Dirty Little Secrets

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Boingo the Clown
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Dirty Little Secrets

Post by Boingo the Clown »

I have a question.

By default, whenever the player enters a sector marked as secret, the lines on the secret area turn light purple on the automap. The problem with this is the fact that linedefs marked as secret do not switch colours. As a result, they stick out like a sore thumb on the automap.

In essence, finding one secret can cause another one to be exposed.

Is it possible for me to set up my mod so that the secrets do not change colour when discovered?
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Remmirath
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Post by Remmirath »

Well...you can change the "Secret" line color in the Automap Options to match the normal linedefs color...i dunno another way to do this...sry :(
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Graf Zahl
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Post by Graf Zahl »

Yes, go to the options menu, display options -> automap options and there you will find a setting how secrets are to be handled. You can switch it off and you can set it so that secret sectors are always purple. You can alsp change the color if it bothers you.

And FYI, I don't know what version of GZDoom you are using but the behavior of this feature has been altered recently to fix some problems. If you are still using 1.1.2 you may want to track down a prebuilt version of a more recent SVN revision.
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Enjay
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Post by Enjay »

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