Born from a series of HUD extensions that I created for personal use, Simple HUD Add-ons has morphed into a customizable way to display in-game information independently of your HUD. Many bug fixes and customization options have been implemented thanks to feedback from the community, so feel free to post if you have a suggestion or issue. Here's a video showing off some of the options:
AmmoInfo v1.29 Updated October 24, 2021 (Requires GZDoom 3.6 or newer)
Shows a list containing the ammo pools for all of your weapons. I made this to use with gameplay mods that don't natively show this information in their HUDs. You can toggle text abbreviation, alignment, colorization, opacity, and position the list where you want. It works with Doom, Heretic, Hexen, Strife, and various mods.
October 24, 2021 (v1.29) - Added support for Ashes Afterglow. - Updated support for Ashes 2063: Enriched Edition.
August 4, 2021 (v1.28) - Updated support for Project Brutality.
July 2, 2021 (v1.27) - Added an option to replace the default font with the small Doom font.
March 25, 2021 (v1.26) - Various code and structure changes.
April 13, 2020 (v1.25) - Added an option to display ammo capacity percentages. - Fixed an issue where respawning under certain conditions would disable the add-on.
January 18, 2020 (v1.24) - Added support for NAKU-NARU.
January 15, 2020 (v1.23) - Added missing support for the stun grenade ammo type in Project Brutality.
December 14, 2019 (v1.22) - Added missing support for the soul ammo type in Death Foretold.
December 7, 2019 (v1.21) - Added an option to hide AmmoInfo when used with unrecognized mods.
August 26, 2019 (v1.20) - Added support for Final Doomer and the new weapons in Doom Incarnate.
August 23, 2019 (v1.19) - Minor code changes.
June 5, 2019 (v1.18) - Added support for the new weapons in Doom Incarnate.
May 27, 2019 (v1.17) - Added the option to toggle visibility on the automap.
December 18, 2018 (v1.16) - Added an option to highlight when ammo counts reach certain thresholds. - Menu tweaks.
December 10, 2018 (v1.15) - Added missing support for the grenade ammo type in Ashes 2063.
November 26, 2018 (v1.14) - Changed the abbreviation option to allow for 1 to 8 characters. - Minor code optimizations.
November 21, 2018 (v1.13) - Changed the default behavior when an unrecognized game/mod is detected to show the standard Doom ammo types.
November 19, 2018 (v1.12) - Added compatibility for Brutal Doom 21 RC3.
A small health bar and percentage will appear below the crosshair when you aim at a monster. You can toggle health percentages (with total health instead), show object (non-enemy) health, display monster names, and adjust its fade time. You can also change the opacity and the position (to the pixel) if you so desire. This was designed for use with a 1920x1080 resolution, and using it at other resolutions may cause display issues.
March 25, 2021 (v1.20) - Various code and structure changes.
April 13, 2020 (v1.19) - Fixed an issue where respawning under certain conditions would disable the add-on.
March 28, 2020 (v1.18) - Enemy HP, percentages, and names no longer fade out before the health bar.
January 20, 2020 (v1.17) - No longer incorrectly targets teammates in cooperative and competitive modes. - Enemy players are now properly detected in deathmatch modes.
November 28, 2019 (v1.16) - Minor code changes.
September 5, 2019 (v1.15) - Now properly targets enemies that are acquired through autoaim.
August 23, 2019 (v1.14) - Minor code changes.
August 22, 2019 (v1.13) - Fixed an issue that caused improper sizing when the status bar is visible.
July 30, 2019 (v1.12) - Added an option to show/hide visibility when targeting hidden enemies. - Implemented a series of vertical positioning presets. - Now supports up to 4K resolution for custom positioning.
January 26, 2019 (v1.11) - Minor performance optimizations.
January 22, 2019 (v1.10) - Now uses ZScript to obtain actor information. - Fixed an issue that prevented actors with the GHOST flag from being detected. - Another sizing option has been added.
December 18, 2018 (v1.07) - Menu tweaks. - Minor code optimizations.
November 26, 2018 (v1.06) - Minor code optimizations.
May 30, 2018 (v1.05) - Restored sizing option with a different implementation.
May 24, 2018 (v1.04) - Minor font changes.
April 27, 2018 (v1.03) - Font converted to the FON2 format for potentially faster loading. - Removed resize option due to text distortion issues.
April 27, 2018 (v1.02) - Minor font and positioning changes.
April 26, 2018 (v1.01) - Added an option to increase the size of the add-on.
