kMinimap - Universal minimap mod

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kMinimap - Universal minimap mod

Postby kodi » Thu May 30, 2019 2:43 am

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
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Re: kMinimap - Universal minimap mod

Postby Gifty » Thu May 30, 2019 11:50 am

Wow! That is amazingly cool. Nice work!
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Re: kMinimap - Universal minimap mod

Postby Beed28 » Thu May 30, 2019 12:59 pm

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.
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Re: kMinimap - Universal minimap mod

Postby Awez » Fri May 31, 2019 12:08 pm

So you're that guy on vr! Excellent work, this is an awesome mod. I'm surprised this hasn't been made sooner.
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Re: kMinimap - Universal minimap mod

Postby saegiru » Sat Jun 01, 2019 8:16 pm

Wow, this looks super promising. Looking forward to seeing what you can do with it!
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Re: kMinimap - Universal minimap mod

Postby BradmanX » Wed Jun 05, 2019 12:15 pm

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.
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Re: kMinimap - Universal minimap mod

Postby kodi » Wed Jun 05, 2019 1:28 pm

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.
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Re: kMinimap - Universal minimap mod

Postby DaDude001 » Sun Apr 26, 2020 1:18 pm

Doesn't seem to work for me.
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Re: kMinimap - Universal minimap mod

Postby wildweasel » Sun Apr 26, 2020 10:45 pm

DaDude001 wrote:Doesn't seem to work for me.

What specifically doesn't work about it? Can you give more detail?
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Re: kMinimap - Universal minimap mod

Postby fakemai » Mon Apr 27, 2020 7:46 am

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.
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Re: kMinimap - Universal minimap mod

Postby JcFerggy » Thu May 07, 2020 11:16 pm

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.



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!
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Re: kMinimap - Universal minimap mod

Postby NightFright » Fri May 08, 2020 2:27 am

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.
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Re: kMinimap - Universal minimap mod

Postby CD-Roman » Wed May 13, 2020 6:19 am

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
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Re: kMinimap - Universal minimap mod

Postby aargh » Sun May 17, 2020 10:13 am

Do you plan developing this mod anymore? If not, would you allow other to use it as a base for future mods?
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Re: kMinimap - Universal minimap mod

Postby kodi » Mon May 18, 2020 11:52 am

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 :)
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