Extended Markers

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Extended Markers

Postby ZikShadow » Tue Nov 02, 2021 11:48 pm




DESCRIPTION:

I like to mark caches whenever I play. They're helpful in the event that I got myself into a bit of a pickle and have to fallback to supplies I've saved specifically for the occasion. G/ZD's markers unfortunately are limited to only 9, which is not quite enough for mods these days that have gotten some very big maps (WolfenDoom: Blade of Agony, Hedon, & Ashes Afterglow being examples). This addon's made so that I (and maybe others) can get more use out of the marker feature.

The way to use it is very simple. Bind a key to the Marker menu, and hit it anytime you need to mark something. A menu'll pop up showing you a list of options. I've also provided an additional sprite pack to change the marker theme from scribbles to something a bit more techy for more modern themed stuff. You'll have to load the _fancy pack after the main addon.


DOWNLOAD:

Main Addon
Techy UI Pack


SCREENSHOTS:

Spoiler:
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Re: Extended Markers

Postby Captain J » Wed Nov 03, 2021 3:37 am

Now that's limitless! And might be fun if people would donate their own styled markers for this.
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Re: Extended Markers

Postby Ihavequestions » Wed Nov 03, 2021 9:15 am

Not bad. Would it possible to make them individually removable?
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Re: Extended Markers

Postby ZikShadow » Wed Nov 03, 2021 10:52 am

Ihavequestions wrote:Would it possible to make them individually removable?


Unfortunately, no. I don't know enough if it's even possible to assign a unique id to each single marker, let alone doing it without the other markers stepping on each other.
Pretty much why I also added the X marker there, to mark stuff I've cleared.
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Re: Extended Markers

Postby Ihavequestions » Wed Nov 03, 2021 1:29 pm

ZikShadow wrote:
Ihavequestions wrote:Pretty much why I also added the X marker there, to mark stuff I've cleared.
That's good enough, actually.
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Re: Extended Markers

Postby atarumoroboshi18 » Wed Nov 03, 2021 1:50 pm

You should also have an O on there in addition to the X. Essentially it serves as a binary, Yes/No, Open/Close, True/False, etc. This way you can mark things like open or closed pathways and if something is opened, but later closed or vice versa, you can place an X or an O(or an O on an X) on the same spot to denote that it's changed.
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Re: Extended Markers

Postby ZikShadow » Wed Nov 03, 2021 2:08 pm

Now, there's a thought. I'll see if I can add that in a bit.

EDIT: Done. That ought to do it.
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Re: Extended Markers

Postby ZikShadow » Mon Nov 22, 2021 11:47 am

Forgot to add offsets to the markers, resulting in their placements not being quite exactly where you should be putting them. Should be fixed, now.
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Re: Extended Markers

Postby Plasmazippo » Mon Nov 22, 2021 12:25 pm

This works amazing, and has almost perfect synergy with Zhs2's Intelligent Supplies. I love it and use it all the time, most of all for marking armors I usually forget about.

I have one request, though: can the markers be put on the automap by scrolling to the desired location, like the native numbered markers? Sometimes it's a pain to have to hoof it all the way back to a stash I forgot to mark down.
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Re: Extended Markers

Postby ZikShadow » Mon Nov 22, 2021 7:20 pm

Unfortunately, no. I'm currently bereft of the skills necessary to figure out how to spawn things based on where you're looking at in the automap. Sorry.
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