Fullscreen Statusbar Mod (UPDATE: v5.2.1)

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Major Cooke
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Re: Fullscreen Statusbar Mod [v5.1.11]

Post by Major Cooke »

Scuba Steve wrote: Mon Oct 23, 2023 6:48 pm This mod used to work with the Neural Upscale mod and it would properly scale the double-sized HUD elements to fit the status bar, but now it just shows enlarged textures stretched over the HUD elements.
Perhaps it might be worth reporting as a GZDoom bug then?
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Re: Fullscreen Statusbar Mod [v5.1.11]

Post by NightFright »

Something might have changed in GZDoom v4.11.x. Someone from the coding team might shed some light onto this. Possibly the code of this mod would have to be adjusted.
Can anyone maybe test which is the last GZDoom version that still supports the Neural Upscale mod with this one? My bet would be v4.10.0.
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Re: Fullscreen Statusbar Mod [v5.1.11]

Post by PhoenixCyanFire »

This is glitched with Wadsmoosh
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Re: Fullscreen Statusbar Mod [v5.1.11]

Post by NightFright »

That's a pity, but Wadsmoosh isn't exactly the way the average user is playing Doom. Nor should it be, to be brutally honest. Besides that, at this point, we have to consider this mod to be in maintenance mode, so don't expect new features or any new updates. At least not for the time being. I've lost my coder and without him I can't do pretty much anything.
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Re: Fullscreen Statusbar Mod [ON HOLD]

Post by PhoenixCyanFire »

You didnt code this mod?
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Re: Fullscreen Statusbar Mod [ON HOLD]

Post by NightFright »

As stated in the OP, it started off as an SBARINFO mod by DTDSphere. I picked it up and refined it until I reached the limits of what was possible with that coding format. Later 3saster stepped in and completely rewrote everything from scratch in ZScript. I have little knowledge about it. I'd say about 99% of the mod as it is now was done by him. All I could do were minor adjustments to add minor features or to simply keep it functional after code-breaking new GZDoom releases.
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Re: Fullscreen Statusbar Mod

Post by NightFright »

I am somewhat resuming development, at least for another service release.

As of now, stats will receive some more love. I am also looking into some pending issues regarding:
- Broken support for neural upscale images
- Broken support for wide/ultra-wide status bars (wider than 320 px)
- Non-split status bar erroneously using STARMS patch in (Alt-)DM (-deathmatch / -altdeath) >> FIXED (hopefully)

Anyone with ZScript knowledge is welcome to provide input regarding this.
Last edited by NightFright on Tue Jun 11, 2024 9:47 am, edited 6 times in total.
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Re: Fullscreen Statusbar Mod

Post by axredneck »

Yes, support of widescreen bars would be cool. Doom 2 In City Only has one.
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Re: Fullscreen Statusbar Mod

Post by NightFright »

I'm almost certain we used to have some sort of universal wide STBAR support, but somehow it got broken in later GZDoom releases.

For the STBAR of the Neural Upscale Pack, my first guess had been the MD5 checksum changed at some point, but we seem to be using the correct one - unless there's a version newer than v1.0 out there somewhere I'm unaware of.

Code: Select all

case 'f5545943edade0df9de4cb40ba36e083': // Neural Upscale 2X Pack
HUD_SMP   = "HUD_SMP_NEURAL";
HUD_DM    = "HUD_DM_NEURAL";
HUD_LEFT  = "HUD_LEFT_NEURAL";
HUD_RIGHT = "HUD_RIGHT_NEURAL";
break;
Unfortunately, 3saster hasn't been active here for almost two years, so it's unlikely I can count on his input regarding any of the pending issues.
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Version 5.2.0 released!

Post by NightFright »

At long last, a long-awaited (and urgently needed) update for this popular mod is available. It fixes quite a few issues which popped up during the last two years, partially introduced with GZDoom updates.
I've done my best to address as many problems as possible, with the most urgent ones being broken compat mode (many thanks to AFADoomer and Blue Shadow for the code update!) and missing widescreen statusbar support.

Regarding widescreen statusbars:
This new feature requires individual PWAD compatibility entries to be added, so I'm counting on your help. Please report any PWAD with widescreen STBAR lumps embedded (i.e. inside the main wad, not as an external override file loaded on top of the regular 320p statusbar).

Another important thing:
As great as it is to have an update again after all these years, it doesn't mean we're going to suddenly have capacities to add fancy new features again. The mod will continue to receive occasional updates for more compatibility patches and to patch any code possibly breaking in future GZDoom versions, but that's pretty much it - at least for the time being. Thank you for your understanding!

GET IT ON GITHUB!

CHANGELOG v5.2.0 (Last refresh: Aug 2, 2024)
[ALL] Stats: Added option to position next to statusbar (code by scar45)
[ALL] Stats: Hours in time widget only shown when needed
[DOOM] Compatibility for Brutal Doom v2.1 (fixes non-functional ammo overview)
[DOOM] Fix for broken compatibility mode support (MD5 hashes) in GZDoom v4.11.0 and newer. This restores support for the Neural Upscale Pack and many other PWADs which required compatibility fixes
[DOOM] Non-split status bar: Fix for STARMS shown in (Alt-)DM
[DOOM] Split status bar: Support for widescreen bars; tested with Doom Unity (incl. "No End In Sight", "Scientist", "Tetanus"), "Bloody Steel", "Doom II In City Only", "Reconditus", "RRSP3", "Simulacrum", "Spectrum Descent", "Super Doom TV"
[HEXEN] Compatibility with "Hexen Rebalanced" and "Tempered Arms" (code by Delfino Furioso)
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Re: Fullscreen Statusbar Mod (UPDATE: v5.2.0!)

Post by JohnnyTheWolf »

Hi there. As you may know, the recently released Legacy of Rust features a original HUD that unfortunately appears incompatible with this mod.

Do you plan on updating the mod one more time?
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Re: Fullscreen Statusbar Mod (UPDATE: v5.2.0!)

Post by NightFright »

Looks perfectly fine to me...



Its STBAR has a dimension of 426x200, which is covered by my default widescreen definitions. Specific compatibility patches are not required. If it doesn't work for you, you must be doing something wrong.
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Re: Fullscreen Statusbar Mod (UPDATE: v5.2.0!)

Post by JohnnyTheWolf »

That is odd. Every other HUD looks fine in that resolution.

This is how it looks on my end:
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Re: Fullscreen Statusbar Mod (UPDATE: v5.2.0!)

Post by NightFright »

You are using the new mod version, right? I'm loading doom2.wad (v1.9, but can be any - freedoom2.wad also works) and id1.wad in combination with the latest GZDoom snapshot from Github. The latter is required for proper support of id1.wad (even though widescreen recognition of its STBAR should also work with an older GZDoom release).
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Re: Fullscreen Statusbar Mod (UPDATE: v5.2.0!)

Post by JohnnyTheWolf »

Ah, that was it. I was using the latest version of this mod... on a different computer. I forgot to update it on this one. :oops:

Sorry to bother you!

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