Re: Simple HUD Add-ons [Updated February 14, 2020]
Posted: Fri Feb 21, 2020 2:06 pm
I-I understand, it' fine
I've added this to the latest version of AmmoInfo. During the process I found a bug that incorrectly spaced percentages in LevelInfo, so that was also fixed. Glad you like the mods.saibog wrote:hi and hope all is well on your side of the world. really love your mods here. if possible, could you copy-paste a feature from one of your mod to another mod of yours here? i adore the display percentage feature in mod [levelinfo v1.24], and would relish if the same feature be made available too in mod [ammoInfo v1.24]. thank you in advance and for the awesome work.
This definitely does happen, and I spent a while trying to figure out why to no avail. The engine does some weird things when you die in that manner, and it essentially breaks all of the add-ons in different ways. Since I couldn't pinpoint the exact cause(s), I just changed the way everything loads and unloads after death or respawning. This seems to fix it, but introduces a small delay in rendering when a map loads. It's a sufficient trade-off, I guess.StroggVorbis wrote:I think I found a bug with CrosshairHP. When you have a playerclass like Corvus in Heretic or the Fighter in Hexen which heads detach upon an XDeath and have sv_singleplayerrespawn set to true, upon respawning CrosshairHP will no longer work.
All of the AmmoInfo definitions are handled manually, and last I checked, that was a valid ammo type in the mod. In the event an ammo type doesn't exist, it would simply not appear in the list. It's also hard to determine what the "official" version of that mod is, since it's locked behind a Discord server.saibog wrote:* displays ammo where the weapon is not found in the game such as weapon [buzzsaw]. note: i'm using mod [project brutality 3.0] which is still beta, perhaps that causes the problem(?).
Going to have to say no to all of this, for now. The idea for green and red was always to represent 100% and 0% capacity respectively, and I don't really want to change that behavior. The only thing I'm open to tweaking is the percentage in which the ammo colors turn yellow. It's currently set at 25%, which seems fine most of the time, but I would be open changing that to 33% or something if that seems like a better choice.saibog wrote:* 0%-100% sliders to customize the % level of ammo to be coloured green, yellow or red. for example, a player may like their ammo to be displayed as green when at 100-67%, yellow when at 66-34%, red when at 33-0%.
* options to hide/unhide individual ammo type to be displayed. a player may want to focus using only certain ammo types (due to using favourite weapons), thus preferring the ammo list to be short to quickly read it at a glance.
* option to only display an ammo type only when a weapon using the ammo type is picked up by the player.
This is the intended behavior. Berserk packs last until the end of the map, and this is why it counts up until the level ends.saibog wrote:* time for powerup [berserk] counts up, not down.
I'm not looking to split up kills, items, and secrets as they are core to LevelInfo's purpose. The map time is already toggleable and the actual time of day is currently impossible for mods to retrieve in GZDoom. I've added an option to display the total time played in the latest version of LevelInfo (1.26).saibog wrote:* option to enable/disable display for each individual data: kills, items, secrets, time in map, total time played, actual time of day, etc.
This is a Project Brutality issue. That actor (like various other inanimate objects in mods derived from Brutal Doom) is assigned flags that identify it as a monster. This would need to be addressed by the developer(s) of the mod.saibog wrote:* object [decorativeskulls] is displayed eventhough in mod [crosshairhp] setting [show destructible object hp] was set to [no]
It's going to be a no for this one as well. It's possible I may implement something like this in the future if I get around to redesigning the way CrosshairHP displays on screen.saibog wrote:* 0%-100% sliders to customize the % level of monsters' health to be coloured green, yellow or red.
This is something I've tested on my own and I don't like the way the engine handles color changes on the hit/kill markers. As a result, I'd need to manually include images for every color variant and that's simply not practical.saibog wrote:* options to customise the colors of the hit markers and kill markers.