kMinimap - Universal minimap mod

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aargh
Posts: 3
Joined: Sun May 17, 2020 10:09 am
Graphics Processor: nVidia (Modern GZDoom)

Re: kMinimap - Universal minimap mod

Post by aargh »

kodi wrote: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 :)
Cool, thanks. I'll wait for a while.
aargh
Posts: 3
Joined: Sun May 17, 2020 10:09 am
Graphics Processor: nVidia (Modern GZDoom)

Re: kMinimap - Universal minimap mod

Post by aargh »

Not sure why my post was disapproved, so here's some extra explanation:

I'm planning to extend the minimap mod. I've already prepared some modifications and then I came here for approval from the original author. Kodi said he was planning to release an updated version and suggested I should wait for it. That was two months ago so I just decided to come back now and ask about some news. I don't want to bother anyone, I would just be helpful to know if the update is coming or not. Thanks.
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saegiru
Posts: 143
Joined: Mon Jun 23, 2014 1:55 pm

Re: kMinimap - Universal minimap mod

Post by saegiru »

I love this mod, I've found a way to combine it with my radar on Ultimate DoomVisor - but it requires me to manually set the position and scale per resolution. Think there is any way to make it calculate the correct position based on current resolution? ie, if you are set to 1920x1080 it is the same distance from the edges of the screen as if you were 1280x720, etc.? Right now using the absolute positions and scale requires it to be changed manually if you are running at a different resolution. So far I haven't figured out a way, but was wondering if it was something you might be working on.
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wildweasel
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Re: kMinimap - Universal minimap mod

Post by wildweasel »

aargh wrote:Not sure why my post was disapproved, so here's some extra explanation:

I'm planning to extend the minimap mod. I've already prepared some modifications and then I came here for approval from the original author. Kodi said he was planning to release an updated version and suggested I should wait for it. That was two months ago so I just decided to come back now and ask about some news. I don't want to bother anyone, I would just be helpful to know if the update is coming or not. Thanks.
The magic phrase, "Any updates?" with no further context, is enough for posts to be considered pointless bumps. It is probably better to contact Kodi privately, since a sudden burst of activity in an old topic tends to make people think that there HAS been an update when there hasn't.
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kodi
 
 
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Re: kMinimap - Universal minimap mod

Post by kodi »

Sorry for the lack of an update, it's just that I'm working on a bunch of other stuff that also needs updating! :D
I'm on a two week vacation now, so I may get around to it.
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Ltmajordude
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Re: kMinimap - Universal minimap mod

Post by Ltmajordude »

kodi wrote:Sorry for the lack of an update, it's just that I'm working on a bunch of other stuff that also needs updating! :D
I'm on a two week vacation now, so I may get around to it.
Take your time, no rush <3
Cheater87
Posts: 63
Joined: Tue Oct 31, 2017 7:57 pm

Re: kMinimap - Universal minimap mod

Post by Cheater87 »

How was this not thought of until now haha! Great idea!
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Leglock
Posts: 88
Joined: Sat Mar 02, 2019 2:04 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: kMinimap - Universal minimap mod

Post by Leglock »

This mod is actually super good!

I just made it transparent for my convenience.

It could be good to have the option to make it a circle instead a suqare, but again, if you turn background color to false, it can be handy (it is for me).
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bingojohnson
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Joined: Tue Mar 12, 2013 8:29 am

Re: kMinimap - Universal minimap mod

Post by bingojohnson »

I have made a options menu for this mod with support for all toggles and settings. If there is any interest in it i could upload it. Only if the author approves it, that is.

screenshot
DefectiveByDesign
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Joined: Sun Oct 04, 2020 11:52 pm
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Re: kMinimap - Universal minimap mod

Post by DefectiveByDesign »

Release it as a separate add-on from the mod that doesn't contain the map mod. Then people can just chain load it, and you're not "taking credit" for his mod.
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saibog
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Re: kMinimap - Universal minimap mod

Post by saibog »

hi. sorry for the bump. just want to know, is this project dead? i hope that despite this covid outbreak, the creator for this mod is still around and well.
ileblanc
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Re: kMinimap - Universal minimap mod

Post by ileblanc »

bingojohnson wrote:I have made a options menu for this mod with support for all toggles and settings. If there is any interest in it i could upload it. Only if the author approves it, that is.

screenshot

WOAH!!! I've been waiting for something like this for a very long time! Release it, please!
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saibog
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Re: kMinimap - Universal minimap mod

Post by saibog »

kminimap in action :D :

megawad=1000 lines 2; map=18 (dour tower).

really hope this project continues. too awesome not to. it keeps the center viewing area clear, and enables the player to refer the map at the same time. unlike gzdoom's default automap overlay which obstructs the center view.

below are some code i wrote so that the same keys could be used for both kminimap and automap. so no need to memorise additional keys for gameplay. the keys control map rotation, zoom in and zoom out. copy-paste the code in the file autoexec.cfg in the gzdoom folder. use a text editior to edit/create the file. the following are the keys which the player could change.

key keypad0 (kp0)=toggles rotation.
key pageup (pgup)=to zoom in.
key pagedown (pgdn)=to zoom out.

the code as per below. customise it accordingly.

Code: Select all

atmp_backgroundalpha 0.7
atmp_enablemap true
atmp_mapalpha 1
atmp_mapbackground false
atmp_mapscale 0.05
atmp_mapsize 400
atmp_mapx 1190
atmp_mapy 450

alias map.rotate.0 "am_rotate 0; atmp_maprotates 0"
alias map.rotate.1 "am_rotate 1; atmp_maprotates 1"
alias map.rotate.test "test = $am_rotate 1 map.rotate.0 map.rotate.1"
bind kp0 map.rotate.test

set map.mini.zoomrate 1.2
set map.mini.scale.max 0.3
set map.mini.scale.min 0.01
alias +map.mini.zoomin "eval * $atmp_mapscale $map.mini.zoomrate atmp_mapscale"
alias +map.mini.zoomin.test "test < $atmp_mapscale $map.mini.scale.max +map.mini.zoomin"
alias +map.zoomin "+map.mini.zoomin.test; +am_zoomin"
alias -map.zoomin "-am_zoomin"
bind pgup +map.zoomin

alias +map.mini.zoomout "eval / $atmp_mapscale $map.mini.zoomrate atmp_mapscale"
alias +map.mini.zoomout.test "test > $atmp_mapscale $map.mini.scale.min +map.mini.zoomout"
alias +map.zoomout "+map.mini.zoomout.test; +am_zoomout"
alias -map.zoomout "-am_zoomout"
bind pgdn +map.zoomout
hope the code above is useful. good luck. i know very little programming, let alone zscript, decorate. the above is currently my best effort to make this mod work better for gameplay. many thanks to the original author of this awesome mod and those who support this mod. :thumb:
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Gen5lock131
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Re: kMinimap - Universal minimap mod

Post by Gen5lock131 »

This mod is pretty amazing! Also it works with both Hexen and Heretic. Which is cool because now I can stop looking obsessively at the map in those games. :D

Quick screenshots of how the look in game. I still need to tweak them to my liking bu I think this get the point across.





It would be nice if bingojohnson could share the in game settings menu though.
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I'mSorry
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Re: kMinimap - Universal minimap mod

Post by I'mSorry »

I don't mean to be "that" guy but... help haha
I can't seem to get the background to show up.

ATMP_MapBackground is set to true and no matter how much I fiddle with mapalpha and backgroundalhpa, nothing really seams to work for me.
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