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🔑 Nexus連携(高評価・追跡)
自分のNexusアカウントで 高評価(Endorse) や 追跡(Track) ができます。認証情報はあなたのブラウザにのみ保持され、当サイトのサーバーには保存しません。
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📂 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
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.
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
⬇️ Nexus でダウンロード旧バージョン ScoutMap V0.1.2 GameV3.0.0 v0.1.2
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…
アーカイブ ScoutMap_v0.2.0_gameV3.0.0.zip v0.2.0
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…
アーカイブ ScoutMap V0.2.3 GameV3.0.0-V3.1 v0.2.3
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.
アーカイブ ScoutMap V0.3.0 (Game V3.0.0 - V3.2.0) v0.3.0
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.
アーカイブ ScoutMap V0.3.1 (Game V3.0.0 - V3.3.0) v0.3.1
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.
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
導入前チェック(前提 / 競合 MOD)
情報はまだありません。導入済みの方はコメントで情報をお寄せください。
