FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

inb4 the ouch face-textured HUD...someone would do that if I mentioned it or not. :lol:

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.
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Carrotear
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Carrotear »

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
Last edited by Carrotear on Mon Oct 23, 2023 1:28 pm, edited 1 time in total.
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Felix_Margarita
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Felix_Margarita »

Carrotear 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
Seconding this

EDIT: Replacing all "UFHResetCCMD" instances with "JGPHUDResetCCMD" in menudef.txt also resolved the issue for me.
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Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

Carrotear 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'"
Whoops. I renamed a menu class for consistency but forgot to upload the changes to the ufh_menu.zs file. Should be fixed now.
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Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

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. :lol:

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.
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.
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Delfino Furioso
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Delfino Furioso »

a good approximation would be using these patches:
W33_1
W33_7
WALL00_1
WALL04_A
WALL04_B
WALL04_C
Solaela
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Solaela »

One thing I can think of if you haven't already is like with the auto map maybe mark key doors in the minimap? So then if you're using it you can see 'oh hey this is where the red door was' if you're in the nearby area and can't see it
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Starman the Blaziken »

It is sure nice to see a sort of HUD like this come out, as much as it recently came into mind that I was looking for one.
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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

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.
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).

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.
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Felix_Margarita
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Felix_Margarita »

I really like the hitmarker feature in this mod - but is there a plan to add a feedback for when an enemy is killed? Also, some mods like Trailblazer and Guncaster have resources (scrap and gold respectively) - could mechanics like those be accounted for? Greatly enjoying this, btw.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

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?
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 Also, some mods like Trailblazer and Guncaster have resources (scrap and gold respectively) - could mechanics like those be accounted for? Greatly enjoying this, btw.
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.
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Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

Meanwhile, new update!

Added more minimap options and features:
- Option to customize colors for minimap background, lines and interactive lines (the general non-locked ones)
- Option to customize colors for enemy and friendly actors
- Option to customize colors for your marker at the center
- Locked lines will now be thicker and colorized. Support Doom, Chex and Heretic key colors. Hexen and Strife have too many keys, so they'll just all be cyan.
- Enemy markers on the map will fade in/out based on the vertical distance from you.

Download from the repo: https://github.com/jekyllgrim/Universal ... s/main.zip (do not unpack, load as is)
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Starman the Blaziken »

Jekyll Grim Payne wrote: Tue Oct 24, 2023 6:02 am
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.
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).

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.
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.
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

Was testing out some things and noticed something. I'm using Intelligent Supplies with the option enabled so picking up multiple of one powerup will stack the time. When I had multiple Radiation Suits, I noticed once the timer hit 2 minutes and 1-9 seconds left, instead of displaying as "2:05" it would display as "2:5." Not sure if this is intentional or not, but figured it'd be worth asking about.

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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Wed Oct 25, 2023 4:22 am
Ah yes, I forgot zero-padding. Just pushed a fix for that (both for powerup timers and level time), thanks for noticing.
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