[minimod][v2.0.1] Target Spy: Health Bar on Steroids

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Accensus
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Re: [minimod] Target Spy [0.12] (health bars +)

Post by Accensus »

Downloaded this for shits n giggles to try it out. Was pretty sure I wouldn't end up using it regularly.

Damn.

This is good. Into the load order it goes. Great job; glad to see someone else following the "heavily customizable universal mods" trend.

EDIT: I'm noticing that the Bottom setting for bar positioning results in clipping. Could be just my resolution. Using newline spacing of 0.8 for that one. 0.7 is fine.

Image
AvzinElkein
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Re: [minimod] Target Spy [0.12] (health bars +)

Post by AvzinElkein »

Lud wrote:Downloaded this for shits n giggles to try it out. Was pretty sure I wouldn't end up using it regularly.

Damn.

This is good. Into the load order it goes. Great job; glad to see someone else following the "heavily customizable universal mods" trend.

EDIT: I'm noticing that the Bottom setting for bar positioning results in clipping. Could be just my resolution. Using newline spacing of 0.8 for that one. 0.7 is fine.

Image
...the latest version is 0.12
Accensus
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Re: [minimod] Target Spy [0.12] (health bars +)

Post by Accensus »

So? What's your point? I'm using that one and it's still buggy.
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m8f
 
 
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Re: [minimod] Target Spy [0.13] (health bars +)

Post by m8f »

Lud wrote:Damn.

This is good. Into the load order it goes. Great job; glad to see someone else following the "heavily customizable universal mods" trend.
Glad you liked it :D

Update (v0.13):
- added an option to not show friendly targets;
- fixed bottom position lines clipping;
- fixed "Kill Confirmed" message staying if Target Spy is toggled off;
- added REKKR support.
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Rowsol
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Re: [minimod] Target Spy [0.13] (health bars +)

Post by Rowsol »

The word "free" get posted as a message at the start of each level now. 0.13
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Cherno
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Re: [minimod] Target Spy [0.13] (health bars +)

Post by Cherno »

I really like this addon. It fits perfectly with my XCOM mod. Is there a way to declare a proper display name of monsters so they are not shown by their internal class name? Something akin to the GZDoomBuilder icon and category declarations via comments in DECORATE would be great.
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m8f
 
 
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Re: [minimod] Target Spy [0.13.1] (health bars +)

Post by m8f »

Thanks!
Cherno wrote:Is there a way to declare a proper display name of monsters so they are not shown by their internal class name?
Yes, if monster doesn't have it Tag property set, only the internal actor name will be displayed (somewhat beautified). So if you want a custom name, set monster tag in Decorate/ZScript. Also you can set custom monster tag color (see a note for monster mod authors in OP).

Minor update (v.0.13.1) fixes "free" message on level start. Thanks for the heads up.
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Beed28
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Re: [minimod] Target Spy [0.13.1] (health bars +)

Post by Beed28 »

In REKKR, the Former King's second form doesn't seem to have a health bar anymore (I think it did before proper support was added, can't check since I overwrote the previous version).
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m8f
 
 
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Re: [minimod] Target Spy [0.13.2] (health bars +)

Post by m8f »

REKKR keeps surprising me :D Former King's name is fixed in 0.13.2. Thanks for reporting.
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Beed28
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Re: [minimod] Target Spy [0.13.2] (health bars +)

Post by Beed28 »

Only just discovered that the final boss also lacks a life bar as well.
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m8f
 
 
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Re: [minimod] Target Spy [0.13.3] (health bars +)

Post by m8f »

Fixed in 0.13.3. Thanks again. By the way, I haven't found proper name for that boss anywhere, so I just named it "Dark Foe", because it's dark and it's a foe.
Bezhael
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Re: [minimod] Target Spy [0.13.3] (health bars +)

Post by Bezhael »

I think I found a bug. It is not launching at all.

Code: Select all

M_LoadDefaults: Load system defaults.
4 pwad 0
W_Init: Init WADfiles.
 adding /opt/gzdoom/gzdoom.pk3, 717 lumps
 adding /home/WAR10CK/Doom Stuff/zandronum/doom1.wad, 2306 lumps
 adding /home/WAR10CK/Doom Stuff/target-spy-0.13.3.pk3, 174 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7-3537U CPU @ 2.00GHz
  Family 6, Model 58, Stepping 9
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
  Opened device Built-in Audio Analog Stereo
GZDoom g3.1.0 - 2017-05-31 12:11:33 +0200 - SDL version
Compiled on Jun  1 2017
It keeps cutting off at random parts of the loading process. I am using Linux.
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m8f
 
 
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Re: [minimod] Target Spy [0.13.3] (health bars +)

Post by m8f »

Sorry, Target Spy doesn't support Zandronum. I should have stated this in OP.
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Sinael
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Re: [minimod] Target Spy [0.13.3] (health bars +)

Post by Sinael »

Hello!
Would it be possible for you to integrate some kind of healthbar into the crosshair? I've had this idea for a while, but sadly lack the scripting knowledge to implement it.

Here's a mockup of how it looks in my head
Image
(the right bar is for player ammo). What I thought of is to use a set of custom crosshairs that would be swapped by a script depending on target's HP (and player ammo). Or maybe you could render it on top of whatever crosshair player chose.
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namsan
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Re: [minimod] Target Spy [0.13.3] (health bars +)

Post by namsan »

Hello, I found a bug.
Using this mod with Babel(https://babel-mod.neocities.org) causes save file bloat for some reason.
I tested with GZDOOM 3.4.1 and 3.5.0, and I confirmed this bug on both versions.

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