First, I just want to thank you Xaser for your fantastic work on this mod! I've loaded it practically every time I've played Doom for the last year, and it's greatly improved my experience. I've found it so useful, that I've been making some tweaks to it here and there, that I hope you won't mind me sharing with the community.
Attached is an edited version of DamNums v1.0.2 that adds the following:
- Added an option to set the minimum health of actors to display damage numbers for.
- Implemented a sliding window mechanic for tracking damage. Instead of showing damage on each tick separately, damage over a window of configurable length will be summed and shown as a single number. Defaults to 5 ticks. Enabling shotgun spray mode effectively disables this windowing, as does setting the length of the window to 1 tick.
- To further improve visibility of multiple damage numbers on the same actor, damage numbers are now thrown slightly left or right relative to the player with some random variation in velocity.
- Velocity and size of the damage numbers are scaled by the damage magnitude. Now your big hits will have big numbers, in both senses of the word! Multipliers can be configured separately for velocity and size. Two configuration options are provided:
- Multiplier baseline - The amount of damage that should produce a multiplier of 1 (i.e., multiplier is determined by dividing damage magnitude by this number, before being bounded). The multiplier is always lower bounded by 1, so damage smaller than the baseline amount won't appear smaller than the standard font size.
- Maximum multiplier - The multiplier applied to velocity/size will be upper bounded by this value.
- Added an "overkill" option. If enabled and the damage to be shown exceeds a configurable value, it will be shown in the floating style (no gravity) with very little upward velocity, regardless of the toss/float physics setting. This helps huge damage really stand out, especially if you're using the toss physics option.
- Implemented coloring of damage numbers based on the magnitude of the damage. 6 tiers of damage are supported, each with configurable bounds and color. When setting the bounds you should make sure that each tier has a higher bound than the tier below it, as in the default config. It won't crash if you violate this constraint, but the coloring probably won't work quite right either.
I setup the default configuration for the new features based mostly on my own play of Brutal Doom/Project Brutality, so it'll likely need some tweaking to look good with vanilla or other wads. I tried to make as much as I could configurable through the ingame menu so people can configure these features to their needs.
Thanks again for your great work! These tweaks were only easy to make because of the solid foundation you laid.
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