[4.1.0+] WW-Cola3 automap HUD has broken
Posted: Sat May 04, 2019 2:49 pm
Before (dev build g3.8pre-744-g4b40e266f, 4.0.0):
After (release build 4.1.0 and 4.1.1):
Something's changed with how ZScript HUD scaling works, which has broken what I was doing with the automap HUD in WW-Cola3. I had designed the HUD to anchor the fruit bonuses in the top left (beneath the map stats), the keys in the top right (under the timer), and the weapons arranged in a centered line along the bottom. However, now they are being interpreted in...I have no idea what sort of way, I can't make any sense of it. The relevant code is found in ww-cola3.pk3/zscript/colahud.txt, and as indicated in the figures above, worked until a recent release build. I am unsure if this is a GZDoom bug or if I'm just Doing It Wrong(tm), so feel free to advise and/or berate me accordingly.
Same results with a brand new INI file, and adjusting the scaling settings only succeeds in pushing the HUD elements off of the screen.
[edit] Moved this from Scripting to Bugs, as I'm all but certain GZDoom itself has changed in a way that breaks this.
After (release build 4.1.0 and 4.1.1):
Something's changed with how ZScript HUD scaling works, which has broken what I was doing with the automap HUD in WW-Cola3. I had designed the HUD to anchor the fruit bonuses in the top left (beneath the map stats), the keys in the top right (under the timer), and the weapons arranged in a centered line along the bottom. However, now they are being interpreted in...I have no idea what sort of way, I can't make any sense of it. The relevant code is found in ww-cola3.pk3/zscript/colahud.txt, and as indicated in the figures above, worked until a recent release build. I am unsure if this is a GZDoom bug or if I'm just Doing It Wrong(tm), so feel free to advise and/or berate me accordingly.
Same results with a brand new INI file, and adjusting the scaling settings only succeeds in pushing the HUD elements off of the screen.
[edit] Moved this from Scripting to Bugs, as I'm all but certain GZDoom itself has changed in a way that breaks this.