Loot Markers

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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

Hmm, I'm trying something different, package within a package. I guess I didn't do it right. I'll figure it out.

Meanwhile, try this: Open the MWR_LootMarkers.pk3 file, extract the MWR_Cursor3D.pk3. In your loader (ZDL or whatever you're using) load the cursor file first and then the marker file.
Willytor
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Re: Loot Markers

Post by Willytor »

i may be wrong about this i aint a dev, but i remember seeing some dev say that nesting files like that, while it somewhat works, is a bad idea
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

Willytor wrote:i may be wrong about this i aint a dev, but i remember seeing some dev say that nesting files like that, while it somewhat works, is a bad idea
I thought that's what the LOAD line was for in the [wiki]GAMEINFO[/wiki] lump, but I guess I read that wrong. I'll figure out a better way and fix it in another release.
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

Here's a short video demo:
Willytor
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Re: Loot Markers

Post by Willytor »

https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement here it is. Says it causes memory issues
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

@Willytor: Thanks for the link, I'll look into that

Current features:
  • All inventory items are automatically marked on the map with the player sees them
  • All actors can be marked or unmarked from the map by the player
New feature:
Player can place and remove marks anywhere on the map, don't need to be attached to any actor.
This can be useful if you want to mark an area but already took all the pickups and there is no other actor to mark. You can set down a fresh marker.
Why? What if you're in a room and there is a window to another room but you can't get there? Is it a secret you need to look for a path? Or just another part of the level you'll get to eventually? Put down a marker to remind yourself to come check it later.
What if you're on one of these big confusing maps that doesn't automap very well - hard to tell what's a window and what's a door, or where a ledge is, or where the unmarked elevator is, or the button for the door is on the other side of the room, etc. Just put down a marker to remind yourself of these things.
What if some central room you have to keep going through has crushers or some other hazard and you want to remind yourself to be careful? Put down a marker.

You can put a marker on the floor:

On a wall:

On the ceiling:

And they all show up on your map:


They're pretty close to the standard doom engine marks, except:
  • You can see them in the 3d world, not just on the map
  • You can place as many as you want, standard only gave you 10
  • You can add and remove them as you wish, standard you have to clear all at once
Features I'm still working on:
  • Add numbers to the markers, like the standard ones. Likely will go from 0-99 and then loop
  • Let the player change a marker's color
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

ok, now it's just getting silly

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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

Still working out a few kinks in the position marker (working on a way to detect non-blockmap objects) but in the meantime I put all the options into CVars and put them on the menu:


You can enable/disable the auto marking of inventory items
You can enable/disable the auto marking of other items
You can enter a comma-separated list of other items to auto mark
Note this list is just for the user level setting, the LOOTMARK lump functionality is still intact for modders

You can enable/disable the position marker feature
You can set the color and the number for the next position marker

You can set the keys to set/unset marks and to cycle the marker colors

And how are the position markers useful? Any time you want to mark something but there's no object there to mark.
For example on levels where they have a room that's not on the map but you want to keep track of it. For example you're playing Evilution map18, you find the invulnerability sphere but you don't need it right now. It would be nice to mark the path so you can find it again later, right? Just drop some position markers along the way to remind yourself to come back:
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

It's going to take me a while to figure out the math I need to get what I want it to do. In the meantime, try out what I have working so far:
download

There are two files in the zip, load them in this order:
MWR_Cursor3D.pk3
MWR_LootMarkers.pk3

Try it out in an iWad or mods, it should be universal.
Placement Markers still have a few kinks to work out but the Loot Markers should be solid
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DrMoney
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Re: Loot Markers

Post by DrMoney »

There are two files in the zip, load them in this order:
MWR_Cursor3D.pk3
MWR_LootMarkers.pk3
This worked for me on that same error
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

DrMoney wrote:This worked for me on that same error
Are you saying that this works or that you're still getting the same error?
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

Position markers are now working as they should.

Technical: The position markers should be non-interactive (and not on the block map) so that they don't interfere with the game. But when set to non-interactive, the cursor can't find them to modify them when needed. So I had to write a special linetrace type of function that can find non-interactive actors.

Download
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

And here is a demo / tutorial:

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Gorec
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Re: Loot Markers

Post by Gorec »

remebered that there is a mod that marks loot and stuff, but it does not work with gzdoom 4.10.0, works fine on 4.8.2 but havent tested other verions, dont wanna try dev builds yet

Script error, "MWR_LootMarkers.pk3:zscript/linesegcollide.zs" line 31:
Return type mismatch
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cyber_cool
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Re: Loot Markers

Post by cyber_cool »

Gorec wrote: Sun Apr 23, 2023 11:59 am remebered that there is a mod that marks loot and stuff, but it does not work with gzdoom 4.10.0, works fine on 4.8.2 but havent tested other verions, dont wanna try dev builds yet

Script error, "MWR_LootMarkers.pk3:zscript/linesegcollide.zs" line 31:
Return type mismatch
Seems to work fine for me on gzdoom 4.10.0.
It did have 6 errors at first, but that's because I didn't extract the pk3 file, gzdoom had trouble seeing the inner pk3 archive.
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