Automap fade. & Minimap

Moderator: GZDoom Developers

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Graf Zahl
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Lead GZDoom+Raze Developer
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Post by Graf Zahl »

AFADoomer wrote:
Lemonzest wrote:Needs MOAR transparency!
It'd be a relatively minor task to make the map use the normal overlay colors and draw no background... So transparency is easy (Translucency, though, not so much)... Maybe later today, if I get time, I'll do that.

Translucency would be trivial. Look up DCanvas::Dim to see how it is done.
Lemonzest
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Post by Lemonzest »

yeah if it just removed the background the lines would be harder to see, so a translucent background would look much better.
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AFADoomer
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Post by AFADoomer »

New version of changed files...

- Added translucency option cvar
-- Works for both solid colors and textured automap backgrounds

- Added menu control sliders for positioning and translucency
-- If you run with a config file that was used with the previous version, you may have to reset the location values (or play around with the sliders) for the map to show up properly... They were just straight int values before, and now they're floats, with positioning done as a percentage of the screen size.

Files are here:
http://rapidshare.com/files/33388762/ch ... s.zip.html

Compiled .exe is here:
http://rapidshare.com/files/33388953/zdoom.zip.html
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Shadelight
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Post by Shadelight »

Oh wow, if this is possible in ACS, then it should be possible to add in as an option, right? :D
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edward850
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Post by edward850 »

Thats not ACS :D
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Nash
 
 
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Post by Nash »

Very nice. Just one suggestion: currently it's only possible to switch between minimap and fullscreen map. You can't turn the map off totally. You should make it work like ZDoom's overlay. Or maybe consider some of these options:

1) Off, minimap
2) Off, minimap, fullscreen overlay
3) Off, minimap, fullscreen
4) Off, minimap, fullscreen overlay, fullscreen

It's probably overkill to implement them all though. :mrgreen:

All in all nice work. Can't wait for this to get integrated into the trunk. ;)
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XutaWoo
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Post by XutaWoo »

Question: How do you use it? The minimap doesn't appear at all. What should my setting look like?
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AFADoomer
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Post by AFADoomer »

BlazingPhoenix wrote:Oh wow, if this is possible in ACS, then it should be possible to add in as an option, right? :D
This isn't ACS... It's modifying the actual code for the engine...
Nash wrote:Very nice. Just one suggestion: currently it's only possible to switch between minimap and fullscreen map. You can't turn the map off totally. You should make it work like ZDoom's overlay. Or maybe consider some of these options:

1) Off, minimap
2) Off, minimap, fullscreen overlay
3) Off, minimap, fullscreen
4) Off, minimap, fullscreen overlay, fullscreen

It's probably overkill to implement them all though. :mrgreen:

All in all nice work. Can't wait for this to get integrated into the trunk. ;)
I thought about that. And it would only be several more lines to implement, but yes, I think it's overkill.
XutaWoo wrote:Question: How do you use it? The minimap doesn't appear at all. What should my setting look like?
Go to the automap options screen, and scroll through the overlay types until you get to the one that has mini-map listed. Use the sliders at the bottom to position it and change the size.

If you don't want to use the menus, set the "am_overlay" cvar to 3 in your ini or at the console. Then use "am_ov_x", "am_ov_y", "am_ov_w", and "am_ov_h" to set the x, y, width, and height percentages (0.0 to 1.0).

The first time you set it, if you're already in a game, you may have to press your automap toggle key to activate it.
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Jimmy
 
 
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Post by Jimmy »

This is a cool little minimap. Two questions though:

1) Would it be possible to create one that can be triggered by ACS? (I understand this is asking a lot here)
2) Would it be possible to allow it to zoom in and out like the overlay/fullscreen one?
cronodevir
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Post by cronodevir »

Wow, this got implmented, neato.
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HotWax
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Post by HotWax »

Are you sure? This thread hasn't been moved to Closed Feature Suggestions, and there's nothing about it in the changelog. I'm at work ATM so can't check this in the executable myself.
Gez
 
 
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Post by Gez »

It didn't got implemented officially. AFADoomer (who is not a ZDoom developer) just made all the work needed to implement it, and showed it. That's the nice thing with Open Source software, people who aren't in the team can still participate and provide new features that the developers do not for whatever reason.

So, you can download AFA's version and be happy with it, but it's not implemented yet in the official ZDoom version, the one that you can download from here.

If it works well, and can be ported to GZDoom's renderer with no issues, then it will probably be merged in. :)
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Post by Gez »

By the way, I wanted to check this out, and...
AFADoomer wrote:Files are no longer here:
http://rapidshare.com/files/33388762/ch ... s.zip.html

Compiled .exe is no longer here:
http://rapidshare.com/files/33388953/zdoom.zip.html
Fixed it for Rapidshare. You should host this on your own site...
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AFADoomer
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Post by AFADoomer »

Is there anyone that still has these files?

These were some of the victims of my hard drive crash a few months ago... All I have left is a compiled .exe based off of several SVN versions ago, a corrupted .zip of the source files, and four mangled and partially overwritten versions of the actual source files themselves...
cronodevir
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Post by cronodevir »

AFADoomer, check your PMs?

Also, id like to get these files also. The .exe that is.

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