http://blzut3.maniacsvault.net/popup.png
In addition to all popups working the next update will contain:
- Aspect ratio detection
- Inventory item checks
- Ability to turn off the lower health cap
- Printing of global ACS variables (currently untested)
Moderator: GZDoom Developers

Knowing us, however, the graphics would be spruced up a great deal, even for that. Perhaps an "enhanced beta", with its treasure gobbling and everything back. Would be neat if anything.SnowKate709 wrote:Looks like the doom press release beta =p
YESBlzut3 wrote:custom Strife popups
YESBlzut3 wrote:Inventory item checks
YESBlzut3 wrote:Printing of global ACS variables (currently untested)

Code: Select all
- Fixed: Monospacing fonts wasn't quite correct.
- Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the
one that picks the default sprite prefix).
- Added: lowerHealthCap variable to SBarInfo, which is set to true by default.
- Added: ininventory event to SBarInfo to detect if one or two items are in (or
not in) the player's inventory.
- Added: The ability to print global vars using drawnumber. I need someone to
test it though.
- Added: aspectratio command to detect what the user's aspect ratio is.
- Added: missing spacing argument to drawstring.
- Changed the sbarinfo display routine for drawnumber to not use cmd.value to
store what it is about to display. Now it uses a new variable.
- More conversions from DrawImage to screen->DrawTexture. I think only the
inventory bar drawing functions have to be changed now.


I always had this problem and also with standard hud. It's most likely OpenGL related, works fine in software.Enjay wrote:Hmmm, with r845 at 640x480 I'm getting a 1 pixel line under my status bar that wasn't there before. It's not too obvious until you bring up the menu then cancel it again but then the yellow fade of the menu screen gets left below the status bar.
Agree. It'd be nice to add as a feature...SnowKate709 wrote:Looks like the doom press release beta =p
I've had it in the past too. The point this time though is that something in a recent revision made this happen because it was fine until recently. Oh, and it's not just an OpenGl thing. It happens in software too.StasBFG[iddqd] wrote:I always had this problem and also with standard hud. It's most likely OpenGL related, works fine in software.
I suspect a rounding inconsistency.Blzut3 wrote:Apparently screen->VirtualToRealCoordsInt() returns values with a 1px difference for the height than DrawImage's method. Something for Randy or Graf to fix?
Is it perhaps possible to draw a row of black pixels at the 201st horizontal line on screen? Normally this line would be invisible (i.e. exactly one pixel off screen), but it may help against the "gap" that Enjay et al are experiencing.Enjay wrote:I've had it in the past too. The point this time though is that something in a recent revision made this happen because it was fine until recently. Oh, and it's not just an OpenGl thing. It happens in software too.StasBFG[iddqd] wrote:I always had this problem and also with standard hud. It's most likely OpenGL related, works fine in software.