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TeamRadar_v3 (22/02/2016)

Posted: Sun Feb 21, 2016 2:19 pm
by Xsnake
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.

RE: TeamRadar_v1 (21/02/2016)

Posted: Sun Feb 21, 2016 2:23 pm
by ZZYZX
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?

RE: TeamRadar_v1 (21/02/2016)

Posted: Sun Feb 21, 2016 3:12 pm
by Ænima
Neat!

RE: TeamRadar_v1 (21/02/2016)

Posted: Sun Feb 21, 2016 7:17 pm
by Ch0wW
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)

RE: TeamRadar_v1 (21/02/2016)

Posted: Sun Feb 21, 2016 8:28 pm
by Slim
Aw man! This should be a future feature in Zandronum.

RE: TeamRadar_v1 (21/02/2016)

Posted: Sun Feb 21, 2016 8:30 pm
by Tiger
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?

RE: TeamRadar_v1 (21/02/2016)

Posted: Sun Feb 21, 2016 8:31 pm
by Ch0wW
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.

RE: TeamRadar_v2 (21/02/2016)

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

RE: TeamRadar_v2 (21/02/2016)

Posted: Sun Feb 21, 2016 9:54 pm
by Tiger
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!!!

RE: TeamRadar_v2 (21/02/2016)

Posted: Sun Feb 21, 2016 9:58 pm
by Dusk
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.

RE: TeamRadar_v2 (21/02/2016)

Posted: Sun Feb 21, 2016 10:06 pm
by Catastrophe
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.

RE: TeamRadar_v2 (21/02/2016)

Posted: Sun Feb 21, 2016 10:36 pm
by ben
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.

RE: TeamRadar_v2 (21/02/2016)

Posted: Sun Feb 21, 2016 10:42 pm
by Ch0wW
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.

RE: TeamRadar_v2 (21/02/2016)

Posted: Sun Feb 21, 2016 11:08 pm
by ben
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.

RE: TeamRadar_v2 (21/02/2016)

Posted: Mon Feb 22, 2016 12:30 am
by Ænima
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:

RE: TeamRadar_v2 (21/02/2016)

Posted: Mon Feb 22, 2016 1:03 am
by Kara Kurt
@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.

RE: TeamRadar_v2 (21/02/2016)

Posted: Mon Feb 22, 2016 5:33 am
by Doomenator
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

RE: TeamRadar_v2 (21/02/2016)

Posted: Mon Feb 22, 2016 5:16 pm
by Xsnake
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.

RE: TeamRadar_v3 (22/02/2016)

Posted: Thu Feb 25, 2016 2:49 pm
by Arctangent
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.

Re: TeamRadar_v3 (22/02/2016)

Posted: Sun Jan 06, 2019 3:37 pm
by eviltechno
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?