Simple HUD Add-ons [Updated April 23, 2024]

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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CthulhuInACan
Posts: 8
Joined: Sat Dec 22, 2018 3:41 am

Re: Simple HUD Add-ons [Updated January 14, 2024]

Post by CthulhuInACan »

AmmoInfo's description states that it supports vanilla Strife, but it just lists the Doom Bullet/Shell/Rocket/Cell ammo instead.

PlayerInfo and LevelInfo both work correctly, (and PlayerInfo shows the current weapon's ammo correctly) it's just AmmoInfo that has an issue.
Tekish
Posts: 151
Joined: Tue Jun 28, 2016 6:31 pm

Re: Simple HUD Add-ons [Updated February 3, 2024]

Post by Tekish »

I'm not sure if this was a regression or just an oversight, but it'll now work properly in the latest version.
CthulhuInACan
Posts: 8
Joined: Sat Dec 22, 2018 3:41 am

Re: Simple HUD Add-ons [Updated February 3, 2024]

Post by CthulhuInACan »

Thank you for the fix!
TolgaKerem07
Posts: 22
Joined: Thu Apr 04, 2024 12:54 pm
Preferred Pronouns: He/Him
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Re: Simple HUD Add-ons [Updated February 3, 2024]

Post by TolgaKerem07 »

Is it possible to disable hitscan for only for damage over time, poison, burning effects such as Gun Bonsai upgrades?
Tekish
Posts: 151
Joined: Tue Jun 28, 2016 6:31 pm

Re: Simple HUD Add-ons [Updated April 23, 2024]

Post by Tekish »

I've added some functionality in the latest version of HitMarkers to detect damage over time with some mods. The update comes with a set of customization options for hit markers and sounds when DOT effects are found.

This does come with a caveat, though. I based most of the damage types on those that come from Gun Bonsai, which I used primarily for testing. It uses the "Fire" damage type for its burning effects, but other mods also use it for different purposes. This means that with DOT detection on, you will get false positives with some mods. This cannot be helped without coding custom exceptions, which is a road I don't want to go down. As a result, I recommend only enabling this option with mods that you know utilize damage over time.

Furthermore, there may be some mods that HitMarkers doesn't properly detect that do have damage over time. In those cases, let me know and I'll try to add compatibility. And finally, I changed a decent amount of code to make this happen, and in the process found some long standing bugs that went unnoticed. There may be more, so if you stumble across any, please don't hesitate to post about them here or on the GitHub.

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