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

PostPosted: Wed Apr 25, 2018 12:13 pm
by Tekish
These are a few basic HUD add-ons that I initially created for personal use, but I'm sharing them in case anyone else wants to supplement their gameplay with more on-screen information. They should work with any existing HUD, and I tried to make them as customizable as I could. Here's a video showing off their functionality:



AmmoInfo v1.20
(Requires GZDoom 3.2 or newer)

Shows a list containing the ammo pools for all of your weapons. I made this to use with gameplay mods that don't natively show this information in their HUD and for when I'm not using something like NC HUD. You can toggle text abbreviation, alignment, colorization, opacity, and position the list where you want. It works with Doom, Heretic, Hexen, Strife, and various mods.

Image
Spoiler: Changelog

CrosshairHP v1.15
(Requires GZDoom 3.6 or newer)

A small health bar and percentage will appear below the crosshair for whatever monster you're aiming at. You can toggle health percentages (with total health instead), show object (non-enemy) health, display monster names, and adjust its fade time. You can also change the opacity and the position (to the pixel) if you so desire. This was designed for use with a 1920x1080 resolution, and using it at other resolutions may cause display issues.

Image
Spoiler: Changelog

HitMarkers v1.07
(Requires GZDoom 3.6 or newer)

Call of Duty-style hit and kill markers will display as enemies take damage from the player. Additionally, there are a variety of hit sounds available from numerous popular shooters. All visuals can be toggled off, so it's also possible to set this up as an audio-only add-on. Other options include volume controls, fade out timing, opacity tweaks, and individual hit/kill sound effects.

Image
Spoiler: Changelog

LevelInfo v1.22
(Requires GZDoom 3.6 or newer)

Displays kills, items, secrets, time, power-up durations, hazards, and remaining oxygen. Many of these items can be abbreviated or toggled, so for example, if you're already using a HUD that displays much of this but doesn't show power-up timers, you can leave only those on to not waste space with redundant information. Text abbreviation, alignment, opacity, and positioning options are also available.

Image
Spoiler: Changelog

All-in-one
You can download all the latest versions of the add-ons in a single file here. Requires GZDoom 3.6 or newer.

Mod Compatibility
Spoiler: These fully work with both AmmoInfo and LevelInfo

Thanks to
Jimmy for his Jimmyfonts! pack, from which the MemenTwo font is used as a base.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Wed Apr 25, 2018 3:40 pm
by SoulCircle
These are both absolutely amazing! Keep up the great work!

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Wed Apr 25, 2018 4:06 pm
by ShockwaveS08
Any chance you can add AmmoInfo support for D4T: Death Foretold? DBThanatos and the others have been so busy with Quake Champions: Doom Edition that they haven't had time to properly add reserve ammo counters, despite my suggestions. The Ammo Types in question are as follows: Shells (Orange), Bullets (Yellow), Rockets (Red), Cells (Cyan), and Slugs (White). Chainsaw Fuel (Dark Orange/Brown) and BFG Cells (Green) are already shown on D4T's HUD, so you need not worry about those two...

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Wed Apr 25, 2018 5:04 pm
by Tekish
SoulCircle wrote:These are both absolutely amazing! Keep up the great work!

Thanks!

ShockwaveS08 wrote:Any chance you can add AmmoInfo support for D4T: Death Foretold?

Added.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Wed Apr 25, 2018 5:18 pm
by kadu522
I will definaly get the HP Readout. the one i use target non-enemys and can get kinda bad in some maps. :)

Edit:Yup its definaly better then the older one. but it is posible so scale the hp bar without haveing to change resolution? its fine right now but others way need it.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Thu Apr 26, 2018 3:56 pm
by Tekish
kadu522 wrote:it is posible so scale the hp bar without haveing to change resolution? its fine right now but others way need it.


It renders as small as it can given the resolution. If someone wants it bigger than that, I just added an option to increase the size a bit. I guess this could be useful for people who play Doom in 4K, if they actually exist.

I also made some other changes to all of the add-ons, which are noted in the changelogs in the first post.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Fri Apr 27, 2018 5:21 am
by Tormentor667
Good work, especially from a visual point of view. Clear design!

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Fri Apr 27, 2018 10:46 am
by Tekish
Tormentor667 wrote:Good work, especially from a visual point of view. Clear design!

