SBARINFO

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Enjay
 
 
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Re: SBARINFO

Post by Enjay »

This is really a question for Blzut3 rather than a bug report. In my recent WAD release (BGPA Burghead), I used an SBARINFO that had the following line.

Code: Select all

drawmugshot "STF", 5, 0, 143, 168;
It causes the following error

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Script error, "SBARINFO" line 66:
Expected ';' but got ',' instead.
In earlier versions, the SBARINFO worked.

Changing the problem line to

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drawmugshot "STF", 5, 143, 168;
Allows the game to start in newer versions.

Now, I'm perfectly prepared to believe that my earlier syntax was wrong and (G)Zdoom was just wasn't being fussy enough when accepting it, and I also know that producing a mod for the SVN versions does carry with it the risk of something breaking. So all I wanted to check was that this SBARINFO not working is an expected side effect of recent changes rather than something that needs to be addressed from the engine side.

I've already posted how to fix the specific issue in the relevant project thread for anyone who wants to fix their copy.
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randi
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Re: SBARINFO

Post by randi »

It was this change that broke your mod. Since Blzut3 expressed that that usage was deprecated and the code hadn't been in an official release, I took the liberty of removing support for it entirely.
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Enjay
 
 
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Re: SBARINFO

Post by Enjay »

Fair enough. I understand the risks of modding for unofficial code and the fix for the mod is easy too.
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Re: SBARINFO

Post by Blzut3 »

There was a major bug with drawbar's border (not that anyone should really be using it (it's needed for the hexen status bar)) so it is time for an update. Also in the area of the hexen status bar we have armorclass for drawnumber. According to the code it should be able to be used with regular armor in which case it would represent the save percent.

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- When the drawbar code was optimized border was accidently used as how many 
  pixels to reserve from the background instead of the foreground.  I've 
  reversed how the code works (bg over fg instead of fg over bg).
- Added armorclass to drawnumber.
- Added an interpolateArmor variable which acts just like interpolateHealth 
  except the effect is applied to armor.
- Added armor flag to drawgem since we can interpolate armor now.
- Added a reverse flag to drawgem.
- Fixed drawgem didn't allow for '|' to separate the flags.
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Graf Zahl
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Re: SBARINFO

Post by Graf Zahl »

added
Blzut3
 
 
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Re: SBARINFO

Post by Blzut3 »

Here is a patch with all the changes I made recently. Note that there is an acc.diff this time for the new ACS function. I'm not sure if any new memory leaks were created when rewriting the mug shot code, but from my testing they are small if any.

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- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
  states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one.  Clashing
  status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
  didn't work.  In the case that the border value is set to 0 it will revert to
  the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state 
  for the activating player.
- Added: keepoffsets flag to drawbar.  When set the offsets in the fg image will
  also be applied when displaying the bar.
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Graf Zahl
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Re: SBARINFO

Post by Graf Zahl »

Can you re-post the patch? It seems to be the one from 18/2/08 that has already been added.
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Skippy
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Re: SBARINFO

Post by Skippy »

Apologies if this info is located somewhere already, but for the life of me I can't find it.

What is the current status of fullscreen HUD support in SBARINFO? Currently it appears that one can only draw on the screen in a resolution of 320x200 pixels. Is it possible to use higher resolutions for rendering text and images to the HUD with SBARINFO? :?
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Re: SBARINFO

Post by Blzut3 »

Hmm that is interesting. Re-uploaded.
sbarinfo.zip
@Skippy: Fullscreen support in SBarInfo is currently limited to a 320x200 coordinate system. However I have discussed in a recent thread that you can use high resolution images with SBarInfo easily with HIRESTEX (no need for dummy images either).
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Skippy
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Re: SBARINFO

Post by Skippy »

Heh, cheers, I've no idea how I missed that. I'll give it a go. The image offsets method of aligning the graphics is a real kludge though, I'd defintely support a 'resolution' top-level command as a Feature Suggestion in the not-too-distant future. Thanks for your help. 8-)
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Graf Zahl
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Re: SBARINFO

Post by Graf Zahl »

Added. Just a question:

Could you add a copyright and license information to your source files?
It's quite extensive by now and I think it deserves proper credit.
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Re: SBARINFO

Post by Blzut3 »

I'll see about it, but I'm not supposed to be giving out my full name.
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Re: SBARINFO

Post by MDenham »

Blzut3 wrote:I'll see about it, but I'm not supposed to be giving out my full name.
Would giving out your first initial and last name be acceptable to whoever it is that doesn't want you giving out your full name?
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Graf Zahl
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Re: SBARINFO

Post by Graf Zahl »

Blzut3 wrote:I'll see about it, but I'm not supposed to be giving out my full name.

Uh... Why?

Ok, if you don't want credit you are not required to add your name to the source. I just thought it might be in your own interest.
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Re: SBARINFO

Post by Gez »

Graf Zahl wrote:Uh... Why?
He's really Prince Albert of Monaco and the forum would get flooded by paparazzi accounts.

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