Simple HUD Add-ons [Updated September 22, 2024]
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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.
Please read the full rules for more details.
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Re: Simple HUD Add-ons [Updated April 26, 2023]
Could you post the lumps here so I can try to reproduce this issue?
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Re: Simple HUD Add-ons [Updated April 26, 2023]
Spoiler: AIASSIGN
Spoiler: LIASSIGN
The mod this comes from is a PK3.
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Re: Simple HUD Add-ons [Updated April 27, 2023]
Thanks. You should no longer have problems with those lumps in the latest versions.
Also, for clarification, you don't need to repeat the exact ammo and power-up definitions for different player classes. You can just specify them once without any class assignment and it will work for all of them.
Also, for clarification, you don't need to repeat the exact ammo and power-up definitions for different player classes. You can just specify them once without any class assignment and it will work for all of them.
Last edited by Tekish on Thu Apr 27, 2023 8:31 am, edited 1 time in total.
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Re: Simple HUD Add-ons [Updated April 27, 2023]
AmmoInfo works but LevelInfo doesn't. Can you also add a way to hide all of them at once, for screenies? Ideally GZDoom would add a feature to not draw anything but the weapon and world for "clean screenshots".
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Re: Simple HUD Add-ons [Updated April 27, 2023]
Make sure that you pick up the power-ups first to confirm whether LevelInfo is reading them correctly. Their timers won't appear if they're not in your inventory. If this still doesn't work, there could be something wrong with your class names or it could be a bug I overlooked. I wouldn't be able to test it without a copy of the mod though.
As for hiding all of the add-ons outside of the menus, why not use an alias to change the applicable "visible" cvars? For example:
To make them reappear you'd use:
You could then bind those to keys for quicker access.
As for hiding all of the add-ons outside of the menus, why not use an alias to change the applicable "visible" cvars? For example:
Code: Select all
alias hidesimplehudaddons "ai_visible = false; li_visible = false; pi_visible = false"
Code: Select all
alias showsimplehudaddons "ai_visible = true; li_visible = true; pi_visible = true"
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Re: Simple HUD Add-ons [Updated April 27, 2023]
I know.Make sure that you pick up the power-ups first to confirm whether LevelInfo is reading them correctly. Their timers won't appear if they're not in your inventory.
Here's a copy of the mod, which will be taken down in a few days.
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Re: Simple HUD Add-ons [Updated April 27, 2023]
So I looked at your code and found the issue. You're supplying the LevelInfo lump with the class names of the power-up givers rather than the power-ups themselves. This is what it should look like:
Code: Select all
PowerInfiniteAmmo, Infinite Ammo, calm, k
PowerDoubleFiringSpeed, Super Speed, calm, t
PowerDamage, QUAD DAMAGE, calm, t
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Re: Simple HUD Add-ons [Updated April 27, 2023]
Thanks! Adding support for localization would be nice, but as I understand English quite well, it's not high on my wishlist.
EDIT: Your aliases don't work.
Here's a better one:
alias togglesimplehudaddons "toggle pi_visible;toggle ai_visible;toggle li_visible"
EDIT: Your aliases don't work.
Here's a better one:
alias togglesimplehudaddons "toggle pi_visible;toggle ai_visible;toggle li_visible"
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Re: Simple HUD Add-ons [Updated May 2, 2023]
quite a bit of updates lately, any changelog past april 27th?
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Re: Simple HUD Add-ons [Updated May 2, 2023]
The changelogs have moved to GitHub. The links for each of them are in the original post (next to the update dates).
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Re: Simple HUD Add-ons [Updated May 2, 2023]
Hello, the AmmoInfo ADDON is outdated, let me explain. the Project Brutality 3.0 code for the AmmoInfo Ammo usages and display is outdated. the devs of Project Brutality change all the ammo types/names of all the ammo so it does not work any more sadly. moreover, I asked for help in their discord server to fix it and got NO help. I got told to F-OFF. Quite rude when I was just asking for help. So can you please update the Project Brutality SECTION of the AmmoInfo ADDON code so it works again WITH Project Brutality. THANK YOU IN ADVANCE. HERE IS A GITHUB LINK TO THE LATEST BUILD OF Project Brutality JUST IN CASE YOU NEED IT. https://github.com/pa1nki113r/Project_B ... PB_Staging
Last edited by Lin on Mon Jun 19, 2023 4:27 pm, edited 2 times in total.
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Re: Simple HUD Add-ons [Updated June 23, 2023]
Support for Project Brutality has been updated in the latest version. Additionally, you can now hide ammo for missing weapons. This means the list will only display ammo types relevant to the weapons you have in your inventory.
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Re: Simple HUD Add-ons [Updated June 23, 2023]
with the latest version I'm getting a VM Abort when using a custom AIASSIGN lump
the gameplay mod is SuperCharge
if I remove the lump, everything works again
can you help me identify the problem with my AIASSIGN?
it worked fine with the previous version
thanks!
GZDoom log:
AIASSIGN lump:
the gameplay mod is SuperCharge
if I remove the lump, everything works again
can you help me identify the problem with my AIASSIGN?
it worked fine with the previous version
thanks!
GZDoom log:
Code: Select all
VM execution aborted: tried to read from address zero.
Called from ammoinfobridge.getcapacity at CLN-SimpleAddons.pk3:zscript/ammoinfo.zsc, line 342
AIASSIGN lump:
Code: Select all
PistolAmmo, Pistol, u
AssaultRifleAmmo, A.Rifle, u
TangoBulletClip, Bullets, u
ShotgunAmmo, Shotgun, g
TangoShell, Shells, g
RocketAmmoLoaded, R.Launcher, k
TangoRocketAmmo, Rockets, k
PlasmaRifleAmmo, P.Rifle, d
TangoCell, Cells, d
//NailAmmo, N.Gun, l
//TangoNails, Nails, l
ScrapAmmo, S.Gun, l
TangoScrapDrum, Scraps, l
TangoStomperAmmo, Stomper, l
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Re: Simple HUD Add-ons [Updated June 24, 2023]
Thanks for letting me know, this shouldn't happen in the latest version. I had to add a check to ensure an ammo type exists to prevent the abort. In the case of your AIASSIGN lump, the cause was RocketAmmoLoaded, which isn't an ammo type. Everything else seemed fine.