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Automap Enhancements #6517
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Automap Enhancements #6517
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Please target new features to the development branch and not master until 1.5.1 has been released. |
Probably use a white (or light gray) for towners so they don't look like lava monsters. I don't get why all the objects in laz chamber are on the map? |
Same reason there are markers for every other quest object. Makes them easier to find. I can attest that I personally forgot how to complete the SP lazarus quest previously, because I didn't realize there was a teleporter at the spawn location. Map icons would have instantly helped me figure that out. |
While observing Diablo 2 automap, I noticed that they used that cross shape for players, towners, and portals, and minions. For consistency, I'll be changing portals to use this cross shape, although do you think players and minions should also use the cross shape, or stick with the arrow? If we stick with the arrow, in a way I think towners should also use the arrow for consistency. |
Keep the arrow for the player, maybe cross for the corpse? |
What about this instead? Desktop.2023.08.27.-.16.17.51.13.mp4 |
Did you not draw it manually with pixels? |
no. I drew lines. The automap also appears to have it's own specific grid and lines drawn are aligned to that grid. |
I'm going to continue working on everything in this PR, and when it's satisfactory, I'll begin extracting specific things to their own PRs so the implementations can be made one by one in smaller increments. For now it feels more appropriate to keep everything in a single branch as some of the changes rely on other changes. |
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Change Towner color Adjust colors Fix river color and change towners to white Crosses for towners Add golem Update automap.cpp Draw Beserked Draw X for dead players Clean up code Change rivers back to Item color Readability More cleanup More cleanup Pentragram Fix pentagram shadow Transparent Automap Pentagram with no floats Update automap.cpp SetMapPixel and cleanup Differentiate stairs
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Just wanted to mention that that pentagram on the map looks really good, damn. |
Desktop.2023.08.30.-.23.32.24.31.mp4 |
Just wanted to describe the minimap a bit here. I removed toggling transparency mode when toggling automap, and instead made transparency mandatory for the automap and used opaque pixels in the minimap. Toggling automap now goes between automap and minimap. How it works is it draws a box on the top right of the screen. The size of box is as follows: height is your screen height divided by 4, and width is the height times 2. The map gets rendered only within the bounds of the box. The default zoom level depends on your screen resolution. Generally it tries to keep the same viewing distance from the player location regardless of screen resolution. For example, 480p will start the minimap at 25% zoom, where 960p will start the minimap at 50% zoom. (Keep in mind the mind the absolute dimensions of the box in 960p will be double that of 480p) |
Just a few things to report if you weren't already aware:
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1 is intentional. I'm aware of 2 and 3, just need to find a good solution for it. 4 sounds like a good idea |
4: it scrolls left and right if your mouse supports that |
I'll revert the change to reset the zoom level each time but I'll also have to add another global zoom variable specifically for the minimap |
Good point, that might be an issue as we take away control from the player as they can no longer use left and right on the scroll wheel |
Maybe it's just because i'm used to ctrl+scroll from firefox |
Should we draw the pentagram on dlvl 16 as well? |
Adds the following to the automap:
Showcasing objects and portal on the automap:
Desktop.2023.08.26.-.19.36.22.02.mp4
Towners on automap:
Dead players turning red on automap:
Desktop.2023.08.27.-.00.38.31.06.mp4
Golem on automap:
Desktop.2023.08.27.-.00.34.02.05.mp4
Pentagram:
Transparency:
Desktop.2023.08.27.-.22.26.46.21.mp4
Fixes #6515