Yup, I was afraid that was the case. Since there is no command to run the block if some var == value, it seems impossible to have a "Map indicator" shown.Blue Shadow wrote:It turned out that the [wiki=classes:MapRevealer]MapRevealer[/wiki] actor, which is the base actor class for the computer area map, doesn't stay in player's inventory after pickup to begin with, thus you can't check for its presence. It instead, and I quote from the source code: "sets a flag on the level".Spoiler: Code snippet
[HUD] Statusbar Reloaded
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [HUD] Q3-style HUD
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Re: [HUD] Q3-style HUD
Zandronum.southpark2010 wrote:Working now, thanks. Zaero, is there a plan for a ST compatible version?
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Re: [HUD] Q3-style HUD
not in the 1.0 release, sorryprintz wrote:Zandronum.
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Re: [HUD] Q3-style HUD
I worked around the map issue in Psychic by replacing the automap with a CustomInventory item that gives both a MapRevealer and a checkable "token" item. I took the 'lazy' route there and used ACS to remove the token on map start (to simulate the map) but you can forego this by making the token a dummy PowerupGiver (say, a PowerDamage with a DamageFactor of 1.0) with a really long duration. With the proper flags, it'll be removed after completing the map/hub/whatever, leaving you all set.
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Re: [HUD] Q3-style HUD
Yeah actually it's not going to work with hubs.Xaser wrote:With the proper flags, it'll be removed after completing the map/hub/whatever, leaving you all set.
Suppose you give yourself an automap item on Guardian of Fire in Hexen. Travel back to Seven Portals, no full automap. Return to Guardian of Fire, full automap.
Powerups aren't going to have such a behavior. Either they'll be active in all levels on the hub, or they'll cease working when you go away and won't come back upon returning.
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Re: [HUD] Q3-style HUD
Could [wiki]GetLevelInfo[/wiki] be "expanded" in order to be able to retrieve whether the ALLMAP flag is set or not? Or is that out of the function's scope?
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Re: [HUD] Q3-style HUD
Sounds interesting, but I'm not familiar with ACS/Decorate yet. A code sample would be helpful.Xaser wrote:I worked around the map issue in Psychic by replacing the automap with a CustomInventory item that gives both a MapRevealer and a checkable "token" item. I took the 'lazy' route there and used ACS to remove the token on map start (to simulate the map) but you can forego this by making the token a dummy PowerupGiver (say, a PowerDamage with a DamageFactor of 1.0) with a really long duration. With the proper flags, it'll be removed after completing the map/hub/whatever, leaving you all set.
The same method probably can be used for "air" indicator (so the token is given when player is entirely underwater and taken away when he's not).
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Re: [HUD] Q3-style HUD
Looks very, very interesting; however, is it only for Brutal Doom?
And I also love the time counters for powerups. That's really cool.
And I also love the time counters for powerups. That's really cool.
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Re: [HUD] Q3-style HUD
Nope. It's "Brutal Doom Compatible", but will work with vanilla, as well as some other mods. Just the functionality of the HUD is extended in case of Brutal Doom, for ex:Lava Grunt wrote:Looks very, very interesting; however, is it only for Brutal Doom?
And I also love the time counters for powerups. That's really cool.
-BD's reloading functions are supported (Ammo2 mentioned in ReadMe)
and in current (unreleased version)
-Weapon indicators shows the BD-specific guns as well (as numbers 8 to 0)
-Backpack indicator supports the BD-altered version
ps. time counters will be improved a little in the new version (their position will not be fixed, they'll move to the top corner if no "more important" powerup is active)
Edit: I'm thinking about including Mr.Rocket's mugshots in the next release, but I found no e-mail to ask him for permission. Tried New Doom forums, unfortunately PM functionality seems to be paid feature and on the Megasphere site there is no contact data. Maybe some of you can get me in touch with him?
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Re: [HUD] Q3-style HUD
very neat HUD, congrats.
+1
+1
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Re: [HUD] Q3-style HUD
Probably his e-mail is: mrrocket2001@hotmail.comZaero wrote:Edit: I'm thinking about including Mr.Rocket's mugshots in the next release, but I found no e-mail to ask him for permission. Tried New Doom forums, unfortunately PM functionality seems to be paid feature and on the Megasphere site there is no contact data. Maybe some of you can get me in touch with him?
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Re: [HUD] Q3-style HUD
Thanks. The next release will have a lots of new info displayed but still the HUD will be almost the same size.niculinux wrote:very neat HUD, congrats.
+1
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Re: [HUD] Q3-style HUD
don't mention it!Zaero wrote:Thanks. The next release will have a lots of new info displayed but still the HUD will be almost the same size.niculinux wrote:very neat HUD, congrats.
+1
lpease, it is possible to have it to be fully compatible with freedoom?
Sorry, forgot to ask before
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Re: [HUD] Q3-style HUD
I don't see a reason why it wouldn't.. I mean as long as IWAD is used with ZDoom's exe.niculinux wrote: lpease, it is possible to have it to be fully compatible with freedoom?
Sorry, forgot to ask before
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Re: [HUD] Q3-style HUD
The only functional difference between Doom 2 and Freedoom, as far as a custom HUD goes, is that the fonts will be different. Since Freedoom's fonts are smaller than Doom 2's, there should not be any alignment or overlap issues at all.