did is also a setting, and you can drag the map to move it and scroll over it to resize it while any menu has the cursor.
- A compass frame. A band round the outside of the map with bearing ticks and N, E, S, W. It takes no ground from the map. Heading-up on the round map, the band turns with the world and the letters ride round it upright. N is amber. compassRing="false" takes it off.
- Which zombies you see is a switch you can reach: hidden, hunting you, awake or all, on the Options, Mods page (with Control Panel 0.6.0) and as an optional key. In awake and all a sleeper is drawn faint and anything coming for you is drawn bigger. The nearest are kept when there are more zombies than markers. The default is unchanged: hunting you.
- The game's markers, by kind: nine switches instead of all or nothing. 96 marker slots, 64 used by default (was 28).
- Zombies above and below you wear the game's own up or down enemy dot.
- The thing you are walking to stays in sight. A tracked quest or waypoint off the map becomes a pip on the compass frame at its bearing, and the strip under the map says how far: Quest 240 m. That is what pinTrackedToEdge was always described as doing; it never did.
- Your party: names by their markers, and an arrow on the frame with name and distance for one who is off the map.
- Zoom that follows you, off unless you turn it on: wider on a vehicle, tighter inside a building.
- Its own page on Control Panel: 90 settings in nine groups, with plain labels, applied live except the two that decide how the round map is clipped.
- Claims game 3.4. The key rows, compass letters and the map's own text are in Russian and Simplified Chinese too.
⬇️ Nexus でダウンロード
旧バージョン(6件)を表示
アーカイブ ScoutMap V0.1.1 GameV3.0.0 v0.1.1
⬇️ 46
⬇️ Nexus でダウンロード
旧バージョン ScoutMap V0.1.2 GameV3.0.0 v0.1.2
⬇️ 64
更新履歴(changelog)
### Fixed
- **Heading-up no longer freezes while you drive.** The map took its heading from the player entity's
own yaw, and `EntityPlayerLocal.updateTransform()` opens with `if (AttachedToEntity != null) return;`
— the early return skips the line that assigns that yaw. So the moment you sat in a vehicle the
entity's rotation stopped updating and the map stopped turning with you, while the camera kept turning
perfectly well. The heading now comes from the player camera, which is the same source vanilla's own
compass uses (`XUiC_CompassWindow` binds `compass_rotation` to
`localPlayer.playerCamera.transform.eulerAngles.y`).
- **Hostiles now appear on servers.** Aggro mode asked `GetAttackTarget()`, which reads the field the
*server's* AI writes. A client only ever learns a target through `NetPackageSetAttackTarget`, which
calls `SetAttackTargetClient` and lands in a different field — so on every dedicated server the aggro
test was permanently false and the map drew no zombies at all, however many were hitting you. It now
asks `GetAttackTargetLocal()`, the accessor that picks the right field per `isEntityRemote`.
- **Hostiles also appear when the target packet never arrived.** That packet is only sent when a target
*changes*, and only to players already tracking that entity, so something that locked on before it came
into view could be mid-swing with no target recorded on your machine. Aggro now also accepts "awake,
within 24 blocks, and pointed at you" — body yaw is interpolated on every client because the model has
to face the right way at all, so it is a signal the client always has.
- **Animals that can hurt you are no longer invisible.** `EntityEnemyAnimal` derives from `EntityEnemy`,
not `EntityAnimal`, so a bear, dire wolf or zombie dog matched neither the animal test nor — because
aggro mode dropped every animal unconditionally — anything else. Wildlife is now read as both: hostile
enough to pass the aggro test while it mauls you, and animal enough to be drawn…
⬇️ Nexus でダウンロード
アーカイブ ScoutMap_v0.2.0_gameV3.0.0.zip v0.2.0
⬇️ 135
更新履歴(changelog)
CHANGED
THE SQUARE BORDER IS GONE. "Circle mask" used to mean painting the corners dark, because an overlay
can only add colour, never remove it - so what you actually got was a dark square with a circle
drawn inside it. The map layer is now CLIPPED to a circular alpha mask (UIDrawCall.Clipping
.TextureMask feeding UIPanel.clipTexture), so the corners are never rasterised at all. The square
