[minimod][v0.16] Hellscape Navigator

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m8f
 
 
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Re: [minimod][v0.16] Hellscape Navigator

Post by m8f »

Overdue update! Version 0.16 is out. Changelog:

New:
  • new sign sprites and design, courtesy of Accensus
  • Mark Start option (in Footstep Options menu, on by default)
Fixed:
  • when removing all signs by a command, pointers on compass are removed too
  • null pointer read on maps without Player 1 start
Removed:
  • strafe run aim
Red Eagle
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Re: [minimod][v0.16] Hellscape Navigator

Post by Red Eagle »

Damn this mod is really nice! Especially playing circus 2 (kinda annoyed of walking around searching which house I did not check).
Could it have a version for LZDoom? I have this error loading it in lzdoom
Spoiler:
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m8f
 
 
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Re: [minimod][v0.16] Hellscape Navigator

Post by m8f »

Let's see if it's possible to have LZDoom version for Hellscape Navigator, instead: viewtopic.php?f=15&t=68890
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MrRumbleRoses
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Re: [minimod][v0.16] Hellscape Navigator

Post by MrRumbleRoses »

m8f wrote:Let's see if it's possible to have LZDoom version for Hellscape Navigator, instead: viewtopic.php?f=15&t=68890
is that suppose to be what can fix it for LZDoom with the latest version of this mod or something?
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Re: [minimod][v0.16] Hellscape Navigator

Post by m8f »

The next release of LZDoom will be able to load any version of Hellscape Navigator, I believe. And it's going to be released soon.
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MrRumbleRoses
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Re: [minimod][v0.16] Hellscape Navigator

Post by MrRumbleRoses »

m8f wrote:The next release of LZDoom will be able to load any version of Hellscape Navigator, I believe. And it's going to be released soon.
looking forward to it
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Re: [minimod][v0.16] Hellscape Navigator

Post by i2van »

Hi,

Thanks for the mod!

On default settings (top-center) compass hides target spy bar.

Could you please add quick positioning settings, e.g. for positioning on screen as:

Code: Select all

| TopLeft |              | TopCenter |              | TopRight |
						 
						 
| CenterLeft |                                      | CenterRight |
						 
						 
| BottomLeft |           | BottomCenter |           |  BottomRight |
It would be convenient to do quick positioning first and position tuning afterwards.

It also would be nice to have quick compass scaling, e.g. 0.9, 0.75, 0.5, etc.

I think it also can be implemented by processing PgUp, PgDown. Home, End keys for corresponding settings trackbars.
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Re: [minimod][v0.16] Hellscape Navigator

Post by m8f »

Hi! Thanks for playing the mod!

Regarding the default settings - it seems that if both Target Spy and Hellscape Navigator are on default settings, they don't overlap. If default Hellscape Navigator hides Target Spy with custom user settings - I cannot do anything here.

Quick settings - I won't add them to the main mod because settings oversaturation. Load this file after HN.
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Re: [minimod][v0.16] Hellscape Navigator

Post by i2van »

Using PgUp, PgDown keys on existing horizontal/vertical trackbars will do the job.
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Re: [minimod][v0.16] Hellscape Navigator

Post by ramon.dexter »

Hi, I found a bug...or is not a bug? Well, I'm using the arenames function of this mod, and I found out that when you start a map, leave it and then return to them same map, the areaname markers stop to work. No location info, nada, nothing. How do I make it work also when I return to the map with the markers? I'm currently using latest version of the hellscape navigator.
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Re: [minimod][v0.16] Hellscape Navigator

Post by m8f »

How do you return to the map, via a hub?
How do you set up area names? With a sign?
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ramon.dexter
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Re: [minimod][v0.16] Hellscape Navigator

Post by ramon.dexter »

Yes, the maps are in a hub. The areaName markers are pre-placed in editor. They are used for, well, naming areas. I used an ACS script for that, but when this feature was introduced in HN, I moved to this method, as it offers more variety. As it looks like, I had to test it more, as I have realized this behavior just yesterday after like year or two using HN :)

Here is definition of the markers:

Code: Select all

//parent class, so I dont need to put the flags into each marker
class areaMarkerBase : Actor
{
	Default
	{
		//$Category "Area markers"
		//$Color 9
	
		+NOBLOCKMAP;
		+NOGRAVITY;
		+DONTSPLASH;
		+NOTONAUTOMAP;
		+DONTTHRUST;
	}
}
//marker
class m8f_hn_AreaNameMarker_SH_binderBase : areaMarkerBase {
	Default {
		//$Title "Silent Hills, Binder Base"	
		Tag "Silent Hills, Binder Base";
		Health 512; //radius of area
	}
}
And, as I said, the markers work when the map is loaded for the first time. I mean that I have a MAP02 set as a center of the hub (it's a strife mod), other maps are just locations that player visits only once, then returns back to MAP02. When I start in MAP02, the markers work. When I move to (for example) MAP01, the markers also work in MAP01. When I return back to MAP02, there are no markers. When I return back to MAP01, there are also no markers. Better said, I don't know if there are no markers, they just stop to work. Compass works as intended, but the areaName field is blank.

And, if that matters, I'm using the ChangeLevel() function called from ACS script to traverse between maps.

edit:
I got an idea and performed a little test - assigned a visible sprite to the markers to see if they are removed or not. So, when I start in map02, the markers are where I placed them in editor. When I go to MAP01, the markers are where they have to be. When I return to the MAP02, the markers are still in place, but the areaname field on compass is empty. Maybe something with the eventHandler?
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Re: [minimod][v0.16] Hellscape Navigator

Post by m8f »

Thanks for the info! I'll investigate.
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Re: [minimod][v0.16] Hellscape Navigator

Post by m8f »

ramon.dexter, can you please try this version on your maps?
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