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hellscape-navigator's Introduction

Hellscape Navigator

(singleplayer GZDoom mod)

Hellscape Navigator is a collection of tools designed to help navigation in complex maps.

Features

  • Automap Markers

    • Footsteps: display visited places
    • Fade with time
    • Configurable looks: footsteps/arrow/point
    • Configurable lifetime and generation period
    • Use markers (via binded key)
  • Signs

    • A Sign can be placed to leave a note on level (use Sign to read the note)
    • Three kinds: wooden/metal/transparent to fit level theme
    • Can be configured to be indestructible or not
    • Present on automap
    • Can be displayed on compass
    • Can be thrown (useful for testing teleports)
  • Compass

    • Shows view direction
    • Can show pointers for switches (only if close)
    • Different styles, sizes, and width
  • Area Names

    • Entrance/Exit/Outdoors/Secrets
    • A Sign can be configured to create custom area with name
  • Helper items

    • Reveal map on level start
    • Reveal map when it is mostly explored
    • Give scanner on map revealing
    • Entryway Translocator (teleport to start)
    • SpaceTunnelingDevice (temporary noclip)
  • UI/Display

    • Colored messages for keys and doors (Doom, Heretic, Hexen)
    • Grid coordinates
    • Exploration status
    • Display locked door status
    • Custom automap arrow
    • Displaying map name on level start
    • Moving speed
    • Breadcrumbs
  • Miscellaneous

    • Auto use (doors, switches)
    • Backtrack key

Thanks

  • all GZDoom developers for GZDoom.
  • Doom community for thousands of maps to play.
  • ramon.dexter for testing and feature suggestions.
  • ShockwaveS08 for bug reports and feature suggestions.
  • Clifford21 for feature suggestions.
  • Cyanide for feature suggestions.
  • Enjay for testing, bug reports, and feature suggestions.
  • mrtaterz for feature suggestions.
  • ImJezze for new features (see below) and code cleanup.
  • Accensus for new sign design and sprites and bug reports.

Credits

  • Entryway Translocator and Space Tunneling Device graphics: Freedoom Copyright © 2001-2017 Contributors to the Freedoom project. All rights reserved.
  • "Doom" style for compass grahpics: id Software.
  • ImJezze: 'Pixel' style for compass, 'Doom' compass pointer style, and wide mode.
  • Accensus for all the frankenspriting.
  • cc4-tex for the textures used as base for signs.
  • Russian Overkill for the hover sign's thrusters. Taken from the shield sprites.

Links and Contacts

Source

Screenshots

Forum Post

Author: Alexander "m8f" Kromm ([email protected])

License: GPLv3 (see copying.txt)

hellscape-navigator's People

Contributors

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hellscape-navigator's Issues

Highlighting exit sectors

To do:

  • find a way to highlight exit sectors

Exit sectors can be detected fine, the questions is how to change their color in runtime.

Netplay Support

To do:

  • add netplay support (should not crash in netplay, should not desync).

store signs between saves

Submitted by IKA via Discord:

wait, hellscape navigators sings don't persist between saves? i wanted to use them to mark which wads i played in compendium.

scaling signs

Submitted by mamaluigisbagel by ZDF private message.

Area name markers disappear when returning to maps in hubs

Submitted by ramon.dexter on ZDF.

How it happens:
I create a map, place number of the m8f_hn_AreaNameMarker_*s to said map. Let's call this map map1. I make a map2, place areanamemarkers.
I make it a hub, that's important here.
I playtest it. Start in map1, areaMarker names show correctly. I go to map2 from map1. AreaNames still show correctly. I return to map1 from map2. AreaNames are gone! only 'outdoors' is shown. I try to go back to map2 from map1, and the same as in map1, areanames are gone, only 'outdoors'.

VM abort on titlemaps

Submitted by Icarus via Discord:

Getting a VM Abort whenever I try to load any wad that has a titlemap with Hellscape Navigator.
It only happens if I try to load to the menu. If I just launch straight to Map01 (or any other map) it works just fine.

Possible solution: destroy event handlers in titlemaps.

add map coordinates to compass

Submitted by Accensus via Discord:

I do have a suggestion though, which is why I initially loaded it in the first place but ended up implementing in my mod due to it missing from HN: map coords
X Y coords should be enough.

sign editing

Submitted by mamaluigisbagel by ZDF private message:

The mod would really benefit with a way to edit the text, options, etc, but I don't know how hard that'd be to implement. Would be a lot more convenient than placing a sign with a mistake, having to destroy it, (if you even have that setting on) and do it again.

Footstep Error?

Called from m8f_hn_FootstepHandler.makeFoostepMarks at Hellscape Navigator (any version).pk3: zscript/m8f_hn_footsteps.zs, line 105
Called from m8f_hn_FootstepHandler.makeFoostepMarks.WorldTick at hellscape-navigator-(any version).pk3:zscript/m8f_hn_footsteps.zs, line 92

Not sure if this mod is still being worked on but I get these errors in any version of GZDoom (even the recent one). This is with any version of navigator including 0.15. It's the same error and the only difference is the version info in the file name. But this happens in the console when I go to start the game. I have removed all mods but this one. I have tried loading Doom 2 or any IWAD. Is there a setting I am missing or I feel like that this is user error.

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