backing plate is off by default too (showFrame="false"), and a thin rim outline (rimPx, colorRim)
replaces it. Set hardCircle="false" to force the old look; if a build turns out to have no
Hidden/Unlit/Transparent Colored (TextureClip) shader, ScoutMap detects that at startup, says so in
the log, and falls back on its own.
circleMask="false" NOW MEANS A GENUINELY FULL SQUARE. The terrain quad is drawn root2 oversized in
square mode, because a same-size quad rotated 45 degrees has its own edges cutting across the
window's corners - heading-up mode used to sweep two empty corners round the map. Pixels per block
are unchanged, so markers still line up exactly.
WIDER ZOOMS. zoomSteps gains 400 and 528 blocks across, and maxSpanBlocks is now a ceiling (800)
rather than a size - the buffer is still only ever built as big as the widest step needs.
Marker placement and edge-pinning use a RADIAL bound on a round map. A tracked waypoint pinned to
the bounding square would land in a corner the mask cuts away.
FIXED
NO MORE DARK BARS ACROSS THE MAP WHEN YOU FLY. The soft edge that feathers the boundary of explored
ground is baked into a tile's pixels, using the neighbours that existed the moment that tile was
drawn - and a drawn tile was then never touched again. Standing still that is invisible, because the
ground beside you loaded long ago. In a gyrocopter every chunk gets blitted AHEAD of the one in
front of it, so each one bakes a fade towards ground that arrives a moment later and keeps it
forever: a permanent dark seam on every chunk line in the direction of travel, which reads as eve…
⬇️ Nexus でダウンロード
アーカイブ ScoutMap V0.2.3 GameV3.0.0-V3.1 v0.2.3
📦 45.5 KB ⬇️ 162
更新履歴(changelog)
### Fixed
- **Two player arrows, one of them stuck pointing north.** The player's own nav object was being
drawn like any other marker. On the big map that nav object *is* the player arrow — vanilla has no
separate widget for it — but this map draws its own arrow at the centre and turns it to your
heading, so you got both: ours rotating, and a marker-pool sprite that cannot rotate sitting on
the same spot pointing north for ever. The player's nav object is now skipped. Reported in game.
- **The map buffer started fully transparent.** `MiniMapCanvas`'s constructor clears the texture
before the style has been applied, so it painted with a default `Color32` — transparent black —
and every pixel stayed see-through until the tile owning it was first blitted. Unexplored ground
is meant to be paper, not a window. The style pass now repaints the buffer with the configured
blank.
### Changed
- **The opacity diagnostic is logged after the map has drawn, not at startup.** At startup it always
said `mapPixel=0`, because no tile had been blitted yet — a diagnostic that lies in a fixed
direction is worse than none, since it points at the one layer that was innocent.
⬇️ Nexus でダウンロード
アーカイブ ScoutMap V0.3.0 (Game V3.0.0 - V3.2.0) v0.3.0
📦 45.6 KB ⬇️ 104
更新履歴(changelog)
- **Claims game 3.2.0.** `GAME_VERSIONS` widens from `V3.0.0-V3.1` to `V3.0.0-V3.2.0`.
Verified in game on a real V3.2.0 b10 client, not inferred: see `VERIFIED` for what was
actually exercised. No behaviour changed — this release is the claim and nothing else.
⬇️ Nexus でダウンロード
アーカイブ ScoutMap V0.3.1 (Game V3.0.0 - V3.3.0) v0.3.1
📦 45.8 KB ⬇️ 113
更新履歴(changelog)
- Claims game 3.3.0. No code changed. Game 3.3 is the stable release now and this mod already works on it, so the supported range widens from V3.0.0-V3.2.0 to V3.0.0-V3.3.0. Checked, not assumed: every game member the DLL binds to resolves against the 3.3.0 (b18) build, every Harmony patch target is still there, and the mod loads on a 3.3.0 dedicated server with no errors. It has not yet been played on a 3.3 game: no 3.3 client was available when this was cut.
⬇️ Nexus でダウンロード

MOD 解説

見ている対象の名前が表示されるHUDミニマップ。注目すべき地点はすべてティアごとに色分けされて表示され、現在立っている建物の名前はマップの下部に表示されます。コンパスフレームがあり、その外周には進行中のクエストが表示され、敵対ユニットは一度だけ表示されます。

原文(英語)を表示

A HUD minimap that names what you are looking at. Every point of interest is drawn and coloured by tier, and the building you are standing in is named under the map. A compass frame, your tracked quest on its rim, and hostiles only once

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