BGforgeNet / FO2tweaks

Fallout 2 tweaks
https://forums.bgforge.net/viewforum.php?f=26
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Feature request: HP Over Head Respects LoS #55

Closed sanscriptum closed 4 years ago

sanscriptum commented 4 years ago

Add an option for "HP Over Head" to respect Player's line of sight as to not reveal enemies through fog of war or whatever. Also for performance related issues, maybe show hp only for those who get attacked and/or damaged like in Baldur's Gate Enhanced Edition?

burner1024 commented 4 years ago
  1. But there's no fog of war in Fallout.
  2. Do you actually have performance issues? Can you demonstrate that? Also, not sure how it is in BG:EE, can you share a screenshot?
sanscriptum commented 4 years ago
  1. I'm talking about resolution patch's feature. When the highlight respects los, but hp doesn't, it becomes really out of place.
  2. I'm noticing quite obvious hiccups whenever I try to use booze and such on an npc, or starting a fight in a densely populated place like Den. It seems like it runs through a loop and has to process every npc individually, and using an item makes the loop run again. The longest hiccup was about 5 seconds, and I'm not playing on a potato by any means. Here's a screenshot: image As you can see only hostiles have a health bar while other people don't. It also disappears after a while when no one receives any damage or when targets are too far from each other. image
burner1024 commented 4 years ago
  1. Fog and highlight (I assume you mean item highlight) are two different features from different mods. I'm not sure why do you mention them together. HP over head is already limited by a certain radius centering dude. It wouldn't be much of a problem to limit it further with LoS, although that's also limit it's usefullness. I think an extra option wouldn't be need, FO2tweaks can check fog setting directly and if it's enabled, skip critters out of LoS. How about that?
  2. Wait, are you saying that HP over Head setting specifically causes lag when using booze in a densely populated area? And when disabled, the lag goes away? If yes, please open a new issue about this.
  3. Unfortunately, in Fallout it's not easy to distinguish "enemies" from "neutrals" like in BG (where you just check EA). In general, impossible even. Some workarounds may provide a hacky solution, but I'd need a lot more convincing to even try. Regarding hiding HP when a critter hasn't been damaged for some time - doesn't seem very useful in the first place to me.
sanscriptum commented 4 years ago
  1. Just to give an example. Checking fog setting would be great.
  2. Made an issue.
  3. I figured as much. Then maybe show it only for those who are currently engaging, ie taking damage or playing attacking/evading animations?
burner1024 commented 4 years ago
  1. I don't understand what is it about. The hiccup thing, too?
sanscriptum commented 4 years ago

I just noticed that the less npcs it has to process, the better is performance. So if you show HP only for relevant npcs, shouldn't it work better with no performance hits?

burner1024 commented 4 years ago

Peformance issue is just a bug and has to be taken care of on its own.

That said, I think that all critters on the field are relevant. It doesn't really matter whether they took any damage recently or are near, what matters for choosing the next target is their current HP. But if you have a use case where displayed HP is actually irrelevant, feel free to open an issue and describe it.

Lexx2k commented 4 years ago

How about showing HP only if player moves the mouse cursor over a critter / hex with a critter? This way it doesn't have to constantly refresh and it probably looks better as well. Also less chance to interfere with combat floats.

burner1024 commented 4 years ago

How about showing HP only if player moves the mouse cursor over a critter / hex with a critter? This way it doesn't have to constantly refresh and it probably looks better as well. Also less chance to interfere with combat floats.

You can already hover over any critter to see how they are doing. The advantage of this component is not needing to hover. Anyway, let's discuss separate issues separately, please. The initial reported issue has been addressed.