Re: FlexiHUD - a universal, extremely flexible HUD mod
Posted: Sat Nov 04, 2023 3:19 pm
by stainedofmind
mamaluigisbagel wrote: ↑Fri Nov 03, 2023 6:00 pm
Can someone else test this? (other than Jekyll, since they've shown it works for them) I'm curious if it's just me or not so I can look into it more on my end.
While I don't have BDLite, I did run this with BD Platinum and the grenade counter showed up for me just fine.
Re: FlexiHUD - a universal, extremely flexible HUD mod
Posted: Sat Nov 04, 2023 8:33 pm
by Carrotear
Getting that save error again with the newest version.
Re: FlexiHUD - a universal, extremely flexible HUD mod
Posted: Sun Nov 05, 2023 5:02 am
by Jekyll Grim Payne
Carrotear wrote: ↑Sat Nov 04, 2023 8:33 pm
Getting that save error again with the newest version.
Just pushed a fix for that.
Re: FlexiHUD - a universal, extremely flexible HUD mod
Posted: Sun Nov 05, 2023 7:05 am
by mamaluigisbagel
So after deleting my saves, my configs, installing fresh, and going to a portable install of GZDoom, the BDLite grenades are displaying and the mods aren't crashing with the newest GZDoom version like they did before. Odd...
EDIT: Nvm about the crashing, it's just GZDoom OpenGL not liking my old AMD card. But that's unrelated to this.
Re: FlexiHUD - a universal, extremely flexible HUD mod
Posted: Sun Nov 05, 2023 10:22 am
by SyntherAugustus
Can we get a flipped Horizontal Weapons Bar so it can live in the bottom center with the secondary weapons going upwards?
Thanks for all the bug fixes so far. It's great!
Re: FlexiHUD - a universal, extremely flexible HUD mod
Posted: Sun Nov 05, 2023 2:22 pm
by mamaluigisbagel
SyntherAugustus wrote: ↑Sun Nov 05, 2023 10:22 am
Can we get a flipped Horizontal Weapons Bar so it can live in the bottom center with the secondary weapons going upwards?
Seconded.
Also after downgrading GZDoom back to 4.10.0, the grenades disappeared again. Any idea if this can be the problem?
Re: FlexiHUD - a universal, extremely flexible HUD mod
Posted: Mon Nov 06, 2023 7:14 am
by Jekyll Grim Payne
mamaluigisbagel wrote: ↑Sun Nov 05, 2023 2:22 pm
Can we get a flipped Horizontal Weapons Bar so it can live in the bottom center with the secondary weapons going upwards?
Just pushed a commit for that. It's not a separate option (at least for now), it happens automatically: if the slots are horizontal and at the bottom, the indexes will go bottom-to-top instead. Similarly to how with vertical slots, indexes go right-to-left if the slots are at the right edge.
mamaluigisbagel wrote: ↑Sun Nov 05, 2023 2:22 pm
Also after downgrading GZDoom back to 4.10.0, the grenades disappeared again. Any idea if this can be the problem?
I don't think the system relies on anything that was implemented after 4.10.0... So, it's possible that it's a bug; the recently few releases had a few oversights. I'll ask around though.
Re: FlexiHUD - a universal, extremely flexible HUD mod
General
- Fixed serialization issues that made it impossible to save the game
- Fixed possible crashes on map change
- Added an option to specify a texture name for the background of the HUD elements instead of a flat color fill. If an incorrect texture name is entered, it'll be replaced with "[invalid]".
- Refactored and restructured a lot of the code
Custom Items block: specify custrom item class names in the ITEMINFO, and they'll appear in this new HUD block.
Health, armor and mugshot block:
- Fixed incorrect positioning in numbers mode
- When losing health or armor, an interpolated white trail will appear behind the bars, in the style of fighting games
Minimap:
- Optional markers for monsters (both hostile and friendly)
- Ability to customize background and line colors
- Locked lines will be properly colorized on the minimap with the colors lifted from the LOCKDEFS lump
- Improved performance
- Changed map data font to New Console Font (like most other HUD elements)
Weapon slots:
- Now support horizontal, vertical and vertical inverted alignment
- Weapon slots will only display weapons you currently have
- Weapon slots will correctly update with weapons being given/taken dynamically
- The ordering of weapons occupying the same slot is flipped if the slots are vertical and at the right edge, or if the slots are horizontal and at the bottom of the screen
- Added a separate setting for icon size
- Slot numbers are now displayed at the top right corner of the box
Powerup display:
- Added a separate section for icon size
- Powerup icons on the HUD will now use the same renderstyle as the original powerup item (e.g. translucent, additive, etc.)
