FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Projects that alter game functions but do not include new maps belong here.
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.
yum13241
Posts: 874
Joined: Mon May 10, 2021 8:08 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): EndeavorOS (basically Arch)
Graphics Processor: Intel with Vulkan/Metal Support
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by yum13241 »

I found some bugs:

1. screenblocks 12 doesn't remove the HUD for clean screenshots.
2. screenblocks 10 doesn't show the status bar in place of the HUD.
3. The version number says 2.0.0 when the real release is 2.1.0.

Other than those (3 is just nitpicking), I'm enjoying this HUD a lot.
takesnodamage
Posts: 1
Joined: Tue Dec 19, 2023 10:36 pm

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by takesnodamage »

Great HUD, I saw it mentioned in the Cacowards and have been using it ever since (with FIREBLU behind my stats and portrait, obviously). One thing I am missing: an icon to show if I've picked up a berserk pack on that map or not. Ideally I'm imaging a little berserk pack that shows up next to the portrait (or wherever) if berserk has been picked up. Or is that something that would already be possible with ITEMINFO? If so what should the entry be (didn't see anything that looked right on the item wiki page)?
yum13241
Posts: 874
Joined: Mon May 10, 2021 8:08 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): EndeavorOS (basically Arch)
Graphics Processor: Intel with Vulkan/Metal Support
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by yum13241 »

I would say make the white cross a different color. Red would violate the Geneva Conventions however.
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1118
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by Jekyll Grim Payne »

yum13241 wrote: Wed Dec 13, 2023 9:52 am I found some bugs:

1. screenblocks 12 doesn't remove the HUD for clean screenshots.
2. screenblocks 10 doesn't show the status bar in place of the HUD.
I can't reproduce the first one, it removes the HUD properly for me.
The second one is not possible in the current releases because the HUD replaces other HUDs, and it simply looks the same in either fullscreen and statusbar mode. However, this will change for version 3.0.0 since it will no longer replace HUDs.
takesnodamage wrote: Tue Dec 19, 2023 10:45 pm One thing I am missing: an icon to show if I've picked up a berserk pack on that map or not. Ideally I'm imaging a little berserk pack that shows up next to the portrait (or wherever) if berserk has been picked up. Or is that something that would already be possible with ITEMINFO? If so what should the entry be (didn't see anything that looked right on the item wiki page)?
That is a valid idea, I should add an indicator to the health indicator, maybe. Yes, ITEMINFO would probably work if you add PowerStrength to it, but it won't have an icon.
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1118
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by Jekyll Grim Payne »

I'm currently working on a new update. Starting with 3.0.0, FlexiHUD will no longer be a HUD class, but will instead work from an event handler. This means that it'll be overlaid on top of existing HUDs, and you'll be able to combine it with HUDs from other mods, or use any bits of FlexiHUD that you want. Want to use it just for the minimap, or just for the crosshair bars? Soon, that will be possible.

Here's an example of FlexiHUD being placed on top of Painslayer's HUD, with Painslayer monster compass, soul/gold counters being and ammo counters being visible:



RicardoLuis is also helping me with implementing the ability to create and save presets.
User avatar
stainedofmind
Posts: 214
Joined: Sun Sep 01, 2019 10:59 am

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by stainedofmind »

Jekyll Grim Payne wrote: Thu Dec 21, 2023 1:21 pm I'm currently working on a new update. Starting with 3.0.0, FlexiHUD will no longer be a HUD class, but will instead work from an event handler. This means that it'll be overlaid on top of existing HUDs, and you'll be able to combine it with HUDs from other mods, or use any bits of FlexiHUD that you want.
This is excellent to hear! I really wanted to make this my go to HUD replacer, but I was struggling with getting everything to look crisp with my resolution settings. Looking forward to trying the new version!
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1118
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by Jekyll Grim Payne »

stainedofmind wrote: Thu Dec 21, 2023 3:39 pm I really wanted to make this my go to HUD replacer, but I was struggling with getting everything to look crisp with my resolution settings. Looking forward to trying the new version!
To be honest, I'm not sure what you mean by having trouble getting it look crisp. I'm also not sure how moving the HUD to an event handler would help, since it'd look the same.
User avatar
mamaluigisbagel
Posts: 526
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by mamaluigisbagel »

