Sound Radar – See What You Cannot Hear – EXPERIMENTAL

Sound Radar – See What You Cannot Hear – EXPERIMENTAL

Play with the sound off and ...

MOD ID: 11781作者: tehaonカテゴリ: User Interfaceバージョン: 0.2.1更新日: 2026-08-01(今日更新)用途: 汎用人気スコア: 0
#UI#HUD#クライアント向け

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メイン SoundRadar_v0.2.1_gameV3.0.0-V3.1.zip v0.2.1
⬇️ 7
更新履歴(changelog)
- **Readable arrows.** Playtest: "hard to tell what direction an arrow is pointing sometimes". The
cause was structural, not cosmetic — the marker was the glyph `▲`, and an equilateral triangle has
**three-fold rotational symmetry**: turn it 120° and it is identical to where it started, so 45°
and 225° render as the same blob. Half the compass was ambiguous by construction.
Markers are now rasterised shapes instead of font glyphs, and the default (`arrow`) has a **tail**.
Asymmetry along the pointing axis is what makes a rotation readable — no rotation of an arrow
resembles any other. Verified at 18/26/44 px across eight bearings with `tools/shapecheck.py`,
which renders the same shape maths outside the game.
Dropping the font glyph also removes a quiet portability risk: `▲` came from whatever font IMGUI
resolved, and on a machine lacking it the marker would have drawn as a box or nothing at all.
- `arrowShape` config: `arrow` (default) · `chevron`, lighter on a crowded ring · `needle`, the most
precise bearing read · `triangle`, the old shape for anyone who preferred it.
- Markers now draw slightly taller than wide, since the length along the pointing axis is what the
eye actually reads the angle from.
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旧バージョン(1件)を表示
旧バージョン Sound Radar 0.2.0 - game V3.0.0-V3.1 v0.2.0
⬇️ 2
更新履歴(changelog)
**Redesign.** v0.1.0 was audio-event driven, and playtesting showed that cannot work. The numbers say
why: `EntityAlive` picks its next idle vocalisation from `RandomRange(soundAlertTicks / 2,
soundAlertTicks)` with `soundAlertTicks = 25 * 20 = 500` ticks — **one noise every 12–25 seconds**. A
2.5s marker driven off that is on screen roughly a seventh of the time a zombie is walking at you.
That is a rumour, not a threat display, and no amount of tuning fixes an event that fires three times
a minute.
- **Continuous threat layer.** Hostiles within range are now read from entity state every tick and
tracked continuously: direction, distance, what they are, and whether they have noticed you
(`GetAttackTargetLocal`, never `GetAttackTarget` — the latter is server-only and reads null forever
on a dedicated client, which would make every hostile look harmless).
- **Proximity emphasis.** Markers grow, brighten and pulse as things get close. A uniform ring made
the zombie at 3 m look identical to the one at 50, which is the opposite of the triage you need.
- **Damage direction.** Get hit and a slab on the ring marks which side it came from. This could not
come from the audio layer at all: your hurt sound plays on your own entity at your own position, so
there is no direction in it to read. It is taken from the damage event instead. Damage with no
attacker (falling, radiation) draws bars above and below rather than inventing a bearing.
- **Base watch.** Something chewing a wall gets its own marker. Singleplayer and hosting only, and
the startup log says which case you are in rather than silently doing nothing on a dedi.
- **Vertical cut** on the threat layer, so a horde two floors down does not fill the screen with
arrows for things that cannot reach you.
- Sound events became an **annotation** on the threat layer: a hostile that just made a noise gets a
`!`, instead of a second arrow stacked on the same bearing. Sounds with no entity behind them
(explosions, gunfire, traps)…
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MOD 解説

音声をオフにしてプレイしても、何が起きているかは把握できます。照準の周囲に表示されるリングが、近くにいる敵をすべて追跡します――方向、距離、敵の種類、敵に気づかれているかどうかなど。近い敵ほどリングが大きく表示されます。攻撃を受けると、どの側から攻撃されたかを示すマークが表示されます。

原文(英語)を表示

Play with the sound off and still know what is happening. A ring round your crosshair tracks every hostile near you - direction, distance, what it is, whether it has noticed you - close ones drawn larger. Get hit and a slab marks which side

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