Infinite Map Zoom Out

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Re: Infinite Map Zoom Out

by Gez » Fri Dec 29, 2017 4:52 pm

And "ddt" stands for Dave D. Taylor, the man who wrote the automap code (among other things). He used to use a "ddt arrow" as his signature online, as you can see for example on this short text file.

Re: Infinite Map Zoom Out

by Hypersonic » Fri Dec 29, 2017 10:09 am

1pp is ddt upside down! (the horizontal line in the t blends with the arrow shaft)

https://zdoom.org/wiki/Map_arrow

When you type iddt it cycles through am_cheat 0 (standard arrow) am_cheat 1 (ddt arrow) am_cheat 2 (sprite)

Re: Infinite Map Zoom Out

by Rachael » Fri Dec 29, 2017 9:50 am

That's DOS-age vertex art for you. Lines had no defined thickness because it simply was not needed, so they were always only one pixel thick.

Re: Infinite Map Zoom Out

by Hypersonic » Fri Dec 29, 2017 9:40 am

Wow, am_emptyspacemargin 90 made a huge difference. Not only can you now see all of Doom1 e4m1, but you can zoom out so far the entire map becomes a postage stamp! Not a problem though, this allows people to have any zoom they desire now, thanks! Can zoom in so far that the player arrow fills up the vertical screen. I wonder why the arrow has 1pp printed, 1 police plaza?

Re: Infinite Map Zoom Out

by _mental_ » Thu Dec 14, 2017 8:23 am

Increased limit for empty space margin to 90% in de12902.

Re: Infinite Map Zoom Out

by Hypersonic » Thu Dec 14, 2017 7:43 am

That would be great, thanks. Can't wait to test it out.

Re: Infinite Map Zoom Out

by _mental_ » Thu Dec 14, 2017 12:10 am

I can increase empty space margin to let’s say 90% but that’s all I would do for this feature.

Re: Infinite Map Zoom Out

by drfrag » Wed Dec 13, 2017 1:20 pm

_mental_ wrote:For particular aspect ratios it's almost impossible to position the map to be fully visible.
With adjustable margin for empty space player can customize zoomed out map scale.
Okay, added here as well. :)

Re: Infinite Map Zoom Out

by Hypersonic » Wed Dec 13, 2017 10:08 am

True, but instead of just pressing tab real quick you then have to press the follow toggle key and shift the view over to map center. With high resolution even with the entire map on just half the screen you can see alot of detail. Doom came out with 0.064 mega pixel resolution, with source ports like GZDoom we now have 8.3 mega pixel resolution and beyond.

Re: Infinite Map Zoom Out

by _mental_ » Wed Dec 13, 2017 9:00 am

Turn off follow mode, using F key by default.

Re: Infinite Map Zoom Out

by Hypersonic » Wed Dec 13, 2017 8:15 am

I discovered this oddity on E4M1, waiting in the west room (where you get the red key) for demons in the NIN room. Using am_cheat 2 I tried to zoom out enough to see if they were going to come to where I was, or if they were stuck on something.

Perhaps if you're in the center of the map you can zoom out to see most of the map, but it would be nice if you were on the edge of the map and still be able to zoom out enough to see the entire map, where the whole map is on one side of the screen and its empty on the other side.

Re: Infinite Map Zoom Out

by _mental_ » Wed Dec 13, 2017 6:30 am

You can always zoom out entire map. However the actual map view depends on the current video resolution.
For particular aspect ratios it's almost impossible to position the map to be fully visible.
With adjustable margin for empty space player can customize zoomed out map scale.

Re: Infinite Map Zoom Out

by drfrag » Wed Dec 13, 2017 5:50 am

May be i'm missing something but i already can zoom out the entire map in e4m1 without this, which resolution were you using? My CRT monitor only supports up to 1280.

Re: Infinite Map Zoom Out

by _mental_ » Wed Dec 13, 2017 12:08 am

Yes, the lower minimum scale means smaller limit on visible map size.

Re: Infinite Map Zoom Out

by Hypersonic » Tue Dec 12, 2017 10:55 am

Awesome, thanks for the modification!

So
am_emptyspacemargin is a number from 0 to 50 that determines safe_frame (which then ranges from 1 to 0.5)
safe_frame multiplies a and b, and min_scale_mtof is set to whichever is the smallest.

If safe_frame is 1 nothing changes from how it already is. As safe_frame approaches 0.5 both a and b become smaller, making min_scale_mtof smaller, and that allows one to zoom out more?

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