I think that's because the mod defines custom ammotypes that the base statusbar definition would not be aware of
Take a look at the ammo-tally-related DrawNumber functions
Search found 121 matches
- Fri Jan 31, 2025 5:11 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 670689
- Tue Dec 24, 2024 7:04 am
- Forum: Gameplay Mods
- Topic: [minimod][v0.7.3] Gearbox - weapon/inventory handling
- Replies: 249
- Views: 127850
Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling
and a fix has been proposed here
https://github.com/mmaulwurff/gearbox/pull/47
https://github.com/mmaulwurff/gearbox/pull/47
- Sat Dec 21, 2024 2:07 am
- Forum: Gameplay Mods
- Topic: [minimod][v0.7.3] Gearbox - weapon/inventory handling
- Replies: 249
- Views: 127850
Re: [minimod][v0.7.2] Gearbox - weapon/inventory handling
heads-up: this broke when gzdoom 4.14 landed
I opened an issue over at github:
https://github.com/mmaulwurff/gearbox/issues/48
and the issue is being discussed here:
viewtopic.php?t=79987
I opened an issue over at github:
https://github.com/mmaulwurff/gearbox/issues/48
and the issue is being discussed here:
viewtopic.php?t=79987
- Mon Apr 29, 2024 1:10 am
- Forum: Projects
- Topic: [Duke3D] Alien World Order (v1.55)
- Replies: 87
- Views: 39408
Re: [Duke3D] Alien World Order (v1.54)
OK I managed to understand why that was happening (spoiler: human error).
I was using the "-file" parameter to load "WorldOrder.grp" on top of "DUKE3D.GRP"
When loading it directly using the "-gamegrp" parameter, everything works as expected.
I was using the "-file" parameter to load "WorldOrder.grp" on top of "DUKE3D.GRP"
When loading it directly using the "-gamegrp" parameter, everything works as expected.
- Sun Apr 28, 2024 1:14 pm
- Forum: Projects
- Topic: [Duke3D] Alien World Order (v1.55)
- Replies: 87
- Views: 39408
Re: [Duke3D] Alien World Order (v1.54)
Hey Graf! If you're referring to the "Developer Commentary" setting under "Sound Options" then that's already set to off (cvar: wt_commentary) Nevertheless the "speaker" sprites are still visible, scattered around E5 maps I'm using the latest 1.10.2 release (win64) and that option seems to be ...
- Sun Apr 28, 2024 8:42 am
- Forum: Projects
- Topic: [Duke3D] Alien World Order (v1.55)
- Replies: 87
- Views: 39408
Re: [Duke3D] Alien World Order (v1.54)
so with the recent raze update I took the opportunity to dust off this "converter" and play again some E5 maps question: should the commentary icons still show up? In my previous playthrough they weren't there IIRC.. Am I experiencing some sort of Mandela Effect? I used the latest release (1.54) and ...
- Sat Apr 13, 2024 1:39 am
- Forum: Gameplay Mods
- Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
- Replies: 147
- Views: 44373
Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
you should report that, posting in the dedicated forum sectuon or filing a github issue
- Wed Mar 27, 2024 3:23 pm
- Forum: Gameplay Mods
- Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
- Replies: 147
- Views: 44373
Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
does the dev build require using a devbuild for gzdoom too?
when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:
when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:
Code: Select all
Script error, "UniversalFlexibleHUD-main.zip:menudef.txt" line 54:
Too many parameters for OptionMenuItemColorPicker
- Fri Feb 09, 2024 6:26 am
- Forum: Gameplay Mods
- Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
- Replies: 147
- Views: 44373
Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
minor bug (?) report: when the Tome Of Power in Heretic is active, the current weapon slot is not highlighted anymore this is using FlexiHUD 3.0 and GZDoom 4.11.3a on win64 no other pwads are loaded also a feature request: define a keybind to switch between minimap modes (inlcuding "jgphud ...
- Fri Dec 15, 2023 2:20 am
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 468832
Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!
awesome Mike, thank you!
link fixed for chrome users
- Thu Oct 26, 2023 3:46 pm
- Forum: Graphic/Audio Patches
- Topic: Simple HUD Add-ons [Updated September 3, 2025]
- Replies: 267
- Views: 270388
Re: Simple HUD Add-ons [Updated October 26, 2023]
actually, forget about #1 since I've realized that the "Always show" setting introduced for the weapon widget is available for the armor too
- Thu Oct 26, 2023 3:40 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.11.3
- Replies: 14
- Views: 23621
Re: GZDoom 4.11.3
I've noticed that the win64 build ships with older versions for libsndfile.dll and zmusic.dll than those present in the 4.11.1 release
is that intended?
is that intended?
- Thu Oct 26, 2023 3:35 pm
- Forum: Graphic/Audio Patches
- Topic: Simple HUD Add-ons [Updated September 3, 2025]
- Replies: 267
- Views: 270388
Re: Simple HUD Add-ons [Updated October 26, 2023]
well I'd like to propose one (actually two) more thing(s).. (no more after these, I promise) #1 in PlayerInfo it would be ideal imho if the 3 widgets would be presented in this order, from bottom to top: weapon, health, armor the current order (weapon, armor, ) would lead to the health widget being ...
- Thu Oct 26, 2023 9:55 am
- Forum: Graphic/Audio Patches
- Topic: Simple HUD Add-ons [Updated September 3, 2025]
- Replies: 267
- Views: 270388
Re: Simple HUD Add-ons [Updated October 26, 2023]
yeah, it was a dirty hack after all
thank you again!
thank you again!
- Thu Oct 26, 2023 4:42 am
- Forum: Graphic/Audio Patches
- Topic: Simple HUD Add-ons [Updated September 3, 2025]
- Replies: 267
- Views: 270388
Re: Simple HUD Add-ons [Updated October 24, 2023]
great, happy to contribute!
as a matter of fact, I just created another PR
this too is targeted at mitigating the "jumping widgets" effect
hopefully this would benefit the user's muscle memory, by increasing the consistency/predictability of widgets' positioning
as a matter of fact, I just created another PR
this too is targeted at mitigating the "jumping widgets" effect
hopefully this would benefit the user's muscle memory, by increasing the consistency/predictability of widgets' positioning