Loot Markers

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Rowsol
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Re: Loot Markers

Post by Rowsol »

It works and I like it more than I thought I would. There is something strange though. If I try to look in the lootmarkers pk3 with slade nothing shows up. I can look in it fine with 7zip.
I've never run into this issue before.

I managed to merge them. Here's the file. Take a look, I may have broke something but it appears to work fine. https://www.mediafire.com/file/ctd8i6t6 ... R.pk3/file

I also find it a bit strange that you would put the options menu at the top instead of the bottom with all other mods.

Could we perhaps get a toggle for ammo? It tends to clutter the map and if I'm going back for something it's always health/armor related.
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

Rowsol wrote: Thu Aug 24, 2023 2:43 pm It works and I like it more than I thought I would. There is something strange though. If I try to look in the lootmarkers pk3 with slade nothing shows up. I can look in it fine with 7zip.
I've never run into this issue before.
Ah, I stopped working on this and other things because I lost the HDD with all my code on it, including the my packaging script. So this one I just created by hand. I can't remember how I made the other package. If you can tell me the difference I can change it. Probably the file uses a compression method recognized by GZDoom but not by Slade.
Rowsol wrote: Thu Aug 24, 2023 2:43 pm I managed to merge them. Here's the file. Take a look, I may have broke something but it appears to work fine. https://www.mediafire.com/file/ctd8i6t6 ... R.pk3/file
Not a problem to merge them. I keep them separate because other mods I wrote also use the cursor mod. If merged then those mods become incompatable with each other due to the duplicate mods within. That's why I need to understand some kind of dependancy system.
Rowsol wrote: Thu Aug 24, 2023 2:43 pm I also find it a bit strange that you would put the options menu at the top instead of the bottom with all other mods.
OK. Look at the Menudef and tell me what should change.
Rowsol wrote: Thu Aug 24, 2023 2:43 pm Could we perhaps get a toggle for ammo? It tends to clutter the map and if I'm going back for something it's always health/armor related.
Hmm, could throw in a user defined filter. I have that code in another mod. I'll see if I can move it over.

I'm also seeing a cosmetic glitch when turning off the location markers. Should be a quick fix - I assume it's a boolean not getting reset.
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Rowsol
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Re: Loot Markers

Post by Rowsol »

The solution that worked for me was uncompressing it with 7zip and recompressing it. Then slade would open it. I also noticed that the file size was bigger than before.

Okay, I guess I misunderstood before.

AddOptionMenu "OptionsMenu" //before "CustomizeControls" is what I'm talking about.
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

New update: Added a filter feature

Filters are a way to keep certain classes from showing on the map. Use this to reduce clutter.

You can also use rules to prevent certain classes from appearing on the map. The difference between rules and filters is that an item excluded with a rule will not be processed at all by the LootMarkers system. An item that matches a filter will still be marked and handled internally, it just won't appear on the map until the filter is released.
Spoiler:
The FILTER CLASSES, like the AUTO MARK CLASS LIST, is a comma-separated list of classes, tags, or character names.

Get it HERE
JimPoker
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Missing file MWR_LootMarkers.pk3 (?)

Post by JimPoker »

Hi, I can't seem to find the second .pk3 file you mentioned, "MWR_LootMarkers.pk3" despite checking the whole thread. Am I missing something or is it just not there?
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Rowsol
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Re: Loot Markers

Post by Rowsol »

I think you forgot something with this latest update. I have no options menu at all. MENUDEF is no where to be found.

And, oh yeah, I also just noticed the exclusion lump mentioned on the main post. Oops.

And... I'm not certain but I think this mod removed my keybinds? All the sudden none of my Guncaster keybinds were active anymore.
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

oops, bad package. Try again.
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schkorpio
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Re: Loot Markers

Post by schkorpio »

Can this mod also put markers on switches, particularly if they haven't been pressed yet? Would be great for hexen to know where there are switches and things that need to be enabled :)
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Sir Robin
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Re: Loot Markers

Post by Sir Robin »

schkorpio wrote: Sat Sep 16, 2023 8:10 pm Can this mod also put markers on switches, particularly if they haven't been pressed yet? Would be great for hexen to know where there are switches and things that need to be enabled :)
You can use the position markers to manually mark walls. The automatic marker code is only looking for actors. I could write code to look for usable walls and put a mark on those. The thing is, how do I tell which walls the mapper intended to be obvious and which ones are supposed to be secret? There's no easy way to determine that and if I just mark all usable walls I'd spoil the secrets for the player.

But really it's not necessary. You can go to Options > Full > Automap > Trigger Lines and set it to either ALL or ALL EXCEPT DOORS and those trigger lines will show in a different color on the map. That will show you all the trigger lines and help you find switches, but it will also spoil some secrets for you.
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schkorpio
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Re: Loot Markers

Post by schkorpio »

Ah very good! Thank you sir Robin :)
ileblanc
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Re: Loot Markers

Post by ileblanc »

Is this still alive? I just discovered this addon and it's such a great addition to my game but, in facing an issue with FlexiHUD minimap. The item are market but they are red squares with a yellow exclamation sign. Ok the regular doom map the icons look ok.

Can this be fixed?

FlexiHUD: https://imgur.com/a/9xMcxMU
Doom map: https://imgur.com/a/Ws6A9eI
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