42 lines
3.5 KiB
Markdown
42 lines
3.5 KiB
Markdown
# AutoMark — darktide fork
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Quality-of-life extension of **Auto Mark** for Warhammer 40,000: Darktide.
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Auto-Marks enemies for you (ping, Arbites dog, Servo-Skull, Veteran Focus Target) so you can keep aiming instead of juggling ping keys.
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## Credits
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All core logic and design come from the original [Auto Mark v2.5.3 by Shui Yu](https://www.nexusmods.com/warhammer40kdarktide/mods/736) — go kudos the man.
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This fork — **Nacho Replay** — started as that exact mod and has since grown well beyond upstream. Upstream gets no blame for anything listed below; this fork gets no credit for anything not listed below.
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## What this fork adds (vs upstream v2.5.3)
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- **360° Marking (`omni_mark`)** — marks come from *all directions*, not just under the crosshair. Implemented by enumerating the game's smart-tag unit registry; enemies behind you are first-class targets.
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- **Ignore Line of Sight (`omni_mark_ignore_los`)** — sub-option to mark through cover too.
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- Upstream-style forward-raycast marking is untouched when the option is off.
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- **360° auto-hack** — with `omni_mark` on, the Servo-Skull auto-hack picks the nearest hackable unit anywhere, instead of only HUD markers near your crosshair.
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- **Server-side order reliability** — 360° ping/hack orders used to be silently dropped by the server's "is the player looking at it" re-check (~⅓ of them). The mod now shadows the server-side order handler during our own marking passes so 360° orders actually land.
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- **Skull ping reliability** — auto-ping no longer fires while the Servo-Skull is mid-animation or below the talent's minimum capacitance (the old behavior jammed a dead tag for its full 25 s lifetime and starved every other ping); marked units that die are released instantly instead of holding the slot.
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- **Debug overlay (Debug HUD)** — FpsDoctor-style dark on-screen panel, live and instant to toggle/move (X/Y sliders): current mark targets, cooldowns, skull state, server accept verdicts, and a **TARGETS table** — every enemy in range with distance and *exactly why it was or wasn't pinged* (`PING` / `MARKED` / `not_visible` / `lower_score` …).
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- **Diagnostics** — with `debug_mode` on, logs what the mod sees and *why* each candidate was rejected (`OMNI-DIAG` / `OMNI-HACK-DIAG` lines). A new **Debug Chat Messages** sub-toggle mutes the upstream chat spam; you also get a chat reminder whenever Debug Mode is active so you never ship a run with it on by accident.
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- **Max mark range raised to 250 m** (upstream capped at 100 m).
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- **Silent breed dumper** — refreshes `mods/AutoMark/breed_dump.txt` on every boot so the exception tables can be diffed after game updates.
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- **Menu fixes** — the "Capacitance Retention" thresholds were mislabeled percent with a −1000..1000 range; they're actually compared against remaining ability charges (relabeled, sane range, tooltip rewritten in human).
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## Changelog (fork)
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- `2.6.0-fork` — Debug overlay + TARGETS table, Debug Chat toggle, server-side order shadow, skull readiness/death-release reliability fixes, 250 m range ceiling, debug-on reminders.
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- `2.5.3-fork1` — initial fork: 360° marking + LOS option, 360° auto-hack, OMNI-DIAG logging, breed dumper, capacitance menu fixes.
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## Install
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```sh
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./install.sh # rsyncs AutoMark/ into the game's mods/ folder
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GAMEDIR=/some/path ./install.sh
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```
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Takes effect on next game start. Settings live under **Options → Mod Options → AutoMark** (requires DMF).
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## License
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Upstream licensing terms apply; original work remains Shui Yu's.
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