Custom HUD not animating in Widescreen
Posted: Mon Dec 04, 2017 3:34 pm
I'm attempting to add a custom HUD to a project I've been working on, and I've made two duplicates of the same HUD with different horizontal offsets: Normal for 4:3 screens, and Fullscreen for 16:9 screens, and the 4:3 HUD works perfectly fine, but for whatever reason, in the 16:9 HUD if the player has less than 100 health, the health bar completely disappears, until the player reachieves 100 health, disappearing again when hurt.
Before, I had the same graphics as 4:3 and different offsets in the SBARINFO, but now I'm using different copies of the same graphics, and the "W" copies are offset within the graphics themselves. Both methods produced the same results.
https://imgur.com/a/2rjTO Four screenshots are present here, of the two states of both HUDs
Code: Select all
statusbar fullscreen, forcescaled
{
// basic layout
DrawImage "Thermom", -45, 50;
DrawMugshot 5, -53, 167;
// health and armor bars
DrawBar "ThermFW", "ThermEW", Health, vertical, interpolate(8), 8, 51;
DrawNumber 3, DIGIFONT_SMALL, DoomNukemStatusBarGreen, Health, Alignment(left), fillzeros, -30, 154;
//DrawBar "ArmorFul", "ArmorEmp", Armor, horizontal, interpolate(8), 102, 44;
DrawNumber 3, DIGIFONT_SMALL, DoomNukemStatusBarGreen, Armor, Alignment(left), fillzeros, -30, 160;
}
statusbar normal, forcescaled
{
// basic layout
DrawImage "Thermom", 8, 50;
DrawMugshot 5, 0, 167;
// health and armor bars
DrawBar "ThermFu", "ThermEm", Health, vertical, interpolate(8), 8, 51;
DrawNumber 3, DIGIFONT_SMALL, DoomNukemStatusBarGreen, Health, Alignment(left), fillzeros, 23, 154;
//DrawBar "ArmorFul", "ArmorEmp", Armor, horizontal, interpolate(8), 102, 44;
DrawNumber 3, DIGIFONT_SMALL, DoomNukemStatusBarGreen, Armor, Alignment(left), fillzeros, 23, 160;
}
https://imgur.com/a/2rjTO Four screenshots are present here, of the two states of both HUDs