General automap enhancement features compilation

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Re: General automap enhancement features compilation

by DevilBlackDeath » Sat Jan 30, 2021 7:17 am

Nash wrote:Also, only post threads about things that don't actually exist yet - for example, there is already an open thread about automap line thickness, so posting that would only result in your thread getting closed immediately as a [Duplicate].
I understand that, as I said it was more to indicate that these would merge with my suggestion pretty nicely. I shouldn't have used the word compilation.

Re: General automap enhancement features compilation

by Nash » Fri Jan 29, 2021 9:26 pm

Also, only post threads about things that don't actually exist yet - for example, there is already an open thread about automap line thickness, so posting that would only result in your thread getting closed immediately as a [Duplicate].

Re: General automap enhancement features compilation

by wildweasel » Fri Jan 29, 2021 2:23 pm

You should post one thread for one feature. That way the individual ones can be tracked.

Re: General automap enhancement features compilation

by DevilBlackDeath » Fri Jan 29, 2021 6:36 am

Rachael wrote:Please don't post compilation threads.
It was mostly to give a better explanation of my feature request and how it would blend with the other requests. It didn't feel right to not mention the others, since a lot of the usefulness of my own suggestions comes from the others being added in as well.

Should I repost explaining it more simply and going more thoroughly over my own suggestion ?

Re: General automap enhancement features compilation

by Rachael » Fri Jan 29, 2021 4:01 am

Please don't post compilation threads.

General automap enhancement features compilation

by DevilBlackDeath » Fri Jan 29, 2021 2:09 am

Hello,

So I wasn't very clear with my own suggestion yesterday, and since there seems to be some other ideas for the automap I figured I'd compile them in one place.

-Automap line thickness, especially for 1080p+ resolutions untextured mode. Depending what's used to render them this could mean only changing one variable (iirc most graphical APIs have basic line rendering function often accepting a thickness, but since GZD probably use an overlying renderer, I don't know if the renderer has that option)
-Fill mode as an alternative to texture mode. Replacing the textures with flat colors or gradients (maybe taking into account sector lighting to keep a sense of volume for mapsthat are huge and use a good amount of sector lighting), as suggested here : viewtopic.php?f=15&t=66337
-Texturing (and fill mode once implemented) available in overlay mode. This would require rendering anything that's out-of-bound, undiscovered, or usually not displayed (I believe sectors can be marked HIDDEN ?) as fully transparent. This would be akin to having the Hexen automap, but having what's shown as the parchment-like AUTOPAGE fully transparent AND would go hand in hand with the next suggestion
-Transparency sliders. I don't know the best way to implement that, but ideally, being able to have separate sliders so as to be able to set transparencies for the full-screen map, but also be able to separately set transparencies for the texture/fill and lines in overlay would be the best, and would make the feature above the most meaningful. People would be able to have an automap that doesn't hide gameplay while giving all relevant informations at a very very quick glance !

Now I'm not making a compilation as if all these should be implemented quickly or together or whatever, but more as a way of regrouping what seemed to be popular demands for the automap, alongside my own suggestions, and the general use and intercompatibility of these features (for example, an overlay+filled+semitransparent fill with thick lines would be amazing for 4k players playing hyper detailed maps). But I know there's likely more urgent things, so it's just here as a general indicator of what CAN be done with the automap :)

Thanks a lot for reading me, and I've never said it, but keep up the good job with what is, IMO, the most versatile and best for non-vanilla gameplay sourceport :)

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