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Two minor things: HFFTL00, HFFTL10, HFFTL20, HFFTL30, and HFFTL40 have ridiculous offsets that cause them to go outside of the HUD. HBA3A0, HBA3B0, and HBA3C0 would look a lot better ingame if they are given gl_monster offsets rather than projectile offsets.
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Oh! Come to think of it, can i expect the texts on HUD to be at least bright or red as Armor and Health Indicators? Because i'm still having a hard time reading them in small size. Beginners probably wouldn't read them clearly either.
And then I renamed the four DECORATE lumps DECORAT1, DECORAT2, etc. as you can guess.
The result was that the script warning message told me that the error was in DECORAT2 line 205, which is the kick alt-fire. With four identically-named DECORATE lumps it's ambiguous which one has the error, with unique names thanks to a #include system, no ambiguity.
And don't worry, SLADE can identify #included lumps and know that they're DECORATE (or GLDEFS, or whatever). I coded that in years ago.
@Captain J: Wait, is it not the default red color for you?
@SamVision: It should be like that. I'm assuming you're using a higher res screen than me (im using 1920x1080) without HUD scaling (4x for me). The keys should be right above the Armor value. Ill see if there is an anchoring option in SBARINFO.
@Gez: Will do. Thanks.
Last edited by Amuscaria on Fri Aug 23, 2019 4:40 pm, edited 1 time in total.
SamVision wrote:Im using "adapt to screen size" setting for scaling on a 1920x1080 screen, its what I always use.
Did some testing. So far I haven't found a solution that works. I've rewrote the keys section using DrawSwitachableImage, instead of the DrawKeyBar, using Center-bottom offsets and set the offsets, but the key icons still move when you either change the HUD scaling to something that's not 4, or turn on the "Preserve Aspect Ratio" option on. No idea how I could fix it.
Nevermind, all the sliders to SetToFullScreen or AdaptToFullscreen and it worked.
Amuscaria wrote:@Captain J: Wait, is it not the default red color for you?
Uhh... No? I'm using GZDoom Version 4.2.0 and Hell-Forged Version 100. But no, the HUD texts are not red at all. Is there anything else i can solve this?
Amuscaria wrote:@Captain J: Wait, is it not the default red color for you?
Uhh... No? I'm using GZDoom Version 4.2.0 and Hell-Forged Version 100. But no, the HUD texts are not red at all. Is there anything else i can solve this?
Are you using the alternative hud? It lets you customize the text color depending on the category. You cna turn that off in the alternative hud settings under HUD settings.