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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.
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.
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.
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.
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.
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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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