[minimod][v1.14] Target Spy [+ Poll about enemy names]

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Do you care about pretty enemy names?

Yes, I always prefer "Baron Of Hell" over "BaronOfHell" and "Hell Razer" over "DH_ChaingunGuy".
39
87%
Yes, if it's important for game lore, formatting doesn't matter.
6
13%
No, names don't matter.
0
No votes
No, I don't see monster names.
0
No votes
 
Total votes : 45

Re: [minimod] Target Spy [0.14.1] (health bars +)

Postby m8f » Sun Aug 05, 2018 9:22 am

namsan wrote: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.
I'm afraid I cannot reproduce this. There is a new version (see below) that is almost entirely rewritten in ZScript. Can you please check if the problem persists in the new version? If it does, please provide more information (what map you save, what player class you use).

Update (v0.14 - v0.14.1):
- mod is rewritten in pure ZScript;
- fixed "Kill Confirmed" message appearing after turning TS on and off;
- added crosshair and TS scaling (two separate options);
- added optional hit confirmation (after target is successfully hit, crosshair changes its color for a brief moment of time);
- added BIG FONT to a list of selectable fonts (you may want to adjust scaling and newline step);
- added crosshair horizontal adjustment (if selected font characters aren't centered).
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Re: [minimod] Target Spy [0.14.1] (health bars +)

Postby namsan » Sun Aug 05, 2018 9:48 am

Thanks for update!
I tested the latest version of your mod for 20 minutes, and I think your mod doesn't have that problem anymore.
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Re: [minimod] Target Spy [v1.0] (health bars +)

Postby m8f » Wed Aug 15, 2018 8:51 am

Small update: (v0.14.2 - v1.0):
- added an option to hide crosshair on slot 1;
- renamed ZScript files to prevent potential conflicts;
- disabled Target Spy on automap;
- added an option to display beautified class names.
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Re: [minimod] Target Spy [v1.0] (health bars +)

Postby Silentdarkness12 » Thu Aug 16, 2018 12:25 pm

This mod seems to be causing instant desyncs in netplay, using the current git.
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Re: [minimod] Target Spy [v1.0] (health bars +)

Postby m8f » Thu Aug 16, 2018 5:23 pm

Target Spy was not designed for multiplayer, sorry. Currently I don't even know if it's possible or not to support netplay.
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Re: [minimod] Target Spy [v1.0] (health bars +)

Postby Zhs2 » Thu Aug 16, 2018 7:23 pm

Should be completely possible to support netplay. I took a look through your code and I suspect the problem lies in loading settings from consoleplayer in WorldLoaded, which has a high chance not to incur the same results for every client. Should be handled in PlayerEntered, no? That said, I guess I'm not sure whether EventHandlers are singular and due to that will store only one copy - the last copy - of settings data... Could probably store the settings struct on something like a static thinker spawned for each player, or an item...
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Re: [minimod] Target Spy [v1.0] (health bars +)

Postby Silentdarkness12 » Fri Aug 17, 2018 7:56 am

....Sounds like it is doable. If this thing worked with netplay, it'd be perfect. Gonna hold out some hope that it gets reworked to do good with netplay.
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Re: [minimod] Target Spy [v1.1]: Health Bars++ (+netplay?)

Postby m8f » Fri Aug 17, 2018 10:20 am

Okay. Update is out (v1.1) with experimental netplay support. I checked, I don't get desyncs anymore. I couldn't playtest netplay support thoroughly because running two instances of GZDoom at the same time is too much for my laptop. So it would be great if anyone checked if Target Spy doesn't cause desyncs with different TS options, more than two players, and actual play sessions.

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Re: [minimod] Target Spy [v1.1]: Health Bars++ (+netplay?)

Postby Silentdarkness12 » Fri Aug 17, 2018 7:46 pm

+Netplay confirmed on my end! Works fine.
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Re: [minimod] Target Spy [v1.1]: Health Bars++ (+netplay?)

Postby Zhs2 » Fri Aug 17, 2018 8:57 pm

Confirmed here too, tested with a couple hours' worth of Guncaster. Reminded me that some of the things in that mod don't have pretty tags... One thing I noticed missing is handling for checking a player's MaxHealth property (instead of SpawnHealth) in the case it changes during the course of a game, but otherwise it works great.
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Re: [minimod] Target Spy [v1.1.1]: Health Bars++ (+netplay)

Postby m8f » Fri Aug 17, 2018 10:37 pm

This is my first mod with official netplay support. It is big step for me :D Thanks to Silentdarkness12 for pushing me in this direction!
And thanks for testing!

Small update (v1.1.1): player's MaxHealth property should be taken into account now.
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Re: [minimod] Target Spy [v1.1.1]: Health Bars++ (+netplay)

Postby Zhs2 » Sat Aug 18, 2018 9:15 pm

Another small issue: when loading from a save in a netplay game in which a player is already staring at an object, the appropriate internal settings structs may not initialize (update?) quickly enough from CVars to avoid a division by zero VM abort:

Code: Select allExpand view
VM execution aborted: division by zero.
Called from m8f_ts_EventHandler.draw at target-spy-1.1.1.pk3:zscript/m8f_ts_event_handler.txt, line 297
Called from m8f_ts_EventHandler.drawEverything at target-spy-1.1.1.pk3:zscript/m8f_ts_event_handler.txt, line 180
Called from m8f_ts_EventHandler.RenderOverlay at target-spy-1.1.1.pk3:zscript/m8f_ts_event_handler.txt, line 170
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Re: [minimod] Target Spy [v1.1.2]: Health Bars++ (+netplay)

Postby m8f » Sat Aug 18, 2018 10:11 pm

Should be fixed in v1.1.2. Thanks for reporting!
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Re: [minimod] Target Spy [v1.1.2]: Health Bars++ (+netplay)

Postby Lime » Sun Aug 19, 2018 12:32 am

For A Universal Health Bar, This has to be the One I've been looking for! Nice.
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Re: [minimod] Target Spy [v1.1.2]: Health Bars++ (+netplay)

Postby Dutchygamer » Thu Aug 23, 2018 10:58 am

Been trying this mod out together with LegenDoomLite 2.0 (viewtopic.php?f=43&t=51035), and I found an interesting thing: you can easily identify which monsters are legendary by looking at the health bar. If the health doesn't decrease when you shoot the monster, it is legendary. This is prolly due to how LegenDoom multiplies the health of legendaries, and for this mod that counts as being 'overcharged' with health. In example, a Hell Knight normally has 500 health, which means that 500 is 100%. If made legendary with a boost of 200%, the mod still sees 500 as 100%, while it actually has 1500 health (thus a 1000 health overcharged).

My question / request: could it be possible to have an option so that in case of a legendary monster, the 100% of the health bar is with this additional health bonus? Or is this something that is too difficult to implement?
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