TeamRadar_v3 (22/02/2016)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

TeamRadar_v3 (22/02/2016)

#1

Post by Xsnake » Sun Feb 21, 2016 2:19 pm

Hello,

I made a team radar that displays ALLIES as dots on a grid (similarly to ZDaemon) entirely in ACS.

Screenshots :

http://image.noelshack.com/fichiers/201 ... 143104.png
http://image.noelshack.com/fichiers/201 ... 113602.png
http://image.noelshack.com/fichiers/201 ... 234143.png

Supported Gamemodes :

Cooperative, Survival, Invasion
CTF, Skulltag, Team Deathmatch, TeamLMS...

Customization :

cl_radar : Enables or disables the radar
cl_radar_translucent : Enables or disables the radar translucency (half translucent)
cl_radar_translucent_alt : A different kind of translucency
cl_radar_size : Controls the radar size, each step increments the size by 50% (max: 3)
cl_radar_scale : Scaling factor (max: 10)
cl_radar_x : Changes the radar horizontal position on screen by X pixels
cl_radar_y : Changes the radar vertical position on screen by Y pixels
cl_radar_drawfarplayers : When set to true, players that would normally not be draw on the radar
because they are too far away will still be drawn on the radar border
cl_radar_drawownposition : Draws the local player's position in the middle of the radar or not
cl_radar_healthcolor : When set to true, the dots color will reflect the players current health

Invulnerable -> White
120 < HP -> Blue
75 < HP < 120 -> Green
50 < HP < 75 -> Yellow
25 < HP < 50 -> Orange
0 < HP < 25 -> Red

Regardless of cl_radar_healthcolor, flags/skulls carriers will always be represented by a pink dot in CTF/Skulltag

Download :

http://xsnake.online.fr/wads/TeamRadar_v3.pk3

Source is included in the .pk3 file.

Please report any bug you find, thanks.

Notes :

This mod will check if a TID is already given to players by some other mods to avoid conflicts.
It seems TIDs given to players (by the server) are not synchronized with clients, so I did the synchronization myself and it seems to be working. But I guess that's worth opening a ticket on the tracker, isn't it ?

Changelog :

Code: Select all

-Fixed an issue with the "dont stop players scripts on disconnect" compatflag.

Code: Select all

-Fixed an issue with the "switch teams" command.
-Fixed an issue related to multiple telefrags at start.
Last edited by Xsnake on Mon Feb 22, 2016 10:03 pm, edited 1 time in total.

User avatar
ZZYZX
Posts a lot
Posts: 742
Joined: Thu Jun 07, 2012 5:56 pm
Location: Ukraine
Clan: A3
Clan Tag: [A3]

RE: TeamRadar_v1 (21/02/2016)

#2

Post by ZZYZX » Sun Feb 21, 2016 2:23 pm

Xsnake wrote:This mod will check if a TID is already given to players by some other mods to avoid conflicts.
This is how it should be done, but it heavily depends on mod loading order and some other mods don't always do this. Thus breaking TIDs either way.
Why don't you code for 3.0 and omit using TIDs entirely by using A_RadiusGive?
Last edited by ZZYZX on Sun Feb 21, 2016 2:23 pm, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: TeamRadar_v1 (21/02/2016)

#3

Post by Ænima » Sun Feb 21, 2016 3:12 pm

Neat!
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Ch0wW
Forum Regular
Posts: 144
Joined: Thu Aug 22, 2013 5:51 pm
Location: France
Clan: BaseQ
Clan Tag: [BaseQ]
Contact:

RE: TeamRadar_v1 (21/02/2016)

#4

Post by Ch0wW » Sun Feb 21, 2016 7:17 pm

Currently adding on BaseQ.fr CTF servers.

Neat work, XSnake!

EDIT: Compat_Dont_Stop_Player_Scripts_On_Disconnect must be set to 0 to make it work (on some special cases)
Last edited by Ch0wW on Sun Feb 21, 2016 7:38 pm, edited 1 time in total.
Follow BaseQ! --> • BaseQ.frYouTubeBaseQ's FB pageTwitter

User avatar
Slim
Zandrone
Posts: 1112
Joined: Sat Mar 16, 2013 7:11 am
Location: Zero Space
Clan: Can't fit it in here
Clan Tag: -=FSR=-
Contact:

RE: TeamRadar_v1 (21/02/2016)

#5

Post by Slim » Sun Feb 21, 2016 8:28 pm

Aw man! This should be a future feature in Zandronum.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

User avatar
Tiger
Retired Staff / Community Team Member
Posts: 381
Joined: Thu May 31, 2012 6:21 am
Location: United States
Contact:

RE: TeamRadar_v1 (21/02/2016)

#6

Post by Tiger » Sun Feb 21, 2016 8:30 pm

I apologize for asking this as its unrelated to your project, but what kind of font are you using and where can I find it?