Thanks. I appreciate the feedback.

I made some small changes to the mods (for minor aesthetic issues), and this will probably be the last of them unless something breaks, someone suggests something, or there are mod compatibility requests.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Fri Apr 27, 2018 11:45 am
by ShockwaveS08
I've been experiencing quite a performance hit whenever I load all three of these minimods together on Delta Touch, and I think I know as to why: The minimods, as they are, have to pull a bunch of images together from the font folder to render each of their respective modules, which means slower read times as they render each individual character/number from a set of PNG files.

May I suggest compiling a .FON2 lump, with the entirety of your font inside it, to reduce the workload of the rendering engine?

That way, all characters, symbols, and numbera can all be loaded from a single file, as opposed to a massive amount of small PNG images.

ADDENDUM: I found a temporary solution to this issue; by jury-rigging all three minimods into one PK3, and pointing all of them to the CrosshairInfo font, my framerate's back in tip-top shape. I'm uploading the combined package in this post, as a proof-of-concept...

Contents Include...
AmmoInfo v1.03
CrosshairHP v1.02
LevelInfo v1.02
...no more, no less.

Credit goes to Tekish himself for all three minimods.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Fri Apr 27, 2018 6:03 pm
by Tekish
I'm surprised that's causing a performance issue, as it doesn't change a thing in GZDoom. I converted all of the fonts to FON2 lumps, see if that helps.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Fri Apr 27, 2018 8:58 pm
by ShockwaveS08
Marginal performance gains, but not quite as much as what I had posted. Perhaps you could try combining all three minimods into a single package like I did, and make it a separate download for those who want an all-in-one experience...

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Sat Apr 28, 2018 9:29 am
by ShockwaveS08
Any chance of support for DoomZone v1.8.1 and Doom Incarnate in the next update?

In the case of DoomZone, Frag and Napalm Grenades are always shown, though the Special Ability Cooldown doesn't have a "timer" outside of a gauge. That, and there's quite a few player classes.

All Doom Incarnate needs is powerup timers for the Infrared Goggles (green), HEV Suit (green), Regeneration (red), Quad Damage (blue), and Battle Suit (orange).

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Sat Apr 28, 2018 12:48 pm
by Tekish
Regarding performance: HudMessage (which these add-ons use) is expensive. It's something I noticed early on, and if you use it to say, render the letter A over the entire screen and do nothing else, it will eat hundreds of frames on a modern gaming machine. The refresh rate, font used, opacity settings, fade timings, other code in general - none of these things have a substantial impact on its performance. The only things that do are the number of characters and to a much lesser extent, the size of them on screen (larger is more taxing).

It doesn't help that to get around HudMessage's inconsistent positioning options, I use invisible characters (which still hurts performance) to align and place various elements in AmmoInfo and LevelInfo. Because of this, I have updated AmmoInfo and LevelInfo with tweaks to use the bare minimum of invisible characters for proper alignment, which could potentially increase performance on older or weaker machines. This does come with a caveat: this only works if alignment is set to the right side of the screen. It takes far fewer hidden characters to align text on the right side than the left.

If you're still experiencing performance problems, remember that less is better. Use abbreviations, small custom position increments (or none at all), and align text to the right side of the screen. If none of these help, you're screwed until HudMessage is replaced with something better, I guess.

ShockwaveS08 wrote:Any chance of support for DoomZone v1.8.1 and Doom Incarnate in the next update?

I'm heading out for the day so I'll look into these tomorrow. Though, if I recall, DoomZone has 100 weapons or something, which makes the manual entry of ammo types time consuming enough that I probably won't bother with it unless I get a hankering for some real tedium.

Also, I added a package with all of the add-ons included, for those who are into that sort of thing.

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Sat May 05, 2018 11:58 am
by ShockwaveS08
Any chance of a standalone version of the font that is used in your addons, for those of us who want to use it for any projects, private or public?

Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

PostPosted: Sat May 05, 2018 4:12 pm
by Tekish
ShockwaveS08 wrote:Any chance of a standalone version of the font that is used in your addons, for those of us who want to use it for any projects, private or public?

I'm not sure I understand the request. The font is a slightly modified version of MemenTwo, which you can download in this thread. If you're referring to my variant of it, you can just take the font lump and move it into other projects?