[minimod][v0.16] Hellscape Navigator

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

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

Postby m8f » Sat May 09, 2020 3:32 am

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

User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

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

Postby Red Eagle » Mon Jun 08, 2020 1:36 pm

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:
Red Eagle
 
Joined: 21 Oct 2019
Location: Russia
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Legacy GZDoom)

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

Postby m8f » Mon Jun 08, 2020 9:13 pm

Let's see if it's possible to have LZDoom version for Hellscape Navigator, instead: viewtopic.php?f=15&t=68890
User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

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

Postby MrRumbleRoses » Fri Jun 12, 2020 8:07 pm

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?
User avatar
MrRumbleRoses
 
Joined: 25 Feb 2016

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

Postby m8f » Fri Jun 12, 2020 8:37 pm

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.
User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

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

Postby MrRumbleRoses » Tue Jun 16, 2020 6:11 pm

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
User avatar
MrRumbleRoses
 
Joined: 25 Feb 2016

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

Postby i2van » Mon Sep 28, 2020 4:39 am

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 allExpand view
| 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.
i2van
 
Joined: 10 Sep 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel with Vulkan Support

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

Postby m8f » Mon Sep 28, 2020 11:16 am

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.
User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

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

Postby i2van » Mon Sep 28, 2020 3:39 pm

Using PgUp, PgDown keys on existing horizontal/vertical trackbars will do the job.
i2van
 
Joined: 10 Sep 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel with Vulkan Support

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

Postby ramon.dexter » Thu Nov 26, 2020 11:39 am

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.
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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

Postby m8f » Thu Nov 26, 2020 11:50 am

How do you return to the map, via a hub?
How do you set up area names? With a sign?
User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

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

Postby ramon.dexter » Fri Nov 27, 2020 11:32 am

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 allExpand view
//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?
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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

Postby m8f » Fri Nov 27, 2020 11:47 am

Thanks for the info! I'll investigate.
User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

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

Postby m8f » Sun Nov 29, 2020 2:24 am

ramon.dexter, can you please try this version on your maps?
User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Shadez12, stainedofmind, Valherran and 13 guests