[HUD] Statusbar Reloaded

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

What features of 1.1 version do you like the most? (select 3)

Pickup-weapons available indicator (small, gold numbers)
9
20%
Ability to use ZDoom-specific fullscreen HUDs
4
9%
Improved ammo reserve counters (B:, S:, etc)
5
11%
Protection counter (seen over health)
3
7%
Backpack/Berserk indicators
3
7%
Non-fixed powerup time counters
3
7%
Total ammo2 counter (or moving weapon icon)
3
7%
Gametype-specific counters (Frag counter/Level stats counters)
4
9%
Score counter
3
7%
Brutal Doom-related enhancements
7
16%
 
Total votes : 44

Re: [HUD] Q3-style HUD

Postby Zaero » Sat Jul 14, 2012 5:28 am

Blue Shadow wrote:It turned out that the MapRevealer actor, which is the base actor class for the computer area map, doesn't stay in player's inventory after pickup to begin with, thus you can't check for its presence. It instead, and I quote from the source code: "sets a flag on the level".
Spoiler: Code snippet


Yup, I was afraid that was the case. Since there is no command to run the block if some var == value, it seems impossible to have a "Map indicator" shown. :?
Zaero
 
Joined: 31 Jan 2011

Re: [HUD] Q3-style HUD

Postby printz » Sat Jul 14, 2012 5:58 am

southpark2010 wrote:Working now, thanks. Zaero, is there a plan for a ST compatible version?

Zandronum.
User avatar
printz
Nothing can be shared from the desktop.
 
Joined: 26 Oct 2006
Location: Bucharest, Romania

Re: [HUD] Q3-style HUD

Postby Edward-san » Sat Jul 14, 2012 11:49 am

printz wrote:Zandronum.

not in the 1.0 release, sorry :P
Edward-san
Mathematics is the language with which God has written the universe. (Galilei)
 
Joined: 17 Oct 2009

Re: [HUD] Q3-style HUD

Postby Xaser » Sat Jul 14, 2012 12:31 pm

I worked around the map issue in Psychic by replacing the automap with a CustomInventory item that gives both a MapRevealer and a checkable "token" item. I took the 'lazy' route there and used ACS to remove the token on map start (to simulate the map) but you can forego this by making the token a dummy PowerupGiver (say, a PowerDamage with a DamageFactor of 1.0) with a really long duration. With the proper flags, it'll be removed after completing the map/hub/whatever, leaving you all set. ;)
User avatar
Xaser
secretly a supercomputer being a government
 
Joined: 20 Jul 2003
Location: .plɹoʍɹǝʌǝu.

Re: [HUD] Q3-style HUD

Postby Gez » Sat Jul 14, 2012 12:52 pm

Xaser wrote:With the proper flags, it'll be removed after completing the map/hub/whatever, leaving you all set. ;)

Yeah actually it's not going to work with hubs.

Suppose you give yourself an automap item on Guardian of Fire in Hexen. Travel back to Seven Portals, no full automap. Return to Guardian of Fire, full automap.

Powerups aren't going to have such a behavior. Either they'll be active in all levels on the hub, or they'll cease working when you go away and won't come back upon returning.
Gez
 
Joined: 06 Jul 2007

Re: [HUD] Q3-style HUD

Postby Blue Shadow » Sat Jul 14, 2012 1:19 pm

Could GetLevelInfo be "expanded" in order to be able to retrieve whether the ALLMAP flag is set or not? Or is that out of the function's scope?
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: [HUD] Q3-style HUD

Postby Zaero » Sat Jul 14, 2012 2:05 pm

Xaser wrote:I worked around the map issue in Psychic by replacing the automap with a CustomInventory item that gives both a MapRevealer and a checkable "token" item. I took the 'lazy' route there and used ACS to remove the token on map start (to simulate the map) but you can forego this by making the token a dummy PowerupGiver (say, a PowerDamage with a DamageFactor of 1.0) with a really long duration. With the proper flags, it'll be removed after completing the map/hub/whatever, leaving you all set. ;)


Sounds interesting, but I'm not familiar with ACS/Decorate yet. A code sample would be helpful.
The same method probably can be used for "air" indicator (so the token is given when player is entirely underwater and taken away when he's not).
Zaero
 
Joined: 31 Jan 2011

Re: [HUD] Q3-style HUD

Postby Lava Grunt » Sat Jul 14, 2012 5:02 pm

Looks very, very interesting; however, is it only for Brutal Doom?