Call of Duty-style hit and kill markers will display as enemies take damage from the player. Additionally, there are a variety of hit sounds available from numerous popular shooters. All visuals can be toggled off, so it's also possible to set this up as an audio-only add-on. Other options include style tweaks, color switching, volume controls, fade out timing, and individual hit/kill sound effects.
September 10, 2021 (v1.21) - Added options to modify the colors of the hit and kill markers.
August 19, 2021 (v1.20) - Added a class exception list to avoid unintentionally triggering hit/kill markers in some mods.
March 25, 2021 (v1.19) - Various code and structure changes.
March 5, 2021 (v1.18) - Fade times are no longer automatically halved for animated styles. - Added a separate fade time option for animated styles.
November 18, 2020 (v1.17) - Modified the default behavior of kill markers to not overlap hit markers. - The old behavior can be restored by enabling the kill marker priority option. - Animated styles no longer have different hit and kill animations. - Added a new animated style with a default and small size variant.
April 13, 2020 (v1.16) - Fixed an issue where respawning under certain conditions would disable the add-on.
January 20, 2020 (v1.15) - Hit/kill markers on allies are no longer triggered when friendly fire is enabled. - Monsters are now ignored in deathmatch modes.
December 14, 2019 (v1.14) - Added two vertical themed styles.
December 10, 2019 (v1.13) - Added the hit and kill sounds from 2019's Call of Duty: Modern Warfare.
December 7, 2019 (v1.12) - Added multiple options to individually customize hit and kill marker styles.
December 4, 2019 (v1.11) - Added an option to double hit/kill marker animation speeds.
November 28, 2019 (v1.10) - Added animated hit/kill markers for the default styles. - Removed the large default and large circular styles.
November 11, 2019 (v1.09) - Changed the size options to a general style selector. - Three versions of circular styled hit markers have been added.
November 10, 2019 (v1.08) - Added an option to limit rapid hit sounds.
September 3, 2019 (v1.07) - Added an option that allows hit sounds to change based on damage done to enemies.
August 27, 2019 (v1.06) - Added the Quake Live kill sound.
August 23, 2019 (v1.05) - Minor code changes.
August 22, 2019 (v1.04) - Fixed an issue that caused improper sizing when the status bar is visible.
May 29, 2019 (v1.03) - Added small and large size options for the hit/kill markers.
April 13, 2019 (v1.02) - Fixed an improper method of hit detection that could cause unintended behavior or crashes.
April 11, 2019 (v1.01) - Added the Titanfall 2 kill sound. - Fixed a crash that occurred with some mods.
Displays kills, items, secrets, time, power-up durations, hazards, and remaining oxygen. Many of these items can be abbreviated or toggled, so if you're already using a HUD that displays much of this but doesn't show power-up timers, you can leave only those on to not waste space with redundant information. Text abbreviation, alignment, opacity, and positioning options are also available.
August 4, 2021 (v1.29) - Updated support for Project Brutality.
July 2, 2021 (v1.28) - Added an option to replace the default font with the small Doom font.
March 25, 2021 (v1.27) - Various code and structure changes.
April 21, 2020 (v1.26) - Added an option to show total time across all maps. - Fixed a display bug where the par time could conflict with power-ups.
April 13, 2020 (v1.25) - Fixed a spacing bug that could trigger when percentages are enabled. - Fixed an issue where respawning under certain conditions would disable the add-on.
February 14, 2020 (v1.24) - Added an option to show map par times.
November 24, 2019 (v1.23) - The show hazards option now displays a timer when the player has been morphed by an enemy.
September 4, 2019 (v1.22) - Changed the poison damage percentage to a countdown timer.
August 23, 2019 (v1.21) - Added an option to display hazards. This will show Strife's slime radiation and Hexen's poison percentages.
May 27, 2019 (v1.20) - Added the option to toggle visibility on the automap. - Fixed a bug where percentages could cause text misalignment.
May 22, 2019 (v1.19) - Added an option to replace map statistics with percentages.
December 18, 2018 (v1.18) - Added the capability to highlight map completion values. - Added an option to show map completion percentages. - Fixed an issue where power-ups with negative timers could break the display. - Menu tweaks.
November 26, 2018 (v1.17) - Changed the abbreviation option to allow for 1 to 8 characters. - Minor code optimizations.
October 19, 2018 (v1.16) - Fixed the missing power-ups when used with Doom Incarnate.
October 13, 2018 (v1.15) - Added support for Ashes 2063.
