
Now I have to see if the vanilla HUD's stone-like texture has a normal texture in-game. Don't know how it'd look, but might be nice.
Seconding thisCarrotear wrote: ↑Mon Oct 23, 2023 1:15 pm I really don't mean to be pesty, but...
"Script error, "UniversalFlexibleHUD-main.pk3:menudef.txt" line 26:
Unknown keyword 'UFHResetCCMD'"
This is when it's launched by itself.
Found the Issue, "UFHResetCCMD" was used instead of"JGPHUDResetCCMD" in menudef.txt
Whoops. I renamed a menu class for consistency but forgot to upload the changes to the ufh_menu.zs file. Should be fixed now.
Unfortunately, not really because the vanilla statusbar is one single texture, its "blocks" are not separate images. So, while you could load it, it'd look pretty weird. That said, you *can* add your own definition in TEXTURES that contains a cropped version of that texture, give it a unique name and load that.mamaluigisbagel wrote: ↑Mon Oct 23, 2023 10:11 am inb4 the ouch face-textured HUD...someone would do that if I mentioned it or not.![]()
Now I have to see if the vanilla HUD's stone-like texture has a normal texture in-game. Don't know how it'd look, but might be nice.
The minimap is purely 2D. Meaning, if there are enemies directly above or below you, they will render the same way. (Although that's something I think I'll change, probably by reducing the opacity of enemies that are significantly higher or lower than you).Starman the Blaziken wrote: ↑Mon Oct 23, 2023 6:58 pm But I just came across an issue, I just been using this on a WAD with the usage of multiple floors and the minimap of this mod seems to have issues keeping proper track of the enemies around me when I turn on the setting to track them. I think it tracks whatever is the lowest floor that the mini map thinks I stand on rather than the current floor or relatively around it, but that is just my guess. Hard to tell when it sort of shifts often where I travel on such maps.
I haven't given it much thought, considering there's already an optional enemy health bar. But I guess I could make the hitmarker briefly increase in size and/or change color when the enemy dies?Felix_Margarita wrote: ↑Tue Oct 24, 2023 10:46 am I really like the hitmarker feature in this mod - but is there a plan to add a feedback for when an enemy is killed?
As I've mentioned earlier, there's no feasible method to account for them because there's no unified standard that systems like that would adhere to. It's just classes and code that may work however the author wishes to. I can add only a minimal amount of universal support: a support for textlumps like "AMMOINFO" and "ITEMINFO" that players could fill with the necessary class names so that they could be displayed in a custom panel. But if it's something tied to scripting, like displaying a specific variable from a specific class (like the soul/gold counters in Painslayer, for example), there's simply no way to implement it universally; it has to be a custom patch.Felix_Margarita wrote: ↑Tue Oct 24, 2023 10:46 am Also, some mods like Trailblazer and Guncaster have resources (scrap and gold respectively) - could mechanics like those be accounted for? Greatly enjoying this, btw.
I believe it is 3D floors? Not sure being that I never look into what is what. The one WAD where I notice the mod was having the hardest time tracking the right floor with the enemies around me (before you updated it to have proper vertical vicinity tracking for units) was in Operation: Body Count. Not much traveling is required to go between floors and see the enemies and the current floor rendered by GZDoom in the map is not what is shown correctly on the minimap.Jekyll Grim Payne wrote: ↑Tue Oct 24, 2023 6:02 amThe minimap is purely 2D. Meaning, if there are enemies directly above or below you, they will render the same way. (Although that's something I think I'll change, probably by reducing the opacity of enemies that are significantly higher or lower than you).Starman the Blaziken wrote: ↑Mon Oct 23, 2023 6:58 pm But I just came across an issue, I just been using this on a WAD with the usage of multiple floors and the minimap of this mod seems to have issues keeping proper track of the enemies around me when I turn on the setting to track them. I think it tracks whatever is the lowest floor that the mini map thinks I stand on rather than the current floor or relatively around it, but that is just my guess. Hard to tell when it sort of shifts often where I travel on such maps.
However, it shouldn't be confused in any way, it should track everything around you in 2D (because the basic mechanism is 2D). So, I'm not sure what exactly you're describing. It's possible that the multiple floors are done with portals and thus they can't be tracked through them? The name of the map and possibly a video coulld be helpful here.
Ah yes, I forgot zero-padding. Just pushed a fix for that (both for powerup timers and level time), thanks for noticing.