Scale/Rotate automap background

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Scale/Rotate automap background

Post by Nash »

Playing Heretic and Hexen with their automap background texture got me to thinking, would be cool if the texture would also respect the automap rotation and zoom scale. Optional of course, to maintain old compatibility.
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Scale/Rotate automap background

Post by Nash »

With the new scale + rotation backend from Raze, can this be considered?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Scale/Rotate automap background

Post by Graf Zahl »

The rotation feature is really just for non-tiling patches, not for a large background, that requires a totally different approach to coordinate calculation.
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Scale/Rotate automap background

Post by Nash »

Ah, okay, so weapon sprites would work better, I suppose. Good to know.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Scale/Rotate automap background

Post by Graf Zahl »

That's what it was basically made for. Some of the Build games rotate a few of their HUD elements.
Post Reply

Return to “Feature Suggestions [GZDoom]”