A suprise

Post » Thu Mar 17, 2011 11:58 pm

That's the old version. The large image is the new one, which will eventually be scaled down to the mini map size. And there's definitely fog of war on that.



Either fog of war or mapmarkers.....either one is a breakthrough and a welcome addition. Kudos to you Kyoma for continuing this and making our games that much better. And I agree with the aforementioned apprisals...I bet Kyoma is having a devilish good time with this "surprise". You can stop grinning at us now Ky! /wink
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Harry Leon
 
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Post » Fri Mar 18, 2011 1:35 pm

It looks to me like it's both:
Fog of war added.
Markers removed.
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Jodie Bardgett
 
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Post » Fri Mar 18, 2011 12:50 pm

It appears that he's managed to get the game to render the local map (as it would when you open the map menu) on his behest :cake:

But he's definitely being a tease alright :D
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Oyuki Manson Lavey
 
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Post » Fri Mar 18, 2011 9:43 am

Looks like he found how the local map renders and put that in instead of the pictures that were made in the old version.


cool :D
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CYCO JO-NATE
 
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Post » Fri Mar 18, 2011 7:52 am

It seems it has become more of a The Day After Tomorrow scenario, sorry about that. :P

It is indeed what many have mentioned, finally a proper local map with fog-of-war. And without the clumpsy creation of textures all the time, this is, and always has been, what I hoped to create.

The reason it's so big was because I needed a large enough area to clearly show areas with fog and areas without fog. It seems I was not a 100% successful in this attempt. The fact that the current/original minimap is also displayed wasn't intentional. Although I suppose it did aid in explaining what the big picture contained. The various numbers to the right were just leftover debug stuff I forgot to remove. I had to figure out the positioning system from scratch.

Yes, I'm sure Kyoma is enjoying this immensely. And we're all having fun trying to guess...

I bet Kyoma is having a devilish good time with this "surprise". You can stop grinning at us now Ky! /wink
Yes, I'm having a very good time, thank you all! :D


...with the big image in the middle being kyoma's "working copy".

It appears that he's managed to get the game to render the local map (as it would when you open the map menu) on his behest :cake:

Looks like he found how the local map renders and put that in instead of the pictures that were made in the old version.
Bingo! Some might have read that I was trying to use the game's own code to make an exact copy of the local map rendering. After digging around a week or so I finally found the stuff I needed. At first all I managed was sort of disable the local map altogether (which was a good thing as it ment I was on the right track) but it didn't take long before I was able to create the very picture you've all see (and memorized I hope :P).

I should note that it'll still take a bit of time as I need to wrap up the next MenuQue version first.

To those that thought the "suprise" were mapmarkers then they weren't completely wrong (even though there's no trace of any mapmarker or doors on the big picture.... ;)) I do indeed plan to add them in next version. A happy coincidence you could call it. :)


So is Kyoma going to hand out prizes for guessing right?

Exclusive early access to whatever the mod is? :P
Hmmm, I hadn't thought about it yet. I'll need to think of something then. :P

-kyoma
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Killer McCracken
 
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Post » Fri Mar 18, 2011 2:35 am

Oh, nifty. If you've managed to overcome the need for generating textures on the fly, I'm definitely interested in snagging this when the new version is ready.
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Tamara Primo
 
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Post » Fri Mar 18, 2011 2:10 pm

Ahh so I was right, I was wondering what was making this huge folder called maps in my texture folder :D Indeed, I also look forward to this as I'm sure it will help performance by not needing to generate textures like that on the fly.
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Honey Suckle
 
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Post » Fri Mar 18, 2011 4:37 am

While looking into the possibility of increasing the 'exploration radius' for the local map I discovered it's already possible to change it. The size of the radius is controlled by the "fSeenDataRadiusUpdate" gamesetting and has a default value of 1024. Increasing it to 2048 greatly improves the exploration area. :)
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Daramis McGee
 
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Post » Fri Mar 18, 2011 10:55 am

While looking into the possibility of increasing the 'exploration radius' for the local map I discovered it's already possible to change it. The size of the radius is controlled by the "fSeenDataRadiusUpdate" gamesetting and has a default value of 1024. Increasing it to 2048 greatly improves the exploration area. :)

Oh excellent. That will make this minimap usable.
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Chloe Yarnall
 
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Post » Fri Mar 18, 2011 11:42 am

I'm curious about something: when is this update gonna be released?
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Daniel Brown
 
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