[minimod][v2.0.1] Target Spy: Health Bar on Steroids
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [minimod][v1.5] Target Spy: Health Bars++
Really big thanks for frame.
Now it looks like a "Deus Ex" game.
Now it looks like a "Deus Ex" game.
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Re: [minimod][v1.5] Target Spy: Health Bars++
Minor update (v1.5.1). Changelog:
- fixed: targets that are hidden in the dark are detected if the player has light amplification or invulnerability powerup.
- enabled Laser Sight mod to show special color on friendly targets. New versions of both mods are required for this feature to work. Laser Sight v0.4
About frames feature: credits go to Gutawer for Gutamatics library, which made drawing frames possible, and thanks to ramon.dexter for asking for adding them.
- fixed: targets that are hidden in the dark are detected if the player has light amplification or invulnerability powerup.
- enabled Laser Sight mod to show special color on friendly targets. New versions of both mods are required for this feature to work. Laser Sight v0.4
About frames feature: credits go to Gutawer for Gutamatics library, which made drawing frames possible, and thanks to ramon.dexter for asking for adding them.
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Re: [minimod][v1.5.1] Target Spy: Health Bars++
I've been using this since around 0.5 or 0.6, it's remarkable how much it's grown. It's pretty rare that I don't play with this nowadays, though I've got a little feedback.
Spoiler:
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Re: [minimod][v1.5.1] Target Spy: Health Bars++
I've been using this mod since release and I must say it is absolutely amazing how much it has grown. The polish and ability to customize nearly everything has cemented this mod as an absolute necessity in any wad playthrough for me. I can't thank you enough for your efforts here. With that, I do have one request which I would find quite useful. Is there a way to perhaps make the kill confirmation feature change the color of the monster name upon death? For me, rather than the current text, a simple change of the name to red is a nice, quick and easily visible confirmation. I suppose since the color of the names themselves is customizable, that the color of the name upon death should be customizable as well. Red may not be as clearly visible a change as desired, depending on some player's settings for name/tag color. Perhaps a strikethru effect would be easier to implement? Its just a thought.
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Re: [minimod][v1.5.1] Target Spy: Health Bars++
Astonishing work - love this effect, and I'm beginning to feel something's missing if I'm playing without it
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Re: [minimod][v1.6] Target Spy: Health Bars++
Added to todo list. This will require some amount of rearranging the logics.vapidscum wrote:Intensive Ideas:
- Option to tie the base UI to the frame, or have that behavior without the frame, if that makes sense. Like, have the base move with entities like the frame, not static as it is now. X/Y offsets for that would be cool too.
The problem is, the monster name normally is not displayed when the monster is killed, so there is nothing to change color. The "Kill Confirmed" message is an exception, and it is displayed irregardless of the killed target is pointed at or not. I'd had to change the way how the mod works quite a lot to implement this option. I'll see what I can do - maybe sometimes in the future this will become possible.ate0ate wrote:...make the kill confirmation feature change the color of the monster name upon death?
ThanksDavidN wrote:Astonishing work - love this effect, and I'm beginning to feel something's missing if I'm playing without it
Thanks again to everyone who shared the ideas!
Update: v1.6. Changelog:
- added opacity settings for target info and crosshair;
- added fine tuning of vertical position;
- added frame symbols scaling option;
- added finer x adjustment for crosshair;
- added separate option for crosshair font;
- fixed crosshair continuing moving up as you lower screenblocks;
- fixed crosshair top and bottom pieces offsets.
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Re: [minimod][v1.7] Target Spy: Health Bars++
Update v1.7 brings more customization to crosshair: now graphical crosshair pieces are available (courtesy of vapidscum).
To use them, select "Crosshair Pieces" or "Crosshair Pieces [No border]" as crosshair font, and then refer to Crosshair Pieces Reference table.
To use them, select "Crosshair Pieces" or "Crosshair Pieces [No border]" as crosshair font, and then refer to Crosshair Pieces Reference table.
