AmmoInfo's description states that it supports vanilla Strife, but it just lists the Doom Bullet/Shell/Rocket/Cell ammo instead.
PlayerInfo and LevelInfo both work correctly, (and PlayerInfo shows the current weapon's ammo correctly) it's just AmmoInfo that has an issue.
Simple HUD Add-ons [Updated September 22, 2024]
Forum rules
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.
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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- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated February 3, 2024]
I'm not sure if this was a regression or just an oversight, but it'll now work properly in the latest version.
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- Joined: Sat Dec 22, 2018 3:41 am
Re: Simple HUD Add-ons [Updated February 3, 2024]
Thank you for the fix!
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- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: E5M1 (Türkiye)
Re: Simple HUD Add-ons [Updated February 3, 2024]
Is it possible to disable hitscan for only for damage over time, poison, burning effects such as Gun Bonsai upgrades?
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- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated April 23, 2024]
I've added some functionality in the latest version of HitMarkers to detect damage over time with some mods. The update comes with a set of customization options for hit markers and sounds when DOT effects are found.
This does come with a caveat, though. I based most of the damage types on those that come from Gun Bonsai, which I used primarily for testing. It uses the "Fire" damage type for its burning effects, but other mods also use it for different purposes. This means that with DOT detection on, you will get false positives with some mods. This cannot be helped without coding custom exceptions, which is a road I don't want to go down. As a result, I recommend only enabling this option with mods that you know utilize damage over time.
Furthermore, there may be some mods that HitMarkers doesn't properly detect that do have damage over time. In those cases, let me know and I'll try to add compatibility. And finally, I changed a decent amount of code to make this happen, and in the process found some long standing bugs that went unnoticed. There may be more, so if you stumble across any, please don't hesitate to post about them here or on the GitHub.
This does come with a caveat, though. I based most of the damage types on those that come from Gun Bonsai, which I used primarily for testing. It uses the "Fire" damage type for its burning effects, but other mods also use it for different purposes. This means that with DOT detection on, you will get false positives with some mods. This cannot be helped without coding custom exceptions, which is a road I don't want to go down. As a result, I recommend only enabling this option with mods that you know utilize damage over time.
Furthermore, there may be some mods that HitMarkers doesn't properly detect that do have damage over time. In those cases, let me know and I'll try to add compatibility. And finally, I changed a decent amount of code to make this happen, and in the process found some long standing bugs that went unnoticed. There may be more, so if you stumble across any, please don't hesitate to post about them here or on the GitHub.
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- Posts: 1
- Joined: Wed Aug 21, 2024 8:27 pm
Re: Simple HUD Add-ons [Updated September 22, 2024]
Hi, thanks for this, I've been using this mod for a while, specially with Doom 64 CE and I'm wondering, would it bee too much of a hassle to add the Doom 64 font to this add-ons as well?
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- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated September 22, 2024]
Glad you like the add-ons, but unfortunately I'm not looking to add any new fonts at this time.
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- Joined: Wed Oct 23, 2024 12:11 am
Re: Simple HUD Add-ons [Updated September 22, 2024]
Love this add-on, would it be possible to add hitmarkers, crosshairHP and damage numbers to Raze? I'd send some appreciation your way, iykwim.
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- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated September 22, 2024]
It might be possible to do some sort of rudimentary hitmarker add-on in Raze, but it would probably be pretty hacky and not universal (some games seem better than others at surfacing the needed information). CrosshairHP, less so.
Either way, I do not want to do this. One of the big reasons I created these add-ons is because of how straightforward GZDoom modding can be. I just don't have the desire to continually sift through a source port's code to make things work, and that's what would be required here.
Either way, I do not want to do this. One of the big reasons I created these add-ons is because of how straightforward GZDoom modding can be. I just don't have the desire to continually sift through a source port's code to make things work, and that's what would be required here.
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- Posts: 3
- Joined: Wed Oct 23, 2024 12:11 am
Re: Simple HUD Add-ons [Updated September 22, 2024]
Fair enough, but if you do ever give it a go I would like to throw some gratitude your way.