[Feature request] Automap line(s) 1 or 2 lines upper

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Jive
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[Feature request] Automap line(s) 1 or 2 lines upper

Post by Jive »

1) About lines:
LOL
You didn't understand?
Thus, I was so clear!!! :P

But with this shot, all should be lighted in your brain:
Image

I have the use to make more than one line:
- name of the map
- name of the author
- name of the music (when existing)

The third line if rarely used, but the 2 other ones are used a lot of time.

What you may notice is that, actually, the HUD hides the second line...
Guess the suite...

Doom Legacy can partially hides the HUD when displaying the automap. It's a problem to have it here!!!
GR_TRANSLUCENTHUD = 75 (instead of the normal 255)
Image

Is it posible to implement this feature, please?
Thank you!

2) About "Mapxx":
You can notice for Legacy the lack of "Mapxx", only displayed by default, but hidden if the dehacked file modify it, which was the case here, for this map.
But GZDoom display it, even if the dehacked file don't use it !!!
Can you stop to display these words, please?
Thank you again!
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Graf Zahl
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Re: [Feature request] Automap line(s) 1 or 2 lines upper

Post by Graf Zahl »

Jive wrote:1) About lines:
LOL
You didn't understand?
Thus, I was so clear!!! :P

But with this shot, all should be lighted in your brain:

I have the use to make more than one line:
- name of the map
- name of the author
- name of the music (when existing)

The third line if rarely used, but the 2 other ones are used a lot of time.

What you may notice is that, actually, the HUD hides the second line...
Guess the suite...
How exactly are you specifying multi-line texts? This is something ZDoom never supported so I have to see a properly defined file in order to support it.
Doom Legacy can partially hides the HUD when displaying the automap. It's a problem to have it here!!!
GR_TRANSLUCENTHUD = 75 (instead of the normal 255)
Image

Is it posible to implement this feature, please?
Thank you!
Since the status bar is patched together from several graphics this can't be done. Sorry. The amount of work needed to change this is not worth it.
2) About "Mapxx":
You can notice for Legacy the lack of "Mapxx", only displayed by default, but hidden if the dehacked file modify it, which was the case here, for this map.
But GZDoom display it, even if the dehacked file don't use it !!!
Can you stop to display these words, please?
Thank you again!
The MAPxx name is automatically generated and I won't change that.
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Jive
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Post by Jive »

How exactly are you specifying multi-line texts? This is something ZDoom never supported so I have to see a properly defined file in order to support it.
This is something supported by Zdoom, and since a long time!!!
You have only to put multi-lines in your dehacked patch, and to count properly. That's it !!!
I made this discovery by accident some years ago...

As example, here is a dehacked patch that I made for Mortiser, Doom II pwad made by Sam 'Metabolist' Woodman (2000-2003).

[spoiler]Patch File for DeHackEd v3.0

# Level names & text fix to *Mortiser* in Doom Legacy.
# Author : Jean-Yves Delpech aka "Jive", 51
# Email Address : dlw@doomwadstation.com
# Web site : http://doomwadstation.com/dlw/
#
# type "Legacy -iwad doom2.wad -opengl -file Mortiser" to run.
#
# If you don't have Doom Legacy yet, you'd better get it immediately
# Original game & sources by: Id Software.
# Additions (c)1998-01 by: Fabrice Denis & Boris Pereira
# OpenGL version (c)1999-2005 by: Thierry Van Elsuwé
# Web site: http://student.ulb.ac.be/~tvelsuwe/DooMlgl/DooMlgle.htm
# e-mail: hurdler@newdoom.com (Thierry Van Elsuwe)
# bpereira@newdoom.com (Boris Pereira)
# Web site: http://legacy.newdoom.com/
# e-mail: legacy@newdoom.com
#
# Special thanks to Steven McGranahan, Robert Bäuml and Bell Kin for
# their large contribution and to others Legacy Team members.
#

Doom version = 19
Patch format = 6

Text 17 58
level 1: entrywayLevel 1: Lookout Base
Music: *Rage* by Mark Klem /REQMK01/

Text 19 68
level 2: underhallsLevel 2: Ice Station Alpha
*Damage Assessment* by Mark Klem /MM2MK13

Text 20 95
level 3: the gantletLevel 3: Supply / Shipping Depot
Music: *Dance of the Sugarplum Lunatic*
by Mark Klem /MM2MK30/

Text 18 62
level 4: the focusLevel 4: Chemical Plant
Music: *Dredge* by Mark Klem /MM2MK21/

Text 26 58
level 5: the waste tunnelsLevel 5: Toxic Waste Dump
Music: *Grave Town* by Mark Klem

Text 20 31
level 6: the crusherLevel 6: You're back to Doom II

Doom *Mortiser* Level-names & Text fix by Jive for Doom Legacy 1.42[/spoiler]
For the fact to put one line upper the beginning of the description under the automap, do you think that it could be possible to implement it?
At least, under Legacy, with the transparency feature, I don't have any problem.

