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Re: [minimod][v1.11] Target Spy: Health Bars++

PostPosted: Sun Nov 03, 2019 2:12 pm
by Carrotear
Sorry for the late response. Everything seems ok now.

Re: [minimod][v1.12] Target Spy: Health Bars++

PostPosted: Wed Dec 25, 2019 7:13 am
by m8f
Small update: v1.12. It brings performance improvements and minor fixes, nothing fancy.
http://www.mediafire.com/file/t08x2i0pp ... 2.pk3/file

- replaced Gutamatics with libeye;
- fixed Precise Crosshair integrated Y position with classic statusbar;
- fixed floating point truncation warnings.

Re: [minimod][v1.12] Target Spy: Health Bars++

PostPosted: Fri Dec 27, 2019 2:37 am
by Captain J
After watching RichterBelmont12's Hell-Forged playthough, i just found out that the enemy's armor values doesn't appear if you run the TC with target spy. And yes, some enemies has armors that actually does its job. When i saw this playthrough for the first time, i thought they were invincible or the addon was glitched, no offense.

What do you think? Are you occasionally going to add another meter for the Hell-Forged?

Re: [minimod][v1.12] Target Spy: Health Bars++

PostPosted: Fri Dec 27, 2019 3:26 am
by m8f
Yes, it's planned: https://github.com/mmaulwurff/target-spy/issues/11
I don't know when I get to it, though.

Re: [minimod][v1.12] Target Spy: Health Bars++

PostPosted: Mon Dec 30, 2019 12:15 pm
by stainedofmind
Just wanted to pop in and say I'm also getting the issue of seeing the "warning, cannot get render mode" error. Similar to Carrotear, I'm also using LZdoom, and it seems to root of the problem revolves around the fact that LZDoom is using the old "vid_renderer" Cvar instead of the new "vid_rendermode" one, or at least my config file hasn't updated itself and I just upgraded to the latest stable version. I didn't read too far into your code to see how important the chunk of code that utilizes this CVar is, but I haven't noticed any issues in the past, and my brief run of the newest version (1.12 to be specific) I haven't run into any issues either. For now, I just commented out the warning and will carry on until I notice any issues.

Re: [minimod][v1.13] Target Spy: Health Bars++

PostPosted: Fri Feb 28, 2020 10:15 am
by m8f
Bug fix update! v1.13 is out.

Changelog:

- dynamically set monster tags are now allowed;
- fixed wrong name in kill confirmation message;
- frame size now takes zoom factor into account;
- fixed monster names for REKKR and Freedoom.

Re: [minimod][v1.13] Target Spy: Health Bars++

PostPosted: Tue Mar 17, 2020 11:19 pm
by Speedsteer57
hey buddy, i have an issue of the addon in LZDoom when i open the source targetspy is sending me seeing all the time "Warning, Cannot Get Render Mode", any idea why this bug happened in LZDoom? in GZDoom is all fine but i want to use it in here too!

Re: [minimod][v1.13] Target Spy: Health Bars++

PostPosted: Sat Mar 21, 2020 12:16 pm
by Ltmajordude
Dang it m8f, now I can't play Doom without this mod.

Nevertheless, I'm greatly enjoying this mod, even if I cheat a bit since I know how much health each enemy has (though its because I opt out the option to NOT have the health shown, lol). I'm hoping there's more cross-mod options besides Champions (another personal fav I like to use) but that's your call.

Either way, keep up the good work and thanks for TargetSpy!

Re: [minimod][v1.13] Target Spy: Health Bars++

PostPosted: Sat Mar 21, 2020 11:29 pm
by m8f
Speedsteer57 wrote:issue of the addon in LZDoom
Will be fixed in the next version.

Ltmajordude wrote:more cross-mod options
Which ones?

Re: [minimod][v1.14] Target Spy: Health Bars++

PostPosted: Mon Mar 23, 2020 5:47 am
by m8f
Version 1.14 is released.

New features:
  • ability to display even more objects (even NoBlockmap ones). Code contributed by Proydoha.
  • new frame style: Red.
  • display target armor, if any. The armor is displayed on the same line as health numbers.
Fixes:
  • no more annoying error messages on LZDoom.

Re: [minimod][v1.14] Target Spy: Health Bars++

PostPosted: Mon Mar 23, 2020 5:55 am
by Nash
How do you catch NoBlockmap actors? I thought line traces go right past them.

Re: [minimod][v1.14] Target Spy: Health Bars++

PostPosted: Mon Mar 23, 2020 6:08 am
by m8f
Manually, by iterating through actors and checking object intersection with a trace line: https://github.com/mmaulwurff/target-sp ... tection.zs (code by Proydoha).

Re: [minimod][v1.14] Target Spy: Health Bars++

PostPosted: Thu Apr 02, 2020 10:22 pm
by Ltmajordude
Whoops, late response, sorry sorry sorry.

Which ones?


Ya know, I never gave much thought to that actually, lol. Probably wasn't thinking too hard or don't know enough mods when I thought about other cross-mod options. I guess the only thing that can come up from the top of my head is Universal Entropy with TargetSpy giving a percentage or something telling you how enlarged/shrunken the monster is but besides that... huh. lol.

Re: [minimod][v1.14] Target Spy: Health Bars++

PostPosted: Fri Apr 03, 2020 12:14 pm
by BradmanX
Maybe something to state if an enemy is legendary with Legendoom/Legendoom Lite?
Also, not something cross-mod related, but something that could be helpful in general, perhaps being able to display any damagetype resistances, immunities, or weaknesses your target might have? (If at all possible)

Re: [minimod][v1.14] Target Spy: Health Bars++

PostPosted: Mon Apr 06, 2020 8:15 am
by ilovedoom! clone
could you make a version where only enemies with the +BOSS flag show their health(to make doom feel more like a modern video game)?