Friday, August 21, 2009

Today I have mostly been working on...

The automap!



A lot of bugs and glitches that were present in the release 1.6.3 version of it have been resolved. I'm also making it very configurable, and will be providing a readme for it. Here's the bulk of what you can do:

"toggleautomap" (command)
Switches the automap on or off. You should bind a key to it (it's been added to the Customize Controls menu to make this easier) for your own convenience. Switching the automap on will pause the game client-side, the same way as the menu or console does. When it is switched on it will only accept a limited subset of keys: navigation keys (see below), whichever key has been bound to "toggleautomap", whichever key has been bound to "screenshot" and the ESC key, which will toggle the automap off (in case you forgot to bind a key).

"r_automapscroll_x" and "r_automapscroll_y" (cvars, default to -100)
Automap navigation uses the arrow keys to scroll and the Home and End keys to zoom in and out. By default the sense for the arrow keys is inverted; if this bothers you then you can change these cvars to positive numbers. They can also be changed to lower or higher numbers if you'd like to adjust the scroll speed.

"scr_automapinfo" (cvar, default to 3)
When the automap is drawn a certain amount of information is displayed above and below it. Setting this cvar to 0 will disable the display of that information. Set it to 1 for the bottom information only, or to 2 for the top information only.

"r_automap_nearclip" (cvar, default 48)
Used to control the positioning of the near clipping plane when drawing the automap; anything higher than this amount of units above the player won't be drawn.

"scr_automapposition" (cvar, default 1)
An indicator is drawn to show the players position on the automap; set this to 0 to turn it off.

2 comments:

Anonymous said...

oh wow, just wow, i totally overlooked that feature 1.6.3, but it's sweet! can't wait to try out 1.7 .. you are doing a great job sir!

with a few minor but vital additions this would make a great client for online multi-player games as well!

stuff like bestweapon (ala proquake), unlocked FPS, proper scoreboard with pingtimes/packetloss, and maybe even auto-map-downloading ala qrack1.9/proquake4.0

i mean.. the maps menu with the mapshots is a very neat thing to have for online playing as well as singleplayer games.. especially on servers with loads of custom maps.. and i believe directq is the only netquake client to have such a feature! (serving as a visual reference to find that one cool map you forgot the name of)

..and.. directq has so many features that glquake should have had from the start! (proper lighting/sky/fov/z-fighting etc etc)

anyways... keep up the good work!

k.r. =peg=

xaGe said...

..That is fantastic stuff! Thanks again MH.