Hell-Forged - V. 1.00 Released! (See Page 1)

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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Ichor » Mon Aug 19, 2019 8:19 pm

That shouldn't give the error, unless the problem is in the previous item.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Blue Shadow » Mon Aug 19, 2019 8:35 pm

Check any A_Saw or A_CustomPunch calls, making sure that you're passing the correct values to the correct parameters.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Amuscaria » Mon Aug 19, 2019 8:52 pm

Blue Shadow wrote:Check any A_Saw or A_CustomPunch calls, making sure that you're passing the correct values to the correct parameters.


That was it. It was the kick alt-fire for the Templar Sword using A_CutsomPunch. Had a 0 at the ArmorBonus parameter. Thanks! :D
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby SamVision » Mon Aug 19, 2019 9:24 pm

While you're at it, you should probably remove the Templar Sword's attacksound because its useless and overrides the kick's.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Amuscaria » Mon Aug 19, 2019 9:50 pm

fixed.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby SamVision » Thu Aug 22, 2019 2:54 pm

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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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Amuscaria » Thu Aug 22, 2019 5:18 pm

The Female face offsets were fixed in the last patch. :)

HBA offsets fixed. Uses same puff as Infernal. Will need to make new sprites first in V1.1.

Oops, overlooked that renaming the male player sprites to PLAM instead of play would screw up the dead-player decorations resulting in Doomguys. :/
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Captain J » Thu Aug 22, 2019 11:24 pm

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.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby SamVision » Thu Aug 22, 2019 11:53 pm

This is intentional right?
Spoiler:

Are keys supposed to be here with the fullscreen HUD?
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Gez » Fri Aug 23, 2019 7:43 am

Amuscaria wrote:
Blue Shadow wrote:Check any A_Saw or A_CustomPunch calls, making sure that you're passing the correct values to the correct parameters.


That was it. It was the kick alt-fire for the Templar Sword using A_CutsomPunch. Had a 0 at the ArmorBonus parameter. Thanks! :D


So it's been fixed already, but as a protip:

I inserted a new DECORATE lump before the others, with just this content:
Code: Select allExpand view
#include "DECORAT1"
#include "DECORAT2"
#include "DECORAT3"
#include "DECORAT4"

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.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Amuscaria » Fri Aug 23, 2019 9:15 am

@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 5:40 pm, edited 1 time in total.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby SamVision » Fri Aug 23, 2019 1:29 pm

Im using "adapt to screen size" setting for scaling on a 1920x1080 screen, its what I always use.
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Amuscaria » Fri Aug 23, 2019 5:43 pm

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.

Copy and paste this into your SBARINFO:

Spoiler:
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Captain J » Sat Aug 24, 2019 3:14 am

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?
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Re: Hell-Forged - V. 1.00 Released! (See Page 1)

Postby Amuscaria » Sat Aug 24, 2019 3:31 am

Captain J wrote:
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.
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