Ch0wW
Forum Regular
Posts: 144
Joined: Thu Aug 22, 2013 5:51 pm
Location: France
Clan: BaseQ
Clan Tag: [BaseQ]
Contact:

RE: TeamRadar_v1 (21/02/2016)

#7

Post by Ch0wW » Sun Feb 21, 2016 8:31 pm

Tiger wrote: I apologize for asking this as its unrelated to your project, but what kind of font are you using and where can I find it?
There's an HD font for Zandronum somewhere.
Follow BaseQ! --> • BaseQ.frYouTubeBaseQ's FB pageTwitter

User avatar
Kara Kurt
Frequent Poster Miles card holder
Posts: 887
Joined: Sat Oct 12, 2013 6:58 pm
Location: Strasbourg, France
Contact:

RE: TeamRadar_v2 (21/02/2016)

#8

Post by Kara Kurt » Sun Feb 21, 2016 9:09 pm

Awesome work, bro!

I've always thought ZD's radar would be of a great help (for beginners mostly though).
Tiger wrote: I apologize for asking this as its unrelated to your project, but what kind of font are you using and where can I find it?
There it is: static.[bad site]/wads/hiresdoomfont.wad
Last edited by Kara Kurt on Sun Feb 21, 2016 9:16 pm, edited 1 time in total.

User avatar
Tiger
Retired Staff / Community Team Member
Posts: 381
Joined: Thu May 31, 2012 6:21 am
Location: United States
Contact:

RE: TeamRadar_v2 (21/02/2016)

#9

Post by Tiger » Sun Feb 21, 2016 9:54 pm

Kara Kurt wrote:
Tiger wrote: I apologize for asking this as its unrelated to your project, but what kind of font are you using and where can I find it?
There it is: static.[bad site]/wads/hiresdoomfont.wad
Thank you so much!!!

User avatar
Dusk
Developer
Posts: 581
Joined: Thu May 24, 2012 9:59 pm
Location: Turku

RE: TeamRadar_v2 (21/02/2016)

#10

Post by Dusk » Sun Feb 21, 2016 9:58 pm

Slim wrote: Aw man! This should be a future feature in Zandronum.
Actually, now that this exists as a mod, we don't need to add it to Zandronum anymore. Which means that little bit less work for us. Thank you for that.
Last edited by Dusk on Sun Feb 21, 2016 10:02 pm, edited 1 time in total.

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

RE: TeamRadar_v2 (21/02/2016)

#11

Post by Catastrophe » Sun Feb 21, 2016 10:06 pm

Dusk wrote:
Slim wrote: Aw man! This should be a future feature in Zandronum.
Actually, now that this exists as a mod, we don't need to add it to Zandronum anymore. Which means that little bit less work for us. Thank you for that.
But this only shows dots on the minimap. Water's showed the actual map.

ben
Banned
Posts: 9
Joined: Sun Nov 04, 2012 3:39 pm
Banned: Permanently

RE: TeamRadar_v2 (21/02/2016)

#12

Post by ben » Sun Feb 21, 2016 10:36 pm

Imho white dot is a mistake, usually white dots are neutral creatures in game. Invulnerable could be a dot that blinks. Still reflecting actual hp.

Ch0wW
Forum Regular
Posts: 144
Joined: Thu Aug 22, 2013 5:51 pm
Location: France
Clan: BaseQ
Clan Tag: [BaseQ]
Contact:

RE: TeamRadar_v2 (21/02/2016)

#13

Post by Ch0wW » Sun Feb 21, 2016 10:42 pm

ben wrote: Imho white dot is a mistake, usually white dots are neutral creatures in game. Invulnerable could be a dot that blinks. Still reflecting actual hp.
In multiple games, enemies are usually represented as red/orange dots, not white. White are pickable objects.

The minimap won't give you such cheats easily. So the author's choice is perfectly represented.

Oh well, why am I bothering with a 2-posts only person...

@Dusk: Don't take it personally, but I still find Water's radar much better, especially as it's clientside-only. However, what I'm just thinking of, is this one can be also done as a server-check against unusual usage of radar with a modded client. So, can't give a proper decision.
Last edited by Ch0wW on Sun Feb 21, 2016 10:44 pm, edited 1 time in total.
Follow BaseQ! --> • BaseQ.frYouTubeBaseQ's FB pageTwitter

ben
Banned
Posts: 9
Joined: Sun Nov 04, 2012 3:39 pm
Banned: Permanently

RE: TeamRadar_v2 (21/02/2016)

#14

Post by ben » Sun Feb 21, 2016 11:08 pm

Ch0wW wrote:
ben wrote: Imho white dot is a mistake, usually white dots are neutral creatures in game. Invulnerable could be a dot that blinks. Still reflecting actual hp.
In multiple games, enemies are usually represented as red/orange dots, not white. White are pickable objects.

