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Check the options menu for configuring at the bottom. Right now it's a bit sparse but I plan to expand it, eventually.
Enjoy!
Spoiler: Credits
Graphics and code by Major Cooke
Additional code help by Marisa Kirisame (in particular from the example file when RenderOverlay was introduced.)
Spoiler: Permissions
Please do not modify, sell or redistribute the mod personally, and please don't embed the mod into other mods. If you want to spread the mod, a link to this thread or Doomworld's will suffice.
Honestly a great substitute for DmgDirOverlay since I started running into problems with it only recently. My only suggestion would be to make an option to control how long the indicators stay on screen. Otherwise, Simple and effective!
UTNerd24 wrote: ↑Fri Sep 15, 2023 7:12 pm
Honestly a great substitute for DmgDirOverlay since I started running into problems with it only recently. My only suggestion would be to make an option to control how long the indicators stay on screen. Otherwise, Simple and effective!
I plan on something akin to that. Thanks! I didn't know another mod was already out there but oh well.
RevanGarcia wrote: ↑Fri Sep 15, 2023 10:19 pm
Ooh! Yes, yes! This is exactly what I was looking for. Nice.
Sorry for the bumpage. I noticed that the damage indicator doesn't scale with changes to screen resolution. I know that there is a scale configuration in the menu but is there any way that the indicator could auto-scale if a user changes screen resolution so that, proportionally, it takes up the same amount of screen space at different resolutions, rather than the player having to reconfigure the indicator scale when they change resolution?
Oh, and while I'm on, something that might be an improvement, just a thought:
If an enemy damages you, and you kill it, the indicator generated by the damage still takes a while to fade.
So, in a firefight with several low hit point enemies like the Doom Zombies (where they can be put down by one shotgun shot) you can end up spinning around to move on to the next attacker, but the indicator from the now-dead attacker is also still on screen. So, in a situation with lots of low-hit point enemies attacking from multiple angles, your screen can get flooded with damage indicators and it can be difficult to distinguish the ones from living attackers versus the now-redundant ones that have yet to fade from dead attackers. So, (optioned for those who don't want it) I think it would be useful if damage indicators disappeared immediately (or very quickly) when the damage-causing enemy gets killed. I've no idea how possible that would be but, if it is something that could be done, and you do still fancy working on this mod, that could be something to consider.
An additional thing (and I think this one is probably easy enough) an options slider to allow the player to tailor how long the indicators stay on screen for would be good. In fact, that might even be all that is needed to work around the problem that I mentioned above. If I could set the indicators to only be on screen for 1 seconds instead of 3, it would probably negate the issue that I was describing. I tried changing the code to do that (I think I got the right place ( if (time < 1) time = (35 * 3); ). I changed the 3 to a 1 and it felt far more usable to me (although, slightly longer might have been better).
Enjay wrote: ↑Wed Sep 17, 2025 4:46 am
Sorry for the bumpage. I noticed that the damage indicator doesn't scale with changes to screen resolution. I know that there is a scale configuration in the menu but is there any way that the indicator could auto-scale if a user changes screen resolution so that, proportionally, it takes up the same amount of screen space at different resolutions, rather than the player having to reconfigure the indicator scale when they change resolution?
I never did learn how to properly maintain aspect ratios, unfortunately.
But there's still hope. I have recently learned how to hijack and run multiple status bars without interfering with other status bars at the same time, allowing me to replicate the event handler system (having multiple run at the same time). If all goes well and it's how I think it'll be, it should be pretty simple to adjust since status bars already take ratios into account - especially since status bars can now support rotations.
Enjay wrote: ↑Wed Sep 17, 2025 4:46 am
Oh, and while I'm on, something that might be an improvement, just a thought:
If an enemy damages you, and you kill it, the indicator generated by the damage still takes a while to fade.
So, in a firefight with several low hit point enemies like the Doom Zombies (where they can be put down by one shotgun shot) you can end up spinning around to move on to the next attacker, but the indicator from the now-dead attacker is also still on screen. So, in a situation with lots of low-hit point enemies attacking from multiple angles, your screen can get flooded with damage indicators and it can be difficult to distinguish the ones from living attackers versus the now-redundant ones that have yet to fade from dead attackers. So, (optioned for those who don't want it) I think it would be useful if damage indicators disappeared immediately (or very quickly) when the damage-causing enemy gets killed. I've no idea how possible that would be but, if it is something that could be done, and you do still fancy working on this mod, that could be something to consider.
I'll add a few options to tweak this, including turning it grey, halving the overall opacity or just removing it entirely for projectiles that have a dead owner.
Enjay wrote: ↑Wed Sep 17, 2025 4:46 am
An additional thing (and I think this one is probably easy enough) an options slider to allow the player to tailor how long the indicators stay on screen for would be good. In fact, that might even be all that is needed to work around the problem that I mentioned above. If I could set the indicators to only be on screen for 1 seconds instead of 3, it would probably negate the issue that I was describing. I tried changing the code to do that (I think I got the right place ( if (time < 1) time = (35 * 3); ). I changed the 3 to a 1 and it felt far more usable to me (although, slightly longer might have been better).
Sure, I'll add in both for how long to stay at full opacity, and how long to fade out.
Might be some time before I work on it since I've been taking a break from modding to recharge my creative batteries. Thanks for the feedback!
That's fantastic. Thanks for listening and your ideas sound great. I really like the greying out idea. All the potential customisation options sound good and useful to me.
No rush at all. First priority should always be yourself. I look forward to the next version as and when you feel ready to work on it. Thanks again.