B2k Minimap

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Henrietta Naughton

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Aug 5, 2024, 12:26:47 AM8/5/24
to annonilet
Iam trying to make it for a 160x120 tilemap with a 1/16 scale to get 1x1 tiles. I know there is a way to get 1x1 tiles in JavaScript, but I am having trouble with it. I am also having trouble with the minimap. Help?

The Thought then occured.. well surely someone else has this problem, and since VSCode seems to be written by the community, maybe someone has already written a plugin that would search the code for function titles (like Javadocs?) and display the title in a readable size?


TL;DR text trailing the line of an opening region marker (such as /#region in Python, but each language has their own region markers) will be used as a heading/title in the minimap, and you can also add such headings without region markers by making comments that start with MARK:.


Note that the state is stored in the session/workspace file, so if you use projects you will need to turn it off in those manually when you open them, if they had the minimap displayed the last time you opened them.


Fairly new to blueprints and so far i've managed to get a working minimap for a single player by using a render target applied to a hud material with a SceneCapture2d on the player character. The issue i have is that when trying to load in another...


Yeah this is a pain, I used to zoom the minimap in and out a fair bit but now I have to locate and click the buttons instead of just moving my cursor somewhere over the minimap and scrolling in and out.


Also, there should be an option to move the zoom +/- buttons back to the minimap. If you have the minimap in a completely different part of the screen than the new bar, the +/- zoom buttons are a hassle to use. Maybe make them a separate GUI element one can move freely independently from the bar instead.



Also, the Server Ping display seems to be missing. Please add that to one of the new bars, too.


I find it strange that the minimap is hidden when the pop-up map is displayed. This doesn't make sense because the pop-up map is a replacement for the World Map, not the minimap. The minimap shows things in your immediate vicinity while the World Map (and pop-up map) show the larger area. They serve different purposes, so it should be possible to display both at once. Is this option already in the game? I couldn't find anything.


Furthermore, there are features on the minimap that don't exist in the pop-up map. For example, the minimap shows enemies around your character as red dots, but these are missing on the pop-up map, so I feel like I'm constantly having to switch back and forth to get all the information I want. If there is some technical reason why we can't have both displayed, you could just switch minimap to ON when in combat and switch pop-up map to ON outside of combat. At least I wouldn't have to manually toggle it then, but it would be much better if I could see both at once.


Basically, i (dont know how) moved my minimap from the right bottom corner to the right upper corner, and its really annoying because i cant see half of it. Does anybody know how to change it back again?


IIRC you can start dragging the minimap to different corners by hovering it, then moving your mouse cursor to the right blackish side of it (the empty area without any icons in the middle), and click-drag it somewhere else.


I'm a pretty big fan of Sublime. One of my favorite features is the ability to scroll through your file by using the compressed image of your text on the upper right hand corner (minimap). My gut feeling is this does positive things for productivity:


When I need to make changes throughout a file, like replacing a name and reviewing the changes to make sure they're correct. The minimap gives me an idea of how much of the file I have left work through.


The actual productivity gain is rather small, but I like the feature. I don't have the feeling that it really gives an overview to the code since the text is rather uniform. But I suppose if you have distinctive structures in your source or can somehow color-code it, the minimap could actually help.


Been watching some videos on YouTube to help with mining. On all the videos they have the mining spots marked in their mini map. When I open my mini map I can't see any thing of the sorts. I've gone through an the settings I can think of an can't see anything you enable this. Is anyone able to help me with how to enable this?


a quick look at the wiki gives you your answer



only the high end Cetus and entry level fortuna cutter have minimap radars in them (the fortuna one is the best one because it can get extra upgrades later on)

just hop on fortuna buy that cutter It's like 2500 standing and you'll be golden.


Most modern editors nowadays have an option to switch on a "minimap" - an image along the right hand side of your editor which gives you a high-level overview of your source code, which is useful for quick navigation and code understanding. This is quite separate a concept to the code navigator.


I use the navigator, but like you allude to, it's not the same as minimap, especially when working on large PL/SQL packages. I also find the navigator refreshes a lot which becomes really irritating. It's not the refresh as such it's the way the invalidation of the navigator tree paints. It should be double buffered or maybe triple buffered, to prevent the obvious annoying flicking / repainting.


A mini-map or minimap is a miniature map HUD element that is often placed at a screen corner in video games to help players in orienting themselves within the game world. They are often only a small portion of the screen and must be selective in what details they display. Elements included on mini-maps vary by video game genre, but most minimaps feature at least one or more of the following: the position of the player character, allied units, structures, enemies, objectives, and surrounding terrain.


Mini-maps have become common in real-time strategy and MMORPG video games because they serve as an indication of where the current screen lies within the scope of the game world. Most first-person shooter games also have some version or variant of the mini-map, often showing enemy and teammates locations in real-time.


In many games using a mini-map, the mini-map begins completely blank, while the map is automatically drawn as the player discovers new areas of the game world. After players discover new areas, the terrain of the discovered area often remains visible on the mini-map. If the player's characters or units cease to see the area, the area might be covered by a fog of war, so that unit or structure movements in that area will not be shown. Things in a fog of war portion of a mini-map may not be updated until they are rediscovered.[3]


Similar to custom layers in Google Earth, some team-oriented multiplayer games, such as Age of Empires II or Empire Earth, allow players to draw temporary lines, signals or markings on the mini-map for others to see. This allows for quick communication over large distances in games.[citation needed]


In some 3D video games, the mini-map rotates when the player character or game camera faces different directions to keep the top of the map always corresponding to forward from the camera's point of view. This is common for games in the Grand Theft Auto series, and many racing games that show the track in a mini-map. In other games such as The Legend of Zelda series, the map does not rotate but features an arrow that moves about and rotates to show the player character's position and the direction they're facing. In some games, mini-maps that only show the close surrounding area often have icons on the edge to show the direction of locations or characters outside the area shown on the map. Some games also have a feature where the mini-map zooms out when the player character is travelling at high speed and zooms back in when they slow down.


An Automap is similar to a mini-map but traces its origin back to early role-playing games. In early dungeon crawl video games, players were expected to draw maps by hand as they played the game to solve complex mazes and explore large dungeons. Game boxes such as those for early 1980s Wizardry games included graph paper for this purpose.


Games featuring automapping simulate the creation of a map, typically showing an abstract top-down view of nearby areas of the game world that is automatically updated as the player character gains knowledge of the environment. Automaps typically display doors, terrain types, and important locations or items.[citation needed] When discussing The Bard's Tale III's role as one of the first CRPGs with automapping, Computer Gaming World in 1994 wondered "How did we ever play without it?".[4]


Early automaps typically found in role-playing video games were pause screens that stopped gameplay when opened. Early examples of video games to feature a real-time automap include Sirius Software's Wayout in 1982 and Arsys Software's WiBArm in 1986.[5] When the feature became popular with action-oriented games such as Doom and Diablo, the automap feature in these games did not pause the game and allowed the player to continue gameplay while the map was on screen.


MUDs, which were popular multiplayer virtual worlds in the mid-1990s, rarely provided an automap. This resulted in MUD clients adding automapping as a feature, notably zMUD in September 1996.[6][7][8]


A code minimap in a text editor or Integrated development environment (IDE) is a reduced overview of the entire file in its own view pane, typically next to the main editor pane. The portion of the file visible in the main editor pane is highlighted, and clicking or dragging in this view scrolls the editor through the file.

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