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メイン SoundRadar_v0.10.1_gameV3.0.0-V3.2.0.zip v0.10.1
更新履歴(changelog)
_Nexus last served 0.9.1, so this covers 0.10.0 as well — that is where the named actions came from._ ### 0.10.1 — 2026-09-15 - **The Control Panel now shows whether the radar, the captions and the dots are ON or OFF**, instead of offering four identical buttons that answered "ran toggle". Three of Sound Radar's four actions are toggles and they say so, through the new `TehAonBridge.DeclareToggle`. The state is read live every time the panel draws, not captured when the action is declared — the same things are flipped by their hotkeys, so a cached value would have the panel confidently showing the opposite of the truth the moment you used `F6`. - `DumpRecentNames` stays a plain button; recording sound names is not a thing that is on or off. - Needs Control Panel 0.5.0 to see the states. On an older panel these still work exactly as they did in 0.10.0 — the extra field is ignored and they draw as buttons. ### 0.10.0 — 2026-09-12 - **Every one of Sound Radar's four actions can now be run from the Control Panel, or from the console, without a key binding.** `ms actions` lists them; `ms run SoundRadar toggle` flips the radar. The keys still work and nothing is unbound — but they are an accelerator now rather than the only way in. This matters because there are not enough keys to go round. On a loaded install the panel counted 42 bindings against a pool of 29 usable keys, a quarter of them colliding, and Sound Radar's own shipped `F6` turned out to have been sitting on the game's Entity Spawner since the mod existed. A feature you can reach from a menu does not compete for that pool at all. - **`ToggleRadar()` and `ToggleCaptions()` are now named methods**, so the key, the chat command and the panel button all call the same code. They were two lines inside the key handler; a panel that toggled in its own way would eventually disagree with the key about what is on. This is the rule `ToggleDots` already followed. - Adopts `shared/TehAonBridge.cs`. The panel finds it by re…
旧バージョン(6件)を表示
旧バージョン Sound Radar 0.2.0 - game V3.0.0-V3.1 v0.2.0
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)…
アーカイブ SoundRadar_v0.2.1_gameV3.0.0-V3.1.zip v0.2.1
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.
旧バージョン Sound Radar - game V3.0.0-V3.1 v0.4.0
更新履歴(changelog)
The page was still serving 0.2.1, so this carries everything since — most of it about making the overlay readable on a monitor better than 1080p.
**0.4.0 — 2026-08-01**
**The HUD was drawn in raw pixels, so it shrank on every monitor better than 1080p — and captions
were placed by bearing alone, so any two hostiles in the same direction printed their names on the
same pixels.** Two separate bugs behind one report ("still hard to read, and everything overlaps").
**Everything now scales with your resolution.** IMGUI does no DPI or resolution scaling of its own,
and every size in the config was a raw device-pixel count tuned at 1080p. So the whole overlay was
drawn at the same *pixel* size on every display — three-quarter apparent size at 1440p, half at 4K —
sitting next to a vanilla HUD that scaled properly.
| | 1080p | 1440p | 4K |
| --- | --- | --- | --- |
| caption, was | 13 px · 1.20% of screen height | 13 px · **0.90%** | 13 px · **0.60%** |
| caption, now | 16 px · 1.48% | 21 px · 1.48% | 32 px · 1.48% |
| ring radius, was | 150 px · 13.9% | 150 px · **10.4%** | 150 px · **6.9%** |
| ring radius, now | 150 px · 13.9% | 200 px · 13.9% | 300 px · 13.9% |
- **Caption size is a setting now** (`fontSize`, default 16). It was hard-coded to 13 with no way to
change it at all.
- **`hudScale`** multiplies everything again on top, for taste or for eyesight. It is also the honest
way to ask for *smaller* rather than fighting each number.
- It only ever scales **up**. A 1280x720 window is often a small window on a large monitor, and
shrinking an accessibility overlay to match a low pixel count punishes the setup least able to
afford it.
