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Re: [minimod][v0.11.1] Hellscape Navigator

PostPosted: Sat Jan 12, 2019 11:05 am
by m8f
GeneralDelphox wrote:I wonder if you could make the compass show enemy positions, and maybe even keycard positions.

Probably yes. Added to To do list.

affandede wrote:Does this show the locations of keys, like in Guncaster?

Definitely yes. Added to To Do list.

Thanks for the suggestions!

Re: [minimod][v0.12] Hellscape Navigator

PostPosted: Sat Feb 02, 2019 10:35 am
by m8f
Update: v0.12. Changes:

- added Backtracking feature: assign a key, hold it to reverse movement from short time period. Useful for unlucky falls and getting out of encounters that are too surprising.
- added Breadcrumbs feature: shows from where you came. Goes well with Backtracking.
- added red pulsing highlight for exit sectors (optional).
- made speedometer size and position configuration options. I still don't know the use cases for the speedometer :(

Regarding other features that seemed good some time ago:
- compass showing enemy positions: already implemented in Ultimate DoomVisor HUD by saegiru, and maybe in other mods too.
- locations of keys, like in Guncaster: Guncaster does it by custom skills, therefore I cannot do it in the same way and universally.

Edit: about "locations of keys, like in Guncaster": in new GZDoom version there will be a new CVar, am_showkeys_always, and setting it to true will do exactly this.

Re: [minimod][v0.13] Hellscape Navigator

PostPosted: Thu Feb 21, 2019 12:01 pm
by m8f
Update v0.13. Changes:

- added new feature: SR40 aim (disabled by default).
- Auto use improvement: don't auto use a switch/door if the player spawns right in front of it. This caused auto skipping intros in certain levels. No more.
- Set automap use mark on auto used lines too (may be disabled).
- Addressed the issue with Automap: Hold Key. In some cases, it got stuck in automap, effectively reversing its behavior. The new control is added which must be assigned to the same key to mitigate this problem.

Hellscape Navigator is the most incomprehensible set of features that I met in Doom modding scene. I should probably add a guide.

Re: [minimod][v0.13] Hellscape Navigator

PostPosted: Tue Apr 30, 2019 2:11 am
by mrtaterz
Would it be possible for you to make a skin for the Compass that is more "Doom themed" that fits in with the vanilla Doom Status Bar? Would be nice to have a Compass that has the Doom Menu's BIGFONT or something along those lines.

Re: [minimod][v0.13] Hellscape Navigator

PostPosted: Tue Apr 30, 2019 9:09 am
by m8f
That's a good idea. I created an issue on GitHub to not forget this suggestion. I cannot promise that it will be done soon, though.

Re: [minimod][v0.14] Hellscape Navigator

PostPosted: Sat Jun 01, 2019 9:29 am
by m8f
Update (v0.14). Changes:

* fixed VM abort on Sign spawning and destroying;
* added Doom style for compass;
* added missing Backtrack control to Controls menu;
* added a key to throw signs.

Re: [minimod][v0.14] Hellscape Navigator

PostPosted: Sat Jun 01, 2019 6:55 pm
by mrtaterz
m8f wrote:Update (v0.14). Changes:
* added Doom style for compass;.


Re: [minimod][v0.14] Hellscape Navigator

PostPosted: Thu Aug 01, 2019 10:41 am
by goldenmob72
Whenever I try to Hide the compass using the 'Decrease Display Size' Key/Bind the HUD is Hidden [Decreased] but not the Compass, Is that intentional ?

Re: [minimod][v0.14] Hellscape Navigator

PostPosted: Thu Aug 01, 2019 11:08 am
by m8f
I'm not sure I understand this statement.

Display Size and other standard GZDoom HUD options have nothing to do with the Compass.
The Compass is affected only by Hellscape Navigator options.

Re: [minimod][v0.14] Hellscape Navigator

PostPosted: Thu Aug 01, 2019 11:39 am
by Nems
Just wanted to swing by real quick and thank you for making this mod. It's an absolute Godsend for more complicated maps (i.e. Epic 2's map 28 normally takes me a couple of hours due to backtracking to find all the switches; this mod cut that time down to about 45 minutes) and is now a must-have/autoloaded mod for me regardless of the level(set) I'm playing with. <3

Re: [minimod][v0.14.2] Hellscape Navigator

PostPosted: Thu Oct 03, 2019 10:19 am
by m8f
Update (v0.14.2). Changes:

- fixed bug: the map revealing condition was inverted;
- added new 'Pixel' style for compass (thanks to ImJezze!).

Re: [minimod][v0.15] Hellscape Navigator

PostPosted: Tue Oct 08, 2019 6:52 pm
by m8f
Small update (v0.15).

- 'Doom' style for compass pointers for more consistent looks.
- Long-awaited wide mode has arrived, all thanks to ImJezze!

Image

Re: [minimod][v0.15] Hellscape Navigator

PostPosted: Sun Dec 01, 2019 9:30 am
by goldenmob72
It would be so cool if you were able to change the compass color , Like

Blue
Red
Yellow
Green
Purple
Etc

Re: [minimod][v0.15] Hellscape Navigator

PostPosted: Sun Dec 01, 2019 9:36 am
by m8f
I think this is unnecessary.

If one realy, really, really wants colors, they can make a patch with recolored images in graphics/compass/ directory.

Re: [minimod][v0.15] Hellscape Navigator

PostPosted: Sun Dec 01, 2019 9:43 am
by goldenmob72
OK , I can respect that

: /