
FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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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.
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.
- mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Just found this bug(?) with Naku-Naru. When I raise the "override HUD scaling" slider in FlexiHUD's menu, Naku-Naru's HUD (shown in the yellow rectangle in the picture) gets a big weird, like it goes out of position. It's supposed to be at the bottom, centered a bit, but here it's way off. I tried messing with GZDoom's HUD scaling out of curiosity to see if it would change anything, but it remains that way as long as FlexiHUD's HUD scaling slider is adjusted to anything besides off/all the way to the left.


- Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
That's the point, this is an override slider. It disables all basic scaling, and it should only be used if the original HUD comes with fixed scaling (i.e. GZDoom's scaling options can't scale it). If not, don't use the override; it's fundamentally more awkward and less convenient.mamaluigisbagel wrote: ↑Wed Feb 07, 2024 2:35 amit remains that way as long as FlexiHUD's HUD scaling slider is adjusted to anything besides off/all the way to the left.
As for the bug, I'm not sure, but like I said, that override is a "last resort" kind of thing. Mainly it's intended for playing with mods that come with their own HUDs that are defined with the "forcescaled" argument (usually it's older mods with SBARINFO HUDs).
- mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
I thought it was for scaling FlexiHUD's elements, not for the mod's HUD. And sometimes I want to scale the FlexiHUD elements, but not the mod's HUD. I guess some of them have individual sliders to increase their size, but I wish there was a universal way.
Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
I have a question: how can I make per mod/game HUD configuration?
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Save presets and manually switch between them.
- Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Per-game configs are something you're already kinda forced to make, because GZDoom saves CVAR settings separately for different IWADs (which is something I don't like but can't really change).
Per-mod settings are like yum said: use the preset system.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Well, FlexiHUD currently piggy-backs on the existing HUD (for the sake of compatibility), so it's somewhat subjected to its limitations. Right now only a few of the FlexiHUD elements have their own dedicated scaling (weapon slots, powerup icons and inventory bar icons). The override slider I've added was an interim solution for somebody who was having issues using it with a game that uses a fixed-scale HUD.mamaluigisbagel wrote: ↑Thu Feb 08, 2024 9:50 am I thought it was for scaling FlexiHUD's elements, not for the mod's HUD. And sometimes I want to scale the FlexiHUD elements, but not the mod's HUD. I guess some of them have individual sliders to increase their size, but I wish there was a universal way.
I think eventually I'll add separate scaling sliders for each FlexiHUD element and remove the override slider, and that will be the final solution.
- Delfino Furioso
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
minor bug (?) report: when the Tome Of Power in Heretic is active, the current weapon slot is not highlighted anymore
this is using FlexiHUD 3.0 and GZDoom 4.11.3a on win64
no other pwads are loaded
also a feature request: define a keybind to switch between minimap modes (inlcuding "jgphud_DrawMinimap 0")
this is using FlexiHUD 3.0 and GZDoom 4.11.3a on win64
no other pwads are loaded
also a feature request: define a keybind to switch between minimap modes (inlcuding "jgphud_DrawMinimap 0")
- mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Got this crash when entering MAP13 of Momento Mori. Made sure no other mods were loaded other than the mapset and FlexiHUD, and it still crashes.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Pushed a commit that should remove the possibility of this happening, thanks.mamaluigisbagel wrote: ↑Sat Feb 10, 2024 7:13 pm Got this crash when entering MAP13 of Momento Mori. Made sure no other mods were loaded other than the mapset and FlexiHUD, and it still crashes.
I don't think it was ever a thing in FlexiHUD?.. Is this a thing in vanilla?Delfino Furioso wrote: ↑Fri Feb 09, 2024 6:26 am minor bug (?) report: when the Tome Of Power in Heretic is active, the current weapon slot is not highlighted anymore
this is using FlexiHUD 3.0 and GZDoom 4.11.3a on win64
Edit: I see what you mean, you mean the regular slot selection. Yeah, that's an interesting one, because technically Tome of Power gives a separate weapon. I'll add a check for that.
Edit 2: Pushed a commit that fixes it. You can download the repository master to play it directly until I've pushed a new release.
- stainedofmind
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Been using this pretty regularly, and I'm enjoying it. Never mind the issues I brought up before. That was my own misinformation rearing its ugly head! I do have a small request, that shouldn't be too much, specifically, could you add the armor's save percentage to the armor display somewhere? I hacked in my own temporarily, but it would be nice to have it in officially. Thank you!
- TheDeeGee
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
The armor icon (Helmet) for Brutal Wolfenstein 3D doesn't seem to scale up, it's really tiny.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
It's now available as an option in a dev build, and will be a part of the next releasestainedofmind wrote: ↑Mon Mar 25, 2024 11:46 am Been using this pretty regularly, and I'm enjoying it. Never mind the issues I brought up before. That was my own misinformation rearing its ugly head! I do have a small request, that shouldn't be too much, specifically, could you add the armor's save percentage to the armor display somewhere? I hacked in my own temporarily, but it would be nice to have it in officially. Thank you!

- Delfino Furioso
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
does the dev build require using a devbuild for gzdoom too?
when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:
when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:
Code: Select all
Script error, "UniversalFlexibleHUD-main.zip:menudef.txt" line 54:
Too many parameters for OptionMenuItemColorPicker
- mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Got this error, updated to the most recent dev build, and it works fine, so I assume so.Delfino Furioso wrote: ↑Wed Mar 27, 2024 3:23 pm does the dev build require using a devbuild for gzdoom too?
when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:
Code: Select all
Script error, "UniversalFlexibleHUD-main.zip:menudef.txt" line 54: Too many parameters for OptionMenuItemColorPicker
I may have asked this before, but is there a preferred place to report bugs on the dev build? (Here or github, etc) I understand that it's much more likely to have bugs and all, but I figure pointing out the bugs wouldn't hurt.