And I also love the time counters for powerups. That's really cool.
User avatar
Lava Grunt
*insert avatar related pun here*
 
Joined: 05 Sep 2011
Location: Roseville, MI

Re: [HUD] Q3-style HUD

Postby Zaero » Sat Jul 14, 2012 5:24 pm

Lava Grunt wrote:Looks very, very interesting; however, is it only for Brutal Doom?

And I also love the time counters for powerups. That's really cool.


Nope. It's "Brutal Doom Compatible", but will work with vanilla, as well as some other mods. Just the functionality of the HUD is extended in case of Brutal Doom, for ex:
-BD's reloading functions are supported (Ammo2 mentioned in ReadMe)
and in current (unreleased version)
-Weapon indicators shows the BD-specific guns as well (as numbers 8 to 0)
-Backpack indicator supports the BD-altered version

ps. time counters will be improved a little in the new version (their position will not be fixed, they'll move to the top corner if no "more important" powerup is active) :wink:

Edit: I'm thinking about including Mr.Rocket's mugshots in the next release, but I found no e-mail to ask him for permission. Tried New Doom forums, unfortunately PM functionality seems to be paid feature and on the Megasphere site there is no contact data. Maybe some of you can get me in touch with him?
Attachments
Screenshot_Doom_20120715_000246.jpg
Level stats + Frag counter seen together (impossible in the actual gameplay)
Screenshot_Doom_20120715_002019.jpg
Weapon indicators - small, gold numbers (unmodded Doom)
Zaero
 
Joined: 31 Jan 2011

Re: [HUD] Q3-style HUD

Postby niculinux » Mon Jul 16, 2012 3:10 pm

very neat HUD, congrats.

+1
niculinux
 
Joined: 08 Jul 2012
Location: Italy

Re: [HUD] Q3-style HUD

Postby Marine » Mon Jul 16, 2012 5:01 pm

Zaero wrote:Edit: I'm thinking about including Mr.Rocket's mugshots in the next release, but I found no e-mail to ask him for permission. Tried New Doom forums, unfortunately PM functionality seems to be paid feature and on the Megasphere site there is no contact data. Maybe some of you can get me in touch with him?

Probably his e-mail is: mrrocket2001@hotmail.com
User avatar
Marine
Beginner in Doom modding
 
Joined: 23 Oct 2010
Location: Poland, Zawiercie

Re: [HUD] Q3-style HUD

Postby Zaero » Tue Jul 17, 2012 9:41 am

niculinux wrote:very neat HUD, congrats.

+1


Thanks. The next release will have a lots of new info displayed but still the HUD will be almost the same size.
Zaero
 
Joined: 31 Jan 2011

Re: [HUD] Q3-style HUD

Postby niculinux » Tue Jul 17, 2012 1:17 pm

Zaero wrote:
niculinux wrote:very neat HUD, congrats.

+1


Thanks. The next release will have a lots of new info displayed but still the HUD will be almost the same size.


don't mention it! :wub:

lpease, it is possible to have it to be fully compatible with freedoom?
Sorry, forgot to ask before :x :x :x
niculinux
 
Joined: 08 Jul 2012
Location: Italy

Re: [HUD] Q3-style HUD

Postby Zaero » Tue Jul 17, 2012 2:03 pm

niculinux wrote:lpease, it is possible to have it to be fully compatible with freedoom?
Sorry, forgot to ask before :x :x :x


I don't see a reason why it wouldn't.. I mean as long as IWAD is used with ZDoom's exe.
Zaero
 
Joined: 31 Jan 2011

Re: [HUD] Q3-style HUD

Postby wildweasel » Tue Jul 17, 2012 2:14 pm

The only functional difference between Doom 2 and Freedoom, as far as a custom HUD goes, is that the fonts will be different. Since Freedoom's fonts are smaller than Doom 2's, there should not be any alignment or overlap issues at all.
User avatar
wildweasel
...huh.
 
Joined: 15 Jul 2003
Location: Non-euclidean space

PreviousNext

Return to Projects

Who is online

Users browsing this forum: DoomNukem, PermaNoob, Scuba Steve and 10 guests