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Re: [minimod][v1.7] Target Spy: Health Bars++
I've had a crash with this error; it's very rare, but it does seem to be consistently caused by the same things, including:
-Mods that feature summonable friendlies. Not every mod that has a summonable friendly will trigger it; but very specific ones do, like La Tailor Girl's version of Basilissa, and the Draugh in GunCaster. The crash does not happen instantly; just after they become active and have moved around/attacked a bit (it also occurs regardless of whether you are looking at them or not).
-Any situation where you teleport and end up "inside" of a non-solid actor that has health and thus triggers the spy (such as Combine Arms weapons crates), but isn't telefragged as a result of your teleporting (for example, if you are teleported into the air above it, and then fall down and land inside of it).
In all cases, the crash can be prevented by turning the Target Spy off with the hotkey.
-Mods that feature summonable friendlies. Not every mod that has a summonable friendly will trigger it; but very specific ones do, like La Tailor Girl's version of Basilissa, and the Draugh in GunCaster. The crash does not happen instantly; just after they become active and have moved around/attacked a bit (it also occurs regardless of whether you are looking at them or not).
-Any situation where you teleport and end up "inside" of a non-solid actor that has health and thus triggers the spy (such as Combine Arms weapons crates), but isn't telefragged as a result of your teleporting (for example, if you are teleported into the air above it, and then fall down and land inside of it).
In all cases, the crash can be prevented by turning the Target Spy off with the hotkey.
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Re: [minimod][v1.7.1] Target Spy: Health Bars++
Fixed in v1.7.1. Thanks for reporting!
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Re: [minimod][v1.7.1] Target Spy: Health Bars++
Is it possible to change the number of characters in the bar? Because I'd like to have the health bar be like the IIIIIIIII... example, but that results in most enemies having very short healthbars.
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Re: [minimod][v1.8] Target Spy: Health Bars++
How can I deny a feature request from Cthulhu, even if it is in a can?
Small update (v1.8). Changes:
- added health bar length slider. Now it is possible to make health bar longer or shorter;
- added an option to display bars and info above and below target.
Small update (v1.8). Changes:
- added health bar length slider. Now it is possible to make health bar longer or shorter;
- added an option to display bars and info above and below target.
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Re: [minimod][v1.8] Target Spy: Health Bars++
Thanks for the update, the monster-attached bars are really helpful!
I found something weird though: no matter what you set the length multiplier to, it won't display a healthbar more than 52 characters in length.
EDIT: I figured out a fix, although I'm not sure if this is the correct way to fix it. In m8f_ts_settings.txt, changing it to
from 50 fixes it.
I found something weird though: no matter what you set the length multiplier to, it won't display a healthbar more than 52 characters in length.
EDIT: I figured out a fix, although I'm not sure if this is the correct way to fix it. In m8f_ts_settings.txt, changing it to
Code: Select all
pipSource = m8f_ts_String.Repeat(pip, 500);
emptyPipSource = m8f_ts_String.Repeat(emptyPip, 500);
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Re: [minimod][v1.8] Target Spy: Health Bars++
Wow I'm really loving this new feature!m8f wrote:- added an option to display bars and info above and below target.
Thank you CthulhuInACan for suggesting it and m8f for adding it!
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Re: [minimod] [v1.4] Target Spy: Health Bars++
Bit late response, but nice you were able to fix thism8f wrote:thedeathrunner123 wrote:Changelog:
- LegenDoom Legendary monsters are no longer marked overhealed.
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Re: [minimod][v1.9] Target Spy: Health Bars++
Wow, that's a lot of time since the last update!
Target Spy 1.9 is out. Changes:
* added dormant target filter;
* added info for Dormant, Buddha, and Nodamage flags;
* added Precise Crosshair support;
* added frame size option;
* added named confirmation option;
* added separate kill confirmation if info is tied to target screen position;
* added percent health display mode with two decimal places;
* fixed console font;
* removed max health bar length limit;
* made various minor cosmetic and internal fixes.
Target Spy 1.9 is out. Changes:
* added dormant target filter;
* added info for Dormant, Buddha, and Nodamage flags;
* added Precise Crosshair support;
* added frame size option;
* added named confirmation option;
* added separate kill confirmation if info is tied to target screen position;
* added percent health display mode with two decimal places;
* fixed console font;
* removed max health bar length limit;
* made various minor cosmetic and internal fixes.