The minimap won't give you such cheats easily. So the author's choice is perfectly represented.

Oh well, why am I bothering with a 2-posts only person...

@Dusk: Don't take it personally, but I still find Water's radar much better, especially as it's clientside-only. However, what I'm just thinking of, is this one can be also done as a server-check against unusual usage of radar with a modded client. So, can't give a proper decision.
Why am I bothering with account made like year after me? So yes... changing the community for the better.. be patient.. patient...

Radar is not for items but alive things.
White are always neutral creatures. You probably never had a real radar in your hand son. Veteran here, seen them all.

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: TeamRadar_v2 (21/02/2016)

#15

Post by Ænima » Mon Feb 22, 2016 12:30 am

ben wrote: Radar is not for items but alive things.
White are always neutral creatures. You probably never had a real radar in your hand son. Veteran here, seen them all.
So you're saying that when you were in Iraq, the camels and dogs showed up as white dots on your handheld radar system? And radar can track heat signatures on animals like the Aliens trackers?

Either Lockheed Martin has been working on some really advanced shit lately or you're 007. :hmm:
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Kara Kurt
Frequent Poster Miles card holder
Posts: 887
Joined: Sat Oct 12, 2013 6:58 pm
Location: Strasbourg, France
Contact:

RE: TeamRadar_v2 (21/02/2016)

#16

Post by Kara Kurt » Mon Feb 22, 2016 1:03 am

@Dusk: The problem with people hosting CTF related mods is that they will end up having about ten mods to host.
It would be quite redundant and resource consuming for the player that has to download several mods just because we're getting modders who have bright ideas in mind. And if those mods don't get hosted in every CTF server, nobody would bother trying them out.
So making a feature an "official" thing is always the best solution (when it's considered worth it, that is) because unlike mods, it would always be easier to introduce and would thus be standardized (or not).

On a side note, in any case I'm not encouraging the developers to move their ass just to make something out of this mod, I'm speaking in general.

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

RE: TeamRadar_v2 (21/02/2016)

#17

Post by Doomenator » Mon Feb 22, 2016 5:33 am

ben wrote: Why am I bothering with account made like year after me? So yes... changing the community for the better.. be patient.. patient...

Radar is not for items but alive things.
White are always neutral creatures. You probably never had a real radar in your hand son. Veteran here, seen them all.
You can change color, dad! #FFFFFF => #A9A9A9
Last edited by Doomenator on Mon Feb 22, 2016 5:34 am, edited 1 time in total.

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

RE: TeamRadar_v2 (21/02/2016)

#18

Post by Xsnake » Mon Feb 22, 2016 5:16 pm

Thanks for reporting these bugs. Different server settings can sometimes create unexpected behaviors... As mentioned in my first post, the "don't stop players scripts on disconnect" compat flag shouldn't be a problem anymore. I'm still looking into the issue related to the "switch teams" function, that I didn't even know existed. (Note that if you switch teams "normally" by spectating, there will be no problem).

Besides, I opened a ticket regarding the TIDs synchronization for newly connected clients.
ben wrote: Imho white dot is a mistake, usually white dots are neutral creatures in game. Invulnerable could be a dot that blinks. Still reflecting actual hp.
Well, considering white is Doom's invulnerability color, this choice seemed quite natural to me.
ZZYZX wrote: Why don't you code for 3.0 and omit using TIDs entirely by using A_RadiusGive?
Omitting TIDs would be perfect of course. I was hoping we could get the AAPTR_PLAYER1 pointers to work to do that (via SetActivator). I didn't know about A_RadiusGive tbh. I guess I will look into that when 3.0 comes out. Thanks for the tip.

UPDATE : Released v3 just now. Check my first post for changelog.
Last edited by Xsnake on Mon Feb 22, 2016 10:04 pm, edited 1 time in total.

Arctangent
 
Posts: 82
Joined: Mon Nov 24, 2014 8:19 am

RE: TeamRadar_v3 (22/02/2016)

#19

Post by Arctangent » Thu Feb 25, 2016 2:49 pm

I actually made something like this a while back, and it didn't use TIDs. Don't really have much use for it, so feel free to adapt code from it if you wish.

eviltechno
New User
Posts: 16
Joined: Sun Nov 18, 2018 10:12 am

Re: TeamRadar_v3 (22/02/2016)

#20

Post by eviltechno » Sun Jan 06, 2019 3:37 pm

Does someone have an idea why this doesn't work with ZBloody Hell and Death Foretold (D4T) ? It works with "QuakeChampions" - Doom which is basically the same as D4T, just more complex. Even by the same author.
It only works until someone in game dies, then a few min later the dots disappear. Anyone?

Post Reply