FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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.
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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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)?
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
I would say make the white cross a different color. Red would violate the Geneva Conventions however.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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.
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.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)?
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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.
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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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!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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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.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!
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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)
(of course I'm not a modder, but I don't think you could control a mod's HUD elements with a universal mod)
- stainedofmind
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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.Jekyll Grim Payne wrote: ↑Fri Dec 22, 2023 3:38 amTo 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.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!
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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 modmamaluigisbagel 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

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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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
Thanks
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
I've been handling map markers incorrectly. Just pushed a commit that should fix that now, thanks for the report.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
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
Thanks a lot! All works well now!
Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
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
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
- Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod (2.1.0 released)
Fixed with the most recent commit, thanks. Ricardo implemented his presets system into FlexiHUD but we forgot to rename one of the custom menu classesAnim8 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