- The timers will now have proper zero padding (e.g. 2 minutes 5 seconds will be displayed as 2:05, not 2: 5 as before)
All ammo block:
- Added options to display either all ammo, or only the ammo that you have weapons for
- Added an option to hide depleted ammo
- Ammo without a valid icons will no longer be drawn in this block
Incoming damage markers:
- The marker will point at the enemy, not the projectile (except for cases of self-inflicted explosive projectile damage)
- Added new appearance in the stylle of Doom Eternal (red gradient)
- The width of the marker will vary based on how much damage you've taken
Reticle bars:
- The bars will pulse with white if the value is 20% of lower of its maximum
Hit markers:
- The marker will grow more if your attack kills the enemy before returning to its original size
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.0.0 released!)
Posted: Tue Nov 07, 2023 12:27 am
by SkullGamer205
Author, have you made a MASTERPIECE?
After so many years of wandering, have I really found the PERFECT HUD?
IT'S NOT A DREAM?
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.0.0 released!)
Posted: Tue Nov 07, 2023 1:01 am
by mamaluigisbagel
Current problem with the Weapon Slots set to bottom center. They DO go upward like we asked, but it's kinda wonky. At default offset settings and only 2 weapons,(Fist and Pistol) the weapon slots are off-screen. After typing in "give all" to get more weapons, it appears. It seems like maybe the slots' offset changes when you obtain more weapons for one slot or something? Haven't tested that, just a guess.
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.0.0 released!)
Posted: Tue Nov 07, 2023 4:19 am
by Jekyll Grim Payne
mamaluigisbagel wrote: ↑Tue Nov 07, 2023 1:01 am
Current problem with the Weapon Slots set to bottom center. They DO go upward like we asked, but it's kinda wonky. At default offset settings and only 2 weapons,(Fist and Pistol) the weapon slots are off-screen. After typing in "give all" to get more weapons, it appears. It seems like maybe the slots' offset changes when you obtain more weapons for one slot or something? Haven't tested that, just a guess.
Yeah, I can see some oversights in my calculations now... welp, 2.0.1 will have to happen soon
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.0.0 released!)
Posted: Wed Nov 08, 2023 10:44 am
by Jekyll Grim Payne
I finally figured out where I made a miscalculation. Just pushed a commit that fixes slot positioning.
I've also added a menu option to reset ALL settings to their defaults, so that you don't have to go through submenus. The option is at the bottom of the main mod menu.
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.0.0 released!)
Posted: Thu Nov 09, 2023 2:46 pm
by mamaluigisbagel
I don't think the system relies on anything that was implemented after 4.10.0... So, it's possible that it's a bug; the recently few releases had a few oversights. I'll ask around though.
Just pointing out Mod Menu got updated on its github page so it works properly with this mod, but since it required GZDoom 4.11.0 I had to update, (turns out I can't use OpenGL but OpenGL ES works fine so far) and now the grenades are back again, and I didn't use a new config or reset to default settings in FlexiHUD. So it must have something to do with that, right?
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.0.0 released!)
Posted: Thu Nov 09, 2023 3:42 pm
by Jekyll Grim Payne
mamaluigisbagel wrote: ↑Thu Nov 09, 2023 2:46 pm
Just pointing out Mod Menu got updated on its github page so it works properly with this mod, but since it required GZDoom 4.11.0 I had to update, (turns out I can't use OpenGL but OpenGL ES works fine so far) and now the grenades are back again, and I didn't use a new config or reset to default settings in FlexiHUD. So it must have something to do with that, right?
Thanks to RicardoLuis, I finally figured it out: it was indeed an issue with Wads.ReadLump that was fixed after 4.10. I added special handling for that case, so now it should work in both versions properly
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.0.0 released!)
General:
- Added a "Reset ALL FlexiHUD settings to default" option at the bottom of the main options window, so that you won't have to go through all submenus if you want to reset all settings.
- Minor fixes to localization.
Inventory bar:
- Fixed a VM abort caused by dropping all instances of the currently selected item.
Weapon slots:
- Fixed positioning of slots/indexes again. They will now be properly offset on all screen sides, in all modes.
In horizontal alignment, the indexes will now switch to bottom-to-top mode if they're placed at the bottom of the screen (similarly to how in vertical aligment they switch to righ-to-left mode when placed at the right edge).
Custom items block:
- Will now properly work in pre-4.10 GZDoom. There was an issue with Wads.ReadLump that got fixed in 4.10. I've added special handling tha will let it properly work both in 4.10+ and in earlier versions.
Reticle bars:
- Ammo bars will now respect Hexen-specific blue/green ammo colors.