PlayerInfo shows your health, armor, keys, and held weapon ammunition. As with the other add-ons, you can customize the way this information is displayed to suit your preferences. The key display is a separate module that can be used to visualize any collected key in a game or mod. Keys can be placed anywhere on the screen with various presets, placements, and size options.
July 6, 2021 (v1.03) - Fixed a bug that caused the add-on to stop working when highlighting is active. - Fixed an issue with incorrect highlight colors under certain conditions.
July 2, 2021 (v1.02) - Added an option to replace the default font with the small Doom font.
March 26, 2021 (v1.01) - Added an option to display key spawn sprites instead of icons.
March 25, 2021 (v1.00) - Initial release.
All-in-one You can download the latest versions of all the add-ons in a single file here. Requires GZDoom 3.6 or newer.
Spoiler: These fully work with both AmmoInfo and LevelInfo
Any chance you can add AmmoInfo support for D4T: Death Foretold? DBThanatos and the others have been so busy with Quake Champions: Doom Edition that they haven't had time to properly add reserve ammo counters, despite my suggestions. The Ammo Types in question are as follows: Shells (Orange), Bullets (Yellow), Rockets (Red), Cells (Cyan), and Slugs (White). Chainsaw Fuel (Dark Orange/Brown) and BFG Cells (Green) are already shown on D4T's HUD, so you need not worry about those two...
kadu522 wrote:it is posible so scale the hp bar without haveing to change resolution? its fine right now but others way need it.
It renders as small as it can given the resolution. If someone wants it bigger than that, I just added an option to increase the size a bit. I guess this could be useful for people who play Doom in 4K, if they actually exist.
I also made some other changes to all of the add-ons, which are noted in the changelogs in the first post.
Tormentor667 wrote:Good work, especially from a visual point of view. Clear design!
Thanks. I appreciate the feedback.
I made some small changes to the mods (for minor aesthetic issues), and this will probably be the last of them unless something breaks, someone suggests something, or there are mod compatibility requests.
I've been experiencing quite a performance hit whenever I load all three of these minimods together on Delta Touch, and I think I know as to why: The minimods, as they are, have to pull a bunch of images together from the font folder to render each of their respective modules, which means slower read times as they render each individual character/number from a set of PNG files.
May I suggest compiling a .FON2 lump, with the entirety of your font inside it, to reduce the workload of the rendering engine?
That way, all characters, symbols, and numbera can all be loaded from a single file, as opposed to a massive amount of small PNG images.
ADDENDUM: I found a temporary solution to this issue; by jury-rigging all three minimods into one PK3, and pointing all of them to the CrosshairInfo font, my framerate's back in tip-top shape. I'm uploading the combined package in this post, as a proof-of-concept...
Marginal performance gains, but not quite as much as what I had posted. Perhaps you could try combining all three minimods into a single package like I did, and make it a separate download for those who want an all-in-one experience...
Regarding performance: HudMessage (which these add-ons use) is expensive. It's something I noticed early on, and if you use it to say, render the letter A over the entire screen and do nothing else, it will eat hundreds of frames on a modern gaming machine. The refresh rate, font used, opacity settings, fade timings, other code in general - none of these things have a substantial impact on its performance. The only things that do are the number of characters and to a much lesser extent, the size of them on screen (larger is more taxing).
It doesn't help that to get around HudMessage's inconsistent positioning options, I use invisible characters (which still hurts performance) to align and place various elements in AmmoInfo and LevelInfo. Because of this, I have updated AmmoInfo and LevelInfo with tweaks to use the bare minimum of invisible characters for proper alignment, which could potentially increase performance on older or weaker machines. This does come with a caveat: this only works if alignment is set to the right side of the screen. It takes far fewer hidden characters to align text on the right side than the left.
If you're still experiencing performance problems, remember that less is better. Use abbreviations, small custom position increments (or none at all), and align text to the right side of the screen. If none of these help, you're screwed until HudMessage is replaced with something better, I guess.
ShockwaveS08 wrote:Any chance of support for DoomZone v1.8.1 and Doom Incarnate in the next update?
I'm heading out for the day so I'll look into these tomorrow. Though, if I recall, DoomZone has 100 weapons or something, which makes the manual entry of ammo types time consuming enough that I probably won't bother with it unless I get a hankering for some real tedium.
Also, I added a package with all of the add-ons included, for those who are into that sort of thing.
ShockwaveS08 wrote:Any chance of a standalone version of the font that is used in your addons, for those of us who want to use it for any projects, private or public?
I'm not sure I understand the request. The font is a slightly modified version of MemenTwo, which you can download in this thread. If you're referring to my variant of it, you can just take the font lump and move it into other projects?