Automap Line Thickness
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Automap Line Thickness
As the title says, I think it might be useful to have a line thickness option for the automap - both to replicate the old chunky look of Doom back in the day, and also for high resolution monitors - where the line thickness might be too thin and hard to read.
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Re: Automap Line Thickness
I can barely see the automap anymore on 1920x1200, unless I use a high contrast colour scheme (like the Doom preset - at the expense of custom lock colours!).
On 4k the automap lines might as well be invisible.
On 4k the automap lines might as well be invisible.
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Re: Automap Line Thickness
Once I found out about the textured automap in GZDoom I never went back to the just vector map (didn't Duke Nukem 3D have textured map as well?) Though lines are still there, and they show up just fine even on a 4K 24" display at about a meter away. Though the contrast with the textures probably helps. I like the fact that the lines maintain the same thinness irrespective of the zoom level.
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Re: Automap Line Thickness
I find the textured automap to be distracting. I suppose for most players, that'll work fine. I think for Nash and I - the classic vector map is how things should be.
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Re: Automap Line Thickness
I have no problem with 2560x1600
but I use "traditional doom" colors though, means the classic black background with red wall lines. I highly prefer that over the beige background.
but I use "traditional doom" colors though, means the classic black background with red wall lines. I highly prefer that over the beige background.
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Re: Automap Line Thickness
Textures can help quickly orient you. Say you have 2 rooms the same size and shape, they could easily be confused with each-other, but if they have different floor textures you can easily tell them apart.
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Re: Automap Line Thickness
The CVAR gl_aalines enables antialiasing for the Automap, which I personally found made the lines easier to see.
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Re: Automap Line Thickness
I'm bumping this thread because I've also run into this issue today. We have new 24 inch 4K monitors in my workplace, so naturally, I tried GZdoom on one. And... the automap lines are practically invisible - these monitors have 0,14 mm pixel pitch, which means the lines are 0,14 mm thick. From the recommended viewing distance (90 cm), they look more like hair on a beige lamp. I had to lower the resolution to 1366x768 to view the map without eye strain.
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Re: Automap Line Thickness
gl_aalines is supposed to work? I never got it to do anything.
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Re: Automap Line Thickness
If you ever decide to add the automap scaling, please don't forget to scale the markers, too. The "large" marker font is actually rather small even on mediocre resolutions like 1366x768.
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Re: Automap Line Thickness
Signed. I also wouldn't mind having automap scaling. Even making it possible to write a downscaling shader for it like ToridGristle did with the RetroShader (for scene rendering) would already be something.
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Re: Automap Line Thickness
Better late than never... 

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Re: Automap Line Thickness
Having used the line thickness feature for a while now, I feel like it does have some small "catches", namely corners. I wonder if it'd be possible to tweak drawthickline to have "caps" at each end of the line so those gaps on corners are less visible.
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Re: Automap Line Thickness
Putting semicircles on the end of lines would work but it should also certainly be an argument in the function rather than just changing its behavior - it does also technically run the risk of overestimating how big a line is but given that most people will run this at a few pixels width that shouldn't be a big deal.