I'll be looking forward to the next release! Though something about that screenshot makes me curious. I'm not familiar with Painslayer, but does it not have a health counter? I don't see one aside from the FlexiHUD one, and if you were somehow able to toggle it off with your mod, I'd call black magic lol

(of course I'm not a modder, but I don't think you could control a mod's HUD elements with a universal mod)
User avatar
stainedofmind
Posts: 214
Joined: Sun Sep 01, 2019 10:59 am

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by stainedofmind »

Jekyll Grim Payne wrote: Fri Dec 22, 2023 3:38 am
stainedofmind wrote: Thu Dec 21, 2023 3:39 pm I really wanted to make this my go to HUD replacer, but I was struggling with getting everything to look crisp with my resolution settings. Looking forward to trying the new version!
To be honest, I'm not sure what you mean by having trouble getting it look crisp. I'm also not sure how moving the HUD to an event handler would help, since it'd look the same.
Long story short, it didn't seem to matter what scaling settings I applied, it looked like there were non-integer scaling artifacts. I've never had these kind of issues with HUD style elements rendered via event handler before, so I assumed the code that renders status bars used different methods. When I get some spare time, I'll revisit the current version and maybe start with a fresh .ini file to see if something got borked on my end. I should also note, I'm using a standard screen resolution/ratio, so it's not something off with that.
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1118
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Fri Dec 22, 2023 4:26 am I'll be looking forward to the next release! Though something about that screenshot makes me curious. I'm not familiar with Painslayer, but does it not have a health counter? I don't see one aside from the FlexiHUD one, and if you were somehow able to toggle it off with your mod, I'd call black magic lol
Painslayer does have a health/armor counter; in this screenshot I simply placed the one from FlexiHUD on top (and made the background opaque), so it covers the one from the mod :) FlexiHUD will be rendered on top of the main HUD, so, if desired, it will be possible to do this. Of course, you will still be able to disable the one from FlexiHUD to see the one from the mod.
light0ff
Posts: 2
Joined: Tue Jan 02, 2024 3:28 pm
Operating System Version (Optional): w11
Graphics Processor: Not Listed

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by light0ff »

Great hud! But there is a nuance, I use addon Hellscape Navigator, which marks footsteps on the map where I have already been, and on the minimap of your addon these marks are too large, can you somehow adapt these plugins to each other? It would be super to see my footsteps marked on the minimap and make it look useful

Thanks
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1118
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by Jekyll Grim Payne »

light0ff wrote: Tue Jan 02, 2024 3:35 pm Great hud! But there is a nuance, I use addon Hellscape Navigator, which marks footsteps on the map where I have already been, and on the minimap of your addon these marks are too large, can you somehow adapt these plugins to each other? It would be super to see my footsteps marked on the minimap and make it look useful

Thanks
I've been handling map markers incorrectly. Just pushed a commit that should fix that now, thanks for the report.
light0ff
Posts: 2
Joined: Tue Jan 02, 2024 3:28 pm
Operating System Version (Optional): w11
Graphics Processor: Not Listed

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by light0ff »

Thanks a lot! All works well now!
Anim8
Posts: 18
Joined: Sun Dec 26, 2021 11:58 pm

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by Anim8 »

Get menu error when loaded with Aim Assist + FlexiHUD repository build. Otherwise loads fine with FlexiHUD 2.1.0.

Error:
UniversalFlexibleHUD-main.zip:ufhzscript/presets/userpresetsmenu.zs, line 243: Class name OptionMenuItemUserPresetsSubmenu already exists

Link to Aim Assist by RicardoLuis0
viewtopic.php?t=62895
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1118
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)

Post by Jekyll Grim Payne »

Anim8 wrote: Thu Jan 04, 2024 9:24 am Get menu error when loaded with Aim Assist + FlexiHUD repository build. Otherwise loads fine with FlexiHUD 2.1.0.

Error:
UniversalFlexibleHUD-main.zip:ufhzscript/presets/userpresetsmenu.zs, line 243: Class name OptionMenuItemUserPresetsSubmenu already exists

Link to Aim Assist by RicardoLuis0
viewtopic.php?t=62895
Fixed with the most recent commit, thanks. Ricardo implemented his presets system into FlexiHUD but we forgot to rename one of the custom menu classes :D
Post Reply

Return to “Gameplay Mods”