by AFADoomer » Fri Oct 03, 2008 3:44 pm
Right now it "replaces" neither map... It shows up when the normal player view would be on the screen, and +togglemap (Tab) allows you to toggle between that and whatever your normal map settings include, be it overlay or the normal map, or both...
@Graf - What do I need to change about this implementation to get it seriously considered for inclusion in ZDoom?
Right now I need to figure out a way affect either the activator or all players (not that easy, since all 5 arguments are filled with x, y, w, h, and transp... But I've come up with a solution where scripts activated by a player affect only that player, and map-executed scripts affect all players (still testing)), and (possibly) rewrite the toggle function to affect only the custom map, and ignore the normal map.
I was also thinking of adding a CVAR ("am_allowcustom" - default "1") to allow the user to disable custom maps altogether. This could also possibly tie in with the suggested 'temporary, per-mod, KEYCONF' map colors idea...
Right now it "replaces" neither map... It shows up when the normal player view would be on the screen, and +togglemap (Tab) allows you to toggle between that and whatever your normal map settings include, be it overlay or the normal map, or both...
@Graf - What do I need to change about this implementation to get it seriously considered for inclusion in ZDoom?
Right now I need to figure out a way affect either the activator or all players (not that easy, since all 5 arguments are filled with x, y, w, h, and transp... But I've come up with a solution where scripts activated by a player affect only that player, and map-executed scripts affect all players (still testing)), and (possibly) rewrite the toggle function to affect only the custom map, and ignore the normal map.
I was also thinking of adding a CVAR ("am_allowcustom" - default "1") to allow the user to disable custom maps altogether. This could also possibly tie in with the suggested 'temporary, per-mod, KEYCONF' map colors idea...