[MOD 0.16] Map Ping 1.0.4

Topics and discussion about specific mods
Post Reply
Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

[MOD 0.16] Map Ping 1.0.4

Post by Supercheese » Fri Oct 21, 2016 2:02 am

Map Ping
Ping.gif
Ping.gif (966.29 KiB) Viewed 2982 times
Screenshots
Info / Long Description: This mod adds a Map Ping Tool that is free to craft and available immediately at the beginning of a game, and also available via hotkey.
This tool allows you to highlight a location on the map that will be visible to other players. Clicking with the tool will "ping" the selected location to players of your force.
A distinctive sound will play and a swirling graphic will be visible on the field and a custom marker, complete with blinking pointer, will be visible on the minimap.
A custom alert will also be shown next to your toolbelt, similar to the alerts for destroyed structures.

You can also Shift+Click with the ping tool to enter Selection Display Mode. This will draw an arrow pointing towards any entity you hover your cursor over, and this arrow will be visible to all players on your team.
You exit Selection Display Mode simply by changing your held item (e.g. pressing Q by default). Only one player can be in Selection Display Mode at a time.

In order to prevent abuse in an MP environment, whenever an admin selects the Map Ping Tool, an admin GUI will open that allows them to toggle permissions for all players in the game.
If players are abusing the ping tool, they can be easily banned from using it. The default permission for new players that join follows the state of the "Toggle All" checkbox; if the box is unchecked, new players will be banned by default.

Suggestions & Feedback:

Naturally, this is a multiplayer-oriented mod, and while functional in singleplayer, is of essentially no benefit there.

If you know of any other cool "ping" sounds or graphics out there with an open license, I welcome suggestions. Currently, the mod randomly chooses between three ping sounds each time the ping tool is used, and there is only one spinning ping-graphic used (as seen at the top of the thread).
Version history
Attachments
Map Ping_1.0.4.zip
(9.89 MiB) Downloaded 34 times
Map Ping_1.0.3.zip
(9.89 MiB) Downloaded 24 times
Map Ping_1.0.1.zip
(9.89 MiB) Downloaded 23 times
Map Ping_1.0.0.zip
(9.89 MiB) Downloaded 29 times
Map Ping_0.2.0.zip
(9.89 MiB) Downloaded 44 times
Last edited by Supercheese on Mon Mar 12, 2018 7:35 pm, edited 8 times in total.

User avatar
aubergine18
Smart Inserter
Smart Inserter
Posts: 1264
Joined: Fri Jul 22, 2016 8:51 pm
Contact:

Re: [MOD 0.14] Map Ping 0.1.0

Post by aubergine18 » Fri Oct 21, 2016 3:07 am

fantastic mod!! this is full of awesome win!

EDIT: 9.9 meg? Those 2048x2048 sprite sheets really need to be that huge?

EDIT 2: Btw, you can ditch the null graphic and use 1x1 pixel __core__/graphics/empty.png ;)
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.14] Map Ping 0.1.0

Post by Supercheese » Fri Oct 21, 2016 7:20 pm

aubergine18 wrote:EDIT: 9.9 meg? Those 2048x2048 sprite sheets really need to be that huge?

EDIT 2: Btw, you can ditch the null graphic and use 1x1 pixel __core__/graphics/empty.png ;)
Yeah, I know, it's part of the the WIP-ness of this mod. :P

User avatar
aubergine18
Smart Inserter
Smart Inserter
Posts: 1264
Joined: Fri Jul 22, 2016 8:51 pm
Contact:

Re: [MOD 0.14] Map Ping 0.1.0

Post by aubergine18 » Fri Oct 21, 2016 10:51 pm

It's still awesome, I'm even enjoying messing around with it in SP.

The admin settings panel - maybe a custom-input to trigger that rather than auto appearing when admin uses the tool?

I'm still trying to work out how you got the force-only display working, where only members of same force can see it. I assume it's one of the prototype properties, but didn't see any that looked like they would have that effect...?

You could potentially halve the sprite sheets by providing only 180º of animation (as the other 180º would look the same). With further tweakage maybe even get it down to just needing 45º of animation that can loop?
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.14] Map Ping 0.1.0

Post by Supercheese » Sat Oct 22, 2016 12:23 am

aubergine18 wrote:You could potentially halve the sprite sheets by providing only 180º of animation (as the other 180º would look the same). With further tweakage maybe even get it down to just needing 45º of animation that can loop?
You'd think that'd be the case, but that graphic as I grabbed from this page isn't quite symmetrical!

I will investigate reducing the frame count though, as 128 anim-steps might be indistinguishable from 64 anim-steps.

User avatar
aubergine18
Smart Inserter
Smart Inserter
Posts: 1264
Joined: Fri Jul 22, 2016 8:51 pm
Contact:

Re: [MOD 0.14] Map Ping 0.1.0

Post by aubergine18 » Sat Oct 22, 2016 4:23 am

Could potentially use something like this, sort of mirror the lit segments in all quadrants so the animation only covers 90º of the frames:
gif
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

User avatar
aubergine18
Smart Inserter
Smart Inserter
Posts: 1264
Joined: Fri Jul 22, 2016 8:51 pm
Contact:

Re: [MOD 0.14] Map Ping 0.1.0

Post by aubergine18 » Fri Oct 28, 2016 4:06 am

Could you add a remote interface to the mod? It would be extremely useful if other mods could request pings, etc. For example, I might need to highlight an entity or mark a place on map, etc.

Would be cool if other mods could somehow provide their own sounds.
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

nuhll
Filter Inserter
Filter Inserter
Posts: 820
Joined: Mon Apr 04, 2016 9:48 pm
Contact:

Re: [MOD 0.14] Map Ping 0.1.0

Post by nuhll » Fri Oct 28, 2016 7:51 am

Good idea, but as item is shit, so low inventory... make it like left click on map..^^

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.15] Map Ping 0.2.0

Post by Supercheese » Tue Jun 27, 2017 1:19 am

Updated for Factorio 0.15!

Mainly just compatibility fixes and moving config.lua settings over to the in-game mod options.

Of note, however: With 0.15's new zoom-to-map feature, you can remotely ping any location on the map without your Factoriodude having to be physically present!

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.16] Map Ping 1.0.0

Post by Supercheese » Wed Jan 17, 2018 12:25 am

Updated for Factorio 0.16. I believe things are stable enough now to tag this as 1.0.0.

One new minor feature, a custom alert akin to the ones for destroyed structures, ion cannon firing, etc.

EDIT:

1.0.1 also released, with some performance improvements.

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.16] Map Ping 1.0.2

Post by Supercheese » Wed Feb 07, 2018 10:08 pm

Version 1.0.2 released, adding a hotkey to directly access the ping tool (Shift+P by default). Also comes with a setting to effectively enable "hotkey-only" mode, so you no longer need to have a ping tool lying around in your inventory/quickbar.

EDIT: 1.0.3 released, just a bugfix and some optimization.

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.16] Map Ping 1.0.4

Post by Supercheese » Mon Mar 12, 2018 7:40 pm

Version 1.0.4 released, with some contributions from meslem12 from GitHub!

Also a bugfix related to the new Factorio v0.16.29; check the Changelog for full details.

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.16] Map Ping 1.0.4

Post by Supercheese » Wed Feb 27, 2019 12:48 am

Since Factorio 0.17 now includes native Map Ping functionality, this mod is now redundant! :)

Post Reply

Return to “Mods”

Who is online

Users browsing this forum: No registered users