kMinimap - Universal minimap mod

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.
User avatar
kodi
 
 
Posts: 1355
Joined: Mon May 06, 2013 8:02 am

kMinimap - Universal minimap mod

Post by kodi »

Description

kMinimap attempts to recreate the automap in ZScript, allowing it to draw the minimap anywhere on the screen. It should work with any other mods.

CVars:
user bool ATMP_MapRotates = false;
Toggles whether the map or the player indicator arrow rotates.

user bool ATMP_MapBackground = true;
Toggles the flat color behind the lines on and off.

user bool ATMP_EnableMap = true;
Toggles the entire thing on and off.

user int ATMP_MapX = 100;
Left edge position of map on screen.

user int ATMP_MapY = 100;
Top edge position of map on screen.

user int ATMP_MapSize = 200;
Height and width in pixels.

user float ATMP_MapScale = 0.5;
Scale of map within box. "Zoom" if you will.

user float ATMP_BackgroundAlpha = 1.0;
Alpha of flat color background.

user float ATMP_MapAlpha = 1.0;
Alpha of lines and player indicator.[/list]
Issues:
  • Does not work with minimap presets (i.e classic doom), only custom full screen automap colors set from the GZDoom automap menu.
  • Colors aren't completely right.
  • Shows secret door lines when it shouldn't.
  • Performance could be further improved.
Screenshot:

Image

DOWNLOAD v0.3
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: kMinimap - Universal minimap mod

Post by Gifty »

Wow! That is amazingly cool. Nice work!
User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: kMinimap - Universal minimap mod

Post by Beed28 »

Neat!

Another issue I found is that things don't show up if you have the 'iddt' cheat active or have a scanner powerup item.
Awez
Posts: 30
Joined: Thu Jun 02, 2016 9:38 pm
Location: 'Murrica

Re: kMinimap - Universal minimap mod

Post by Awez »

So you're that guy on vr! Excellent work, this is an awesome mod. I'm surprised this hasn't been made sooner.
User avatar
saegiru
Posts: 143
Joined: Mon Jun 23, 2014 1:55 pm

Re: kMinimap - Universal minimap mod

Post by saegiru »

Wow, this looks super promising. Looking forward to seeing what you can do with it!
User avatar
BradmanX
Posts: 144
Joined: Fri Nov 23, 2012 2:45 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Endeavor OS dual-booted with Win10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: kMinimap - Universal minimap mod

Post by BradmanX »

The MapY and MapX commands don't seem to work
Also the mapscale seems to crash the VM if you modify it
Atleast in GZD 4.1.2, I don't know about any other version.
User avatar
kodi
 
 
Posts: 1355
Joined: Mon May 06, 2013 8:02 am

Re: kMinimap - Universal minimap mod

Post by kodi »

Thanks for the report, I'll look into it as soon as possible. Have only tested up until 4.1.0.
Gotta be an issue with how I initialize the cvar structs or something.
User avatar
DaDude001
Posts: 6
Joined: Wed Apr 08, 2020 7:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10

Re: kMinimap - Universal minimap mod

Post by DaDude001 »

Doesn't seem to work for me.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: kMinimap - Universal minimap mod

Post by wildweasel »

DaDude001 wrote:Doesn't seem to work for me.
What specifically doesn't work about it? Can you give more detail?
User avatar
fakemai
Posts: 365
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: kMinimap - Universal minimap mod

Post by fakemai »

This sort of thing would be great to have built-in. I'm constantly pulling up the automap but it's too intrusive to leave on. Off to the side is perfect much like how I used to play Diablo II.
- Adjusting the map position and scale does seem to work, was that just because you updated it?
- The player arrow doesn't display, this is probably just LZDoom-related though. I just hacked around it and made it use line drawing instead of shape. Similarly, the background can't be faded.
User avatar
JcFerggy
Posts: 1
Joined: Thu May 07, 2020 10:54 pm

Re: kMinimap - Universal minimap mod

Post by JcFerggy »

I just want to bump this topic to say thank you for this mod. You have almost allowed me to make my perfect vision of the classic hud.

[imgur]http://i.imgur.com/af0GNPm[/imgur]

I hope you continue with this mod, fixing up the secret areas being exposed early. If I can make one suggestion if possible, can the width and height of the map be separated? Ideally I would like the map to be wider to fill out more un-used space.

Keep up the great work!
User avatar
NightFright
Spotlight Team
Posts: 1379
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: kMinimap - Universal minimap mod

Post by NightFright »

The space waste with a square shape is indeed an issue. Other than that, it looks like a neat implementation. Just don't know how I feel about the level stats next to the ammo counter. Can be confusing to keep both displays apart at first glance. Maybe looks more balanced if level stats and automap were switched, but I guess it's up to personal taste.
CD-Roman
Posts: 59
Joined: Sat May 19, 2018 4:03 am

Re: kMinimap - Universal minimap mod

Post by CD-Roman »

Very handy on VR, saves one button for remap on Oculus Touch controller, to bad, map not rotate with the player for easier navigation but kudos for idea
You do not have the required permissions to view the files attached to this post.
aargh
Posts: 3
Joined: Sun May 17, 2020 10:09 am
Graphics Processor: nVidia (Modern GZDoom)

Re: kMinimap - Universal minimap mod

Post by aargh »

Do you plan developing this mod anymore? If not, would you allow other to use it as a base for future mods?
User avatar
kodi
 
 
Posts: 1355
Joined: Mon May 06, 2013 8:02 am

Re: kMinimap - Universal minimap mod

Post by kodi »

I'm planning on updating it soon! You can use it for your own needs, but I suggest you wait for the update which will probably have some much-needed cleanup.
Also, CD-Roman: Set ATMP_MapRotates to True in the console :)

Return to “Gameplay Mods”