SBARINFO

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Enjay
 
 
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Re: SBARINFO

Post by Enjay »

Blzut3 wrote:Anyone feel like adding that information to the wiki?
OK, I've done that but there is something screwy on that page. For some reason the text gets bigger as you go down the page. Pretty sure it wan't me who did it, but I can't see whatever tags (or whatever Wikis use) that might be causing it. Anyone want to make it prettier?

http://zdoom.org/wiki/SBARINFO
Blzut3
 
 
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Re: SBARINFO

Post by Blzut3 »

Currently there is no way to force it to show the number of items but I'll go ahead and put that on the list for update 6 (along with armor icons).
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Enjay
 
 
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Re: SBARINFO

Post by Enjay »

Excellent. Thank you. :)

Even "back in the day" it bothered me that there was only an icon when you had 1 item and you didn't get numbers until 2 or more were present.
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Cutmanmike
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Re: SBARINFO

Post by Cutmanmike »

Fixed your wiki problem. <font> was causing the issue.

Anyone made any whacky status bars using this yet?
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Enjay
 
 
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Re: SBARINFO

Post by Enjay »

Thanks for fixing it. I wondered if the word "font" being in there might have been responsible, but I wasn't sure what to do about it.
Cutmanmike wrote:Anyone made any whacky status bars using this yet?
Well, here's my one that I'm using to teach myself this stuff. It's far from whacky, being based heavily on the Doom example from the Wiki, but most things have been changed, even if only by a pixel or two. (The ammo numbers on the far right are intentionally a different colour BTW). Hmmm, I just noticed the middle ammo numbers need to move over slightly.

Image
(Yes, I know Risen, it looks familiar. ;) )

and here's the inventory bar that goes with it.
Image

At present, inventory bar items act exactly like the Zdoom default: the "face" graphic gets replaced by the current item and the inventory bar gets placed over the status bar when choosing an item. However, the position of all of those are now entirely optional and I may, for example, put the current item in the top right of the screen, or draw the inventory bar across the top, or somewhere else entirely...

And maybe I'll remove the big ammo count on the left of the bar because the information is repeated in the small area anyway. That'll give me room to put the ammo max amounts back...

I want to teach myself how to use the life gem soon too, so that's something else to look at.

Possibilities, possibilities... :biggrin:


I think Nash posted a bar he'd done over at GZdoom. It looked very different from any of the standard bars.




In addition, I was wondering if there was any way to show which weapon number related to the currently selected weapon? eg, on my bar, you'll notice that the weapon numbers are all red. That's the colour they go when you carry at least one weapon from that slot. They're grey if you don't have one. But it would be nice to have a third colour to indicate which slot the weapon currently selected is from.
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Nash
 
 
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Re: SBARINFO

Post by Nash »

I actually wanted to recreate this ACS-based status bar but lack of DoomScript motivation is holding me back from porting that HUD over to SBARINFO...

I need DS for the damage calculations to properly account for each actor's elemental defence, magic defence and bla bla bla all that boring stuff. Just some random unimportant information!
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Enjay
 
 
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Re: SBARINFO

Post by Enjay »

That was the picture I was thinking of. I thought it was done in SBARINFO. My mistake.
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Re: SBARINFO

Post by Blzut3 »

Ok update #6 is done. No more requests for multi-colored drawnumber arguments as they are finally in (both bi and tri colored).

Code: Select all

- Fixed: A tutti-frutti like effect would occur if transparent images were used 
  in bars.
- Fixed: drawswitchableimage didn't count having 0 of an item as not having 
  the said item.
- Added alwaysshowcounter flag to both drawinventorybar and 
  drawselectedinventory.
- Added armoricon image type to drawimage.
- Added low-on secondary coloring and high-on coloring to drawnumber.
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TheDarkArchon
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Re: SBARINFO

Post by TheDarkArchon »

Can it be possible to have drawswitchableimage draw an item should there be a certain amount of an item?
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Jimmy
 
 
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Re: SBARINFO

Post by Jimmy »

I suppose it's a bit much to ask for column/row compatibility on the inventorybars?
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Re: SBARINFO

Post by Blzut3 »

Not that it would be hard to add column based inventory bars, the question is would people want to play using column bars? Does next item go up or down? I think it would cause needless confusion. If there is high support for it I should be able to add it.
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MG_Man
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Re: SBARINFO

Post by MG_Man »

I think next should go down, most things like that are thought of with a 'clockwise' method.

And the armoricon is nice, now all we need is an ammoicon and image size. :P
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Re: SBARINFO

Post by Blzut3 »

MG_Man wrote:now all we need is an ammoicon and image size. :P
Thanks for reminding me, ammoicon1 and ammoicon2 already exist. What would you need "image size" for?
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Kate
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Re: SBARINFO

Post by Kate »

Scaling an existing image to fit to specific different dimensions I'd imagine.
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Re: SBARINFO

Post by hideousdestructor »

I can only imagine next would go down... and for some of us who have inventory scrolling bound to the mouse wheel, a vertical bar would be a huge improvement.

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