The display of "Mapxx" is unuseful. Too bad to see it twice on the screen:

"Map06: Level 06: You're back to Doom II"
:(

Anyway: I propose, you decide! ;)
Thank you!
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Post by Graf Zahl »

Jive wrote: The display of "Mapxx" is unuseful. Too bad to see it twice on the screen:

That may be. But in most cases the automatic algorithm is better because it can prefix map titles that normally don't have a prefixed name.
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Post by Jive »

They don't have a prefixed name because it was the volunty of the author!
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Post by Jive »

I maintain my prayer for these 2 features, both useful:
- More than one line for the automap
- no automatic algorithm to prefix maps: for the purpose to add a missing (for YOU) prefixed name for RARE wads, you're polluating all the other ones having already it...

Pliz !!
Merci.

Sorry to bug you with desires of secondary importance.
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Post by Nash »

I agree with the map lump prefix - ZDoom didn't use to prefix the map lump name for Doom mods, but they do now.

I have this thing I've been working on software ZDoom for a long time now - it's a set of maps in a hub. Normally, the automap screen just shows the map's name, but now there's the map prefix (MAP01, MAP02 etc). It's kind of distracting.
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Post by Jive »

Here is another example of what I want to avoid:
Doom2099 - Map04
Justin Madigan & Jeff Lockhart (01/01, 1998) made efforts adding title for their maps AND naming them with the prefix "Mission"
The algorithm is ruining their efforts.
Attachments
automap_algorithm_prefix.jpg
automap_algorithm_prefix.jpg (3.64 KiB) Viewed 1525 times
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Shinjanji
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Post by Shinjanji »

Why not just add it to MAPINFO?

NOPREFIX or something.
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Post by Jive »

that's a great idea, indeed !!!
But we'll have to edit the pwad concerned and to create a mapinfo if there is none...
Which means that we will not be able to enjoy wads without editing them.
It's what I do everytime, but I'm not mister everybody.
A solution could be to add it as new cvar in the autoexec.cfg file
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Post by wildweasel »

Jive wrote:Which means that we will not be able to enjoy wads without editing them.
Now this part I don't quite understand. If anybody really thinks that a wad is completely and utterly broken and/or unenjoyable because of this, then they probably need to lighten up. A lot.
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Post by Jive »

Did I tell you that the concerned wads were unplayable?
Do you really think that what the picture shows is correct?
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Post by Enjay »

No, but it's a bit strong to say you can't enjoy it simply because of a little extra text on a screen that a lot of people don't even look at.

I agree, in the example you showed, it does look silly (although it still is correct and makes sense from a certain point of view) and I can see why you might want it tidied up, but it would not stop me enjoying the map if it was left like that.
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Post by Jive »

Enjay wrote:it would not stop me enjoying the map if it was left like that.
Of course!
But I'm simply asking for a cvar, for the purpose to solve a "problem" of secondary importance.
:oops:

Just for my information: why GZDoom is checking for the prefix "Map", when the normal prefix should be "Level" ?!? (for both DEH and BEX files)

Anyway, the "Map" and "Level" words should NOT be shawn if the volunty of the author was to don't display it. If he done the effort to create a dehacked or bex patch for the names of the levels, it should be respected, and surely not changed, no matter the way to change it!!!
A port should not change anything in the author's work.
Adding a missing texture is correct because it was a "bug", an error.
Changing what was voluntary is not correct!!!

Let me give you another example:
an author decide to don't display the prefix for the purpose to let you ignore is you're playing the map giving the possibility to have access to the secret level... If you display it, you're ruining a part of the gameplay, and you're opposing a NO against his volunty.
That's a bit strange, no? :shock:

Obviously, all of my ideas were not voluntary ignored when the decision to add a prefix was taken. It was simply not explored, and I would have taken the same decision myself, quite surely, in front of a bunch of other important things to do.

Peace! :wink:
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