Page 19 of 22

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Wed Oct 28, 2020 4:20 pm
by NightFright
Can't help you there, sorry. He probably withdrew from the community. In general you should address such topics in PMs instead of needlessly bumping threads with unrelated requests.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Wed Oct 28, 2020 4:45 pm
by Blue Shadow
NightFright wrote:In general you should address such topics in PMs instead of needlessly bumping threads with unrelated requests.

They currently can't...
Modo wrote:As a new user I'm not authorized to look profiles nor contact them.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Thu Oct 29, 2020 1:44 am
by NightFright
Fair enough, then. Wasn't aware of that.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Sun Nov 15, 2020 7:37 am
by NightFright
Since I receiced YET AGAIN a PM about switching ammo and armor counters, here is a short reminder about why it's not going to happen:

Admittedly, I had experimented with this option many months ago. I was willing to implement it at first and it would not have been impossible to do, but I realized there are too many pwads out there which don't divide the stbar sections in the same places as in the original layout. This would require considerable effort since you would also have to create custom graphics for each deviation. This is NOT the point of this mod. We are intending to work with the graphics from the pwads directly, and it can only work if the layout stays the same.

To some of you it appears to be unbearable to not have the health and armor counters grouped together. I say onto you: I oppose the idea STRONGLY, also since it would destroy the beautiful symmetry of the Doom statusbar which we managed to retain with great effort. Therefore I repeat my message yet again, hoping that it's eventually sinking in: As long as I am in charge of this project, there shall never be any option to switch the Doom counters around, not in any configuration other than the original one. Please, for the sake of sanity, stop asking for it in ANY form, be it in this forum, on Github, via PM, email or whatever other forms of communication there are. It is not going to happen. Ever. I gave you enough reasons why we won't do it. Please accept reality. This is the final word on the matter.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Tue Dec 29, 2020 9:01 pm
by A_D_M_E_R_A_L
A sugestion:
Add an option to display the air counter for underwater parts in some ZDoom mapsets.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Wed Dec 30, 2020 12:46 pm
by TheFerries
Gotta say This mod is a must have to me, thanks to the split bar mostly.

I have found one odd incompatibility with the Zdoom Community Map Project 2, I cant open the Logs or Objectives PDA, this is loading the Fullscreen mod after ZDCMP2, doing it otherwise does let you open the PDA, but you only get the vanilla hud.

This issue doesn't happen with the old Legacy version of the Fullscreen hud mod for some reason.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Mon Jan 11, 2021 10:30 am
by krutomisi
just wanted to note a slight graphical error when using this with a Wadsmoosh'd Doom Complete generated with unity assets included. (i.e. if you give it doom2.wad and doom2u.wad it will pull the main content from doom2 but the widescreen content from doom2u). the graphic is offset but can be fixed by also loading the "doom_wide.wad" from the widescreen status bars

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Mon Jan 11, 2021 3:59 pm
by NightFright
Looks like it was forgotten there to place offsets on the stbar graphic lump. Anyway, it's rather counter-productive to use widescreen statusbars with this.

Also, the split version is the real star here since a while.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Tue Jan 12, 2021 9:01 am
by krutomisi
sorry should have mentioned that actually is split mode! just edited out the middle to keep the image from being really long. I know it's redundant but using the widescreen status bar with the HUD in split just fixes it without me needing to know what I'm doing haha

edit: this appears to happen with the doom unity wad also, I can check doom2 unity later

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Tue Feb 09, 2021 11:21 pm
by TheFerries
I noticed that when playing in COOP, the kill counter on the fullscreen hud doesn't count enemies killed by infighting, however the kill counter on the automap does. I wonder if thats intentional or not.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Sat Mar 20, 2021 6:36 am
by Endless
Favorite HUD mod so far. Really like the classic/vanilla status bar, but I'm not a big fan of it taking 15% of my screen. Is there a chance that you might update this with a ''total time option'' in the future? With this I mean a total time for your entire playthrough along your MAP/level time.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Sun Mar 21, 2021 7:24 am
by NightFright
Possibly, but right now we are not working on this project at all. I can say for myself that I took a break from Doom modding and don't really intend to return any time soon. Dunno about 3saster, but he is probably also preoccupied atm.

Re: Fullscreen Statusbar Mod [v5.1.7]

PostPosted: Mon Mar 22, 2021 4:40 pm
by doomwell
Found some mismatched transparency around the hp and ac numbers. Trans = 0.5

Version 5.1.8 released

PostPosted: Tue Mar 23, 2021 12:59 am
by NightFright
OK, that transparency glitch justifies another, even if small, service release. Was also easy to find. It's been a year since the last update, so maybe it's good to remind people this actually still exists. :D

CHANGELOG v5.1.8 (Mar 23, 2021)
[ALL] Automatic Compatibility: Hashing system upgraded from MurmurHash2 to MD5 and separated it into a class in zscript/compat/MD5.zs file
[DOOM] Automatic Compatibility: Mayhem series added
[CHEX] Corrected some tooltips ("kills") for appropriate naming in Chex Quest
[HEXEN] Removed needless ARMCLS from health and armor display for improved transparency

Re: Fullscreen Statusbar Mod [v5.1.8]

PostPosted: Tue Mar 23, 2021 8:53 am
by doomwell
Ohh my, fixed so fast <3