Simple HUD Add-ons [Updated September 22, 2024]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Simple HUD Add-ons [Updated March 5, 2021]
There is a niche purpose for universal key display: a mapset or a game has custom keys and a HUD that displays them, but player wants to play with a different HUD instead, which can't display those custom keys.
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Re: Simple HUD Add-ons [Updated March 5, 2021]
If you ever get around to it, color me interested.
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Re: Simple HUD Add-ons [Updated March 5, 2021]
I'm interested too.
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Re: Simple HUD Add-ons [Updated March 25, 2021]
I've created a new add-on (PlayerInfo) to address this, rather than creating a HUD. It retains all of the dynamic features as the other add-ons. Per m8f's suggestion, it also includes an independent key display which should dynamically show custom keys from mods and various games. Its positioning and sizing options are a bit different (and separate) since its rendered in ZScript.
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Re: Simple HUD Add-ons [Updated March 25, 2021]
This is awesome. I set the screen size to twelve and use the ammo, player and level info as a whole HUD. Thanks for taking the time to do this.Tekish wrote:I've created a new add-on (PlayerInfo) to address this, rather than creating a HUD. It retains all of the dynamic features as the other add-ons. Per m8f's suggestion, it also includes an independent key display which should dynamically show custom keys from mods and various games. Its positioning and sizing options are a bit different (and separate) since its rendered in ZScript.
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Re: Simple HUD Add-ons [Updated March 25, 2021]
Additionally, and not wanting to push my luck but, if you ever feel like doing a power-ups info of sorts, probably only the timed ones though (excluding the berserk, of course) that would just be the cherry on top.
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Re: Simple HUD Add-ons [Updated March 25, 2021]
Awesome, thanks!
Suggestion: use BaseStatusBar.GetInventoryIcon instead of getkey.althudicon and getkey.icon, like this (with icon priority adjusted to your taste):
Suggestion: use BaseStatusBar.GetInventoryIcon instead of getkey.althudicon and getkey.icon, like this (with icon priority adjusted to your taste):
Spoiler:Reason: The Adventures of Square keys. Only four of them have icons, others can be displayed only as spawn sprites.
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Re: Simple HUD Add-ons [Updated March 25, 2021]
Please, read the OP carefully.Adamast0r wrote:Additionally, and not wanting to push my luck but, if you ever feel like doing a power-ups info of sorts, probably only the timed ones though (excluding the berserk, of course) that would just be the cherry on top.
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Re: Simple HUD Add-ons [Updated March 25, 2021]
Thanks, I probably should have tested this beforehand. Since the sprites and icons tend to look different, I've added this as an option.m8f wrote:Suggestion: use BaseStatusBar.GetInventoryIcon instead of getkey.althudicon and getkey.icon. Reason: The Adventures of Square keys. Only four of them have icons, others can be displayed only as spawn sprites.
As dmslr hinted, this stuff already exists in LevelInfo. Look for the "Show Active Powerups" option.Adamast0r wrote:Additionally, and not wanting to push my luck but, if you ever feel like doing a power-ups info of sorts, probably only the timed ones though (excluding the berserk, of course) that would just be the cherry on top.
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Re: Simple HUD Add-ons [Updated March 25, 2021]
You're right. Sorry about that. The HUD is great as is.Tekish wrote:Thanks, I probably should have tested this beforehand. Since the sprites and icons tend to look different, I've added this as an option.m8f wrote:Suggestion: use BaseStatusBar.GetInventoryIcon instead of getkey.althudicon and getkey.icon. Reason: The Adventures of Square keys. Only four of them have icons, others can be displayed only as spawn sprites.
As dmslr hinted, this stuff already exists in LevelInfo. Look for the "Show Active Powerups" option.Adamast0r wrote:Additionally, and not wanting to push my luck but, if you ever feel like doing a power-ups info of sorts, probably only the timed ones though (excluding the berserk, of course) that would just be the cherry on top.
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Re: Simple HUD Add-ons [Updated March 26, 2021]
This is great, however, a problem I encountered is that none of these are compatible with Zandronum (
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Re: Simple HUD Add-ons [Updated March 26, 2021]
Zandronum doesn't currently support ZScript. Until it does, these add-ons will unfortunately not be compatible.
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Re: Simple HUD Add-ons [Updated March 26, 2021]
Managed to reduce the filesize of the Hitmarkers portion of your addon by converting all of its sounds to .OGG format. Attached is a copy of the converted sounds, for use if you feel the need.
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Re: Simple HUD Add-ons [Updated March 26, 2021]
Question: how can I change the font used in these? I'd like to use Doom's default for messages.
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Re: Simple HUD Add-ons [Updated July 2, 2021]
You'd need to convert an existing font into one that works with the alignment algorithm that LevelInfo/AmmoInfo/PlayerInfo use. It's actually kind of a pain in the ass, and I'm not sure why I chose to do it this way. Unfortunately, it's too late to go and do it better, so for now I've converted the small Doom font to work within this system. It isn't a perfect translation - you'll notice I had to take liberties with a few characters to make them fit - but it's good enough. You can toggle it on in the options.