automap issues

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Gendo
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automap issues

Post by Gendo »

i'm not sure if i should post this in feature suggestions or not... the default zdoom/gzdoom automap is rendered pretty useless in complex levels like the KDiZD ones... if you get lost and try to find your way navigating in automap, you are likely to end up drowning in slime or getting stuck ;) is there a way to enable textured automap like duke3d/blood had?
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XutaWoo
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Re: automap issues

Post by XutaWoo »

Nope.
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Ceeb
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Re: automap issues

Post by Ceeb »

In a way, complex levels are easier to navigate. The more detailed a level is, the more likely you are to find some landmarks to go by. In the old days, the automap was useful when every friggin' corridor looked the same. :lol:
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Gendo
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Re: automap issues

Post by Gendo »

well, in e.g. KDiZD new issues arise, like "i found an orange/cyan/magenta keycard but i'm sure i've never seen the door requiring it... wtf!?" ;)
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Ceeb
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Re: automap issues

Post by Ceeb »

Gendo wrote:well, in e.g. KDiZD new issues arise, like "i found an orange/cyan/magenta keycard but i'm sure i've never seen the door requiring it... wtf!?" ;)
I just didn't have the patience to finish KZiZD. I'll go play classic Knee-Deep if I want to with some dynamic lights, I don't need to double my money. :P
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Gendo
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Re: automap issues

Post by Gendo »

i am determined to beat it without cheats, weapons are quite nice and level design too (visually at least), so i'll do my best :)
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Graf Zahl
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Re: automap issues

Post by Graf Zahl »

Locked doors and switches are properly color coded unless you use traditional colors.
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Enjay
 
 
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Re: automap issues

Post by Enjay »

For example...
Image Image
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Siggi
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Re: automap issues

Post by Siggi »

Why doesn't GZDoom have anti-aliasing for the automap like ZDoom does?
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Darsycho
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Re: automap issues

Post by Darsycho »

People should make the details hidden on automap! :?
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Unknown_Assassin
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Re: automap issues

Post by Unknown_Assassin »

The_afrit wrote:People should make the details hidden on automap!
That's a bad idea. There would be no doors in the automap.
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Project Shadowcat
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Re: automap issues

Post by Project Shadowcat »

Unknown_Assassin wrote:
The_afrit wrote:People should make the details hidden on automap!
That's a bad idea. There would be no doors in the automap.
:lol:
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Graf Zahl
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Re: automap issues

Post by Graf Zahl »

Siggi wrote:Why doesn't GZDoom have anti-aliasing for the automap like ZDoom does?

Because last time I checked it looked like crap in OpenGL.
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GuntherDW
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Re: automap issues

Post by GuntherDW »

zdoomgl has a "duke3D-like" automap feature though
but it doesn't work like it should, and neither does it help to navigate around the maps.
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Gendo
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Re: automap issues

Post by Gendo »

zdgl is dead, aint it?
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