[minimod][v2.0.1] Target Spy: Health Bar on Steroids
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Please read the full rules for more details.
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.
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Re: [minimod] Target Spy [0.12] (health bars +)
Downloaded this for shits n giggles to try it out. Was pretty sure I wouldn't end up using it regularly.
Damn.
This is good. Into the load order it goes. Great job; glad to see someone else following the "heavily customizable universal mods" trend.
EDIT: I'm noticing that the Bottom setting for bar positioning results in clipping. Could be just my resolution. Using newline spacing of 0.8 for that one. 0.7 is fine.
Damn.
This is good. Into the load order it goes. Great job; glad to see someone else following the "heavily customizable universal mods" trend.
EDIT: I'm noticing that the Bottom setting for bar positioning results in clipping. Could be just my resolution. Using newline spacing of 0.8 for that one. 0.7 is fine.
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Re: [minimod] Target Spy [0.12] (health bars +)
...the latest version is 0.12Lud wrote:Downloaded this for shits n giggles to try it out. Was pretty sure I wouldn't end up using it regularly.
Damn.
This is good. Into the load order it goes. Great job; glad to see someone else following the "heavily customizable universal mods" trend.
EDIT: I'm noticing that the Bottom setting for bar positioning results in clipping. Could be just my resolution. Using newline spacing of 0.8 for that one. 0.7 is fine.
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Re: [minimod] Target Spy [0.12] (health bars +)
So? What's your point? I'm using that one and it's still buggy.
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Re: [minimod] Target Spy [0.13] (health bars +)
Glad you liked itLud wrote:Damn.
This is good. Into the load order it goes. Great job; glad to see someone else following the "heavily customizable universal mods" trend.
Update (v0.13):
- added an option to not show friendly targets;
- fixed bottom position lines clipping;
- fixed "Kill Confirmed" message staying if Target Spy is toggled off;
- added REKKR support.
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Re: [minimod] Target Spy [0.13] (health bars +)
The word "free" get posted as a message at the start of each level now. 0.13
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Re: [minimod] Target Spy [0.13] (health bars +)
I really like this addon. It fits perfectly with my XCOM mod. Is there a way to declare a proper display name of monsters so they are not shown by their internal class name? Something akin to the GZDoomBuilder icon and category declarations via comments in DECORATE would be great.
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Re: [minimod] Target Spy [0.13.1] (health bars +)
Thanks!
Minor update (v.0.13.1) fixes "free" message on level start. Thanks for the heads up.
Yes, if monster doesn't have it Tag property set, only the internal actor name will be displayed (somewhat beautified). So if you want a custom name, set monster tag in Decorate/ZScript. Also you can set custom monster tag color (see a note for monster mod authors in OP).Cherno wrote:Is there a way to declare a proper display name of monsters so they are not shown by their internal class name?
Minor update (v.0.13.1) fixes "free" message on level start. Thanks for the heads up.
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Re: [minimod] Target Spy [0.13.1] (health bars +)
In REKKR, the Former King's second form doesn't seem to have a health bar anymore (I think it did before proper support was added, can't check since I overwrote the previous version).
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Re: [minimod] Target Spy [0.13.2] (health bars +)
REKKR keeps surprising me Former King's name is fixed in 0.13.2. Thanks for reporting.
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Re: [minimod] Target Spy [0.13.2] (health bars +)
Only just discovered that the final boss also lacks a life bar as well.
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Re: [minimod] Target Spy [0.13.3] (health bars +)
Fixed in 0.13.3. Thanks again. By the way, I haven't found proper name for that boss anywhere, so I just named it "Dark Foe", because it's dark and it's a foe.
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Re: [minimod] Target Spy [0.13.3] (health bars +)
I think I found a bug. It is not launching at all.
It keeps cutting off at random parts of the loading process. I am using Linux.
Code: Select all
M_LoadDefaults: Load system defaults.
4 pwad 0
W_Init: Init WADfiles.
adding /opt/gzdoom/gzdoom.pk3, 717 lumps
adding /home/WAR10CK/Doom Stuff/zandronum/doom1.wad, 2306 lumps
adding /home/WAR10CK/Doom Stuff/target-spy-0.13.3.pk3, 174 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-3537U CPU @ 2.00GHz
Family 6, Model 58, Stepping 9
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
Opened device Built-in Audio Analog Stereo
GZDoom g3.1.0 - 2017-05-31 12:11:33 +0200 - SDL version
Compiled on Jun 1 2017
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Re: [minimod] Target Spy [0.13.3] (health bars +)
Sorry, Target Spy doesn't support Zandronum. I should have stated this in OP.
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Re: [minimod] Target Spy [0.13.3] (health bars +)
Hello!
Would it be possible for you to integrate some kind of healthbar into the crosshair? I've had this idea for a while, but sadly lack the scripting knowledge to implement it.
Here's a mockup of how it looks in my head
(the right bar is for player ammo). What I thought of is to use a set of custom crosshairs that would be swapped by a script depending on target's HP (and player ammo). Or maybe you could render it on top of whatever crosshair player chose.
Would it be possible for you to integrate some kind of healthbar into the crosshair? I've had this idea for a while, but sadly lack the scripting knowledge to implement it.
Here's a mockup of how it looks in my head
(the right bar is for player ammo). What I thought of is to use a set of custom crosshairs that would be swapped by a script depending on target's HP (and player ammo). Or maybe you could render it on top of whatever crosshair player chose.
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Re: [minimod] Target Spy [0.13.3] (health bars +)
Hello, I found a bug.
Using this mod with Babel(https://babel-mod.neocities.org) causes save file bloat for some reason.
I tested with GZDOOM 3.4.1 and 3.5.0, and I confirmed this bug on both versions.
Using this mod with Babel(https://babel-mod.neocities.org) causes save file bloat for some reason.
I tested with GZDOOM 3.4.1 and 3.5.0, and I confirmed this bug on both versions.