**Markers in the same direction now group into one with a count.** Seven zombies down the same
street were seven arrows fighting for the same pixels; they are now one marker reading
`Radiated Screamer x7`. The group is drawn at the bearing of its **worst** member, never the average
of the group — you turn toward this arrow, and an average p…アーカイブ Sound Radar - game V3.0.0-V3.1 v0.8.0
更新履歴(changelog)
[b]The dots on downed bodies can be turned off in play.[/b] Asked for directly — [i]"some people don't want to see those."[/i] Fair: a dot sitting on a shape you have already dealt with reads as a warning to some players, and "is that one still alive" is a question they would rather answer by hitting it again. The setting was already there — inViewDots="none" has worked since v0.6.0 — but the only way to reach it was to quit the game, find soundradar.local.xml, and know the attribute name and the word. That is not a setting anybody has, it is a setting somebody could have found. So: • [b]Alt+F6[/b] mutes the dot layer and brings it back. Two states, not a three-way cycle through ground → all → none: a player pressing a key because the screen is too busy must never land on [b]more[/b] dots than they started with on the way to quiet. Unmuting returns whatever you were on, not the default. dotsKey="" if you would rather not have the binding. • [b]/sr dots [none|ground|all][/b] does the same from chat, and with no word at all it is the same flip the key does. off / on / hide / show are accepted, because that is what people type at a toggle and refusing them to insist on none is pedantry aimed at somebody already annoyed. Both write the live setting rather than a flag of their own, so /sr status cannot disagree with the screen. Both are for the session: the change says so every time, and prints the line to paste into soundradar.local.xml to keep it. Alt+ because Ctrl+F6 and Shift+F6 are already spoken for in this family, and it joins the startup conflict check with the rest of them. Nothing about what the dots mean changed, and ground is still the default. [b]Fix: a noise in view and a body in view were the same mark.[/b] Straight off the playtest — [i]"I didn't realize when they attack blocks it shows a dot, that gets slightly confusing with the 'all' setting."[/i] Correct, and it was worse than a surprise: they were genuinely the same shape. A zombie hitting a block r…
アーカイブ Sound Radar V0.9.0 (Game V3.0.0 - V3.2.0) v0.9.0
更新履歴(changelog)
- **Claims game 3.2.0.** `GAME_VERSIONS` widens from `V3.0.0-V3.1` to `V3.0.0-V3.2.0`. Verified in game on a real V3.2.0 b10 client, not inferred: see `VERIFIED` for what was actually exercised. No behaviour changed — this release is the claim and nothing else.
旧バージョン Sound Radar V0.9.1 (Game V3.0.0 - V3.2.0) v0.9.1
更新履歴(changelog)
**The key-conflict check has never once been able to report a conflict.** It said "no conflicts with vanilla" on every install since it was added, including where a key genuinely collides — this mod's own keys (toggle, captions, log and dots) were never really tested. - **What was wrong.** The check asked the game which action owns a key via `BindingUsed`, which returns the bound `PlayerAction` or null. It is not a bool — but `PlayerAction` inherits an implicit bool conversion from InControl's `OneAxisInputControl`, so `if (set.BindingUsed(source))` compiled and quietly asked something else: *is that vanilla action being held down right now*. A key that was taken answered false unless you happened to be pressing it at that instant; a key that was free dereferenced null and threw. Both ways out meant "no conflict", and the summary line then said so out loud. - **It also could not tell you when it had failed.** The counter of successful probes was incremented before the call that throws, so exceptions counted as successes. Now a probe counts only once a lookup has actually returned, and if none did, the log says conflicts are UNCHECKED rather than claiming they are absent. - **And it ran too early to work.** The check sat in a run-once block, but the game's input platform is not up at mod init and not reliably up on the first frame in a world. It now retries each update until the bindings can really be read. - Nothing else changed: no key was rebound, and the mod behaves exactly as before. What changes is that a genuine collision is now reported, naming the vanilla action and the set it lives in, with `soundradar.local.xml` to fix it in.
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。画面の端にある矢印が、目に見えない敵を指し示しています。方向、正式名称、そして危険度が表示されます。戦闘シーンには何も描画されません。塗りつぶされた点は、まだ生きている敵を表しています。
原文(英語)を表示
Play with the sound off and still know what is happening. Arrows at the edge of your screen point at the hostiles you cannot see - direction, real name, and how dangerous it is. Nothing is drawn over the fight: a filled dot is a body still
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