Hi, looks like there is a bug in v0.5 - the texture definition is empty - like it lacks the compass graphics, so it is invisible. Manually fixing this helps and the compass is visible.
edit:
the empty graphics:
HNCMPRx
HNCMPBx
HN_COMPASS_POINTERx
TEXTURES error in "SOA-BASE_v2.pk3\TEXTURES.txt", line 26624. Long texture names must be quoted. See "hn_compass_ribbon_transparent".
I'll consider adding this in the future, if I find out how to do this.Cyanide wrote:Would it be possible to make sectors/walls/linedefs flash red when they trigger an exit?
No problem, I'll do it in the next version, but on one condition: you tell me the purpose of the speedometerShockwaveS08 wrote:But I must ask: Will there be an option to scale up/down the Navigator's speedometer, s well as reposition it?
While it isn't possible to make Hellscape Navigator work in Zandronum, I probably may make it work in multiplayer if there is a demand for this and there are willing testers. It is not very comfortable to test multiplayer stuff alone.Kagur wrote:Nice set of tools. I was hoping these would work on Zandronum for Multiplayer purposes but its alright.
The scanner is this. I just now noticed that I forgot to mention that it works only in conjunction with map revealing.Kagur wrote:The only thing I don't get is, whats the scanner is suppose to be and what does it do?
For in-game automap, take a look at SwitchTracker or Doom Delta. I think a textured in-game automap is either outright impossible, or will have huge performance impact.Kagur wrote:Separate the in-game automap with a navigator map specific to your tools.
Sorry, I do not plan to do this.Kagur wrote:Option for Circular compass at the bottom right
That's some game mechanics I haven't heard of in Doom-related games. Even if it exists in some GZDoom-based game or TC, I don't like working on something that will not be usable in most games/mods.Kagur wrote:The Wind
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