Simple HUD Add-ons [Updated December 4, 2019]

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Re: Simple HUD Add-ons [Updated August 27, 2019]

Postby Hexereticdoom » Thu Aug 29, 2019 1:47 pm

Really love the HitMarkers addon, it rocks! :)

Very good job overall Tekish, I congratulate you! :thumb:
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Re: Simple HUD Add-ons [Updated August 27, 2019]

Postby Tekish » Thu Aug 29, 2019 2:16 pm

Glad you like it, thanks!
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Re: Simple HUD Add-ons [Updated September 3, 2019]

Postby Tekish » Tue Sep 03, 2019 10:18 pm

I just posted an update to HitMarkers that provides the option to have certain hit sounds change based on the damage done to enemies. This currently only works with the default and Quake hit sounds. Essentially, it mimics the behavior from the past few Quake titles where the more damage you do, the deeper the hit sound gets. You can also modify the thresholds in which these sounds trigger, which can be useful when used with mods that have high damaging weapons.
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Re: Simple HUD Add-ons [Updated September 4, 2019]

Postby dmslr » Wed Sep 04, 2019 8:13 pm

Is it possible to make HP bars work with autoaim? I play without mouselook and HP bar doesn't appear if I and moster are in different height levels.
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HP BAR.jpg
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Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby Tekish » Thu Sep 05, 2019 9:58 am

The latest version of CrosshairHP will now properly display enemies targeted by autoaim.
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Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby dmslr » Thu Sep 05, 2019 11:00 am

That was quick. Thank you, Tekish!
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Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby StroggVorbis » Thu Oct 24, 2019 11:11 am

@Tekish

I created subactors of every Doom powerup so to add the +INVENTORY.ADDITIVETIME flag, but their timers aren't shown on LevelInfo. Would it be possible to add an option to also display timers from subactors or -classes?

Maybe with help of the Tag parameter?
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Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby Tekish » Thu Oct 24, 2019 2:39 pm

Since timers are detected by the names of classes, every new subclass would need to be added to LevelInfo in the same way that mods are. Wouldn't a better solution be to replace the core power-ups with versions that include ADDITIVETIME? This way the names remain the same, you get the added behavior you're looking for, and everything that interacts with them will continue to do so.
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Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby StroggVorbis » Thu Oct 24, 2019 3:55 pm

If there's a way to do this without editing gzdoom.pk3, please let me know. AFAIK there's no way, at least not without ZScript, to have two or more actors with identical names.

I did this:
Code: Select allExpand view
Actor PowerIronFeetAdditive : PowerIronFeet
{
+INVENTORY.ADDITIVETIME
}

Actor RadsuitNew : Radsuit replaces Radsuit
{
Powerup.Type "IronFeetAdditive"
}


And after picking up the new radsuit its duration doesn't show. At first I tried only replacing the powerups themselves, not the givers, but it didn't work.
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Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby Tekish » Fri Oct 25, 2019 1:10 am

I don't have the context of the rest of your code, but in a vacuum this should work. It inherits the actor, makes the additive change, and then replaces the original with said change.

Code: Select allExpand view
Actor RadSuitAdditive : Radsuit Replaces Radsuit
{
   +INVENTORY.ADDITIVETIME
}
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Joined: 28 Jun 2016

Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby StroggVorbis » Fri Oct 25, 2019 3:10 am

Didn't think that would work, but it does! Thanks very much :D
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Re: Simple HUD Add-ons [Updated September 5, 2019]

Postby orbittwz » Mon Nov 04, 2019 4:10 am

Great addon, simple and informative!
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Re: Simple HUD Add-ons [Updated November 10, 2019]

Postby Tekish » Sun Nov 10, 2019 3:07 pm

Thanks, glad you like it.

I've made a small update to HitMarkers that allows the option to limit rapid hit sounds. With it enabled, it will output hit sounds once every 4 tics (instead of every tic).

I originally dismissed this idea as unnecessary, but I've been playing more mods lately that spam a lot of damage in small increments, making the hit sounds go crazy. I wouldn't suggest using this all the time though, as it will definitely impact hit sound registration with weapons that have high fire rates.
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Re: Simple HUD Add-ons [Updated November 10, 2019]

Postby goldenmob72 » Mon Nov 11, 2019 2:39 pm

Can you add Rise of The Triad's [2013] Hit Indicator (s) pls ?
Here's a few examples of what I mean https://imgur.com/a/L9ZMe8g , this would be very cool to have :)
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Re: Simple HUD Add-ons [Updated November 10, 2019]

Postby Tekish » Mon Nov 11, 2019 3:07 pm

This would be an entirely new add-on, and not something I'm interested in doing at the moment. I do recall seeing a damage direction mod on these forums, so something similar to this may already exist. I just don't remember the name of the project.
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