[v1.0.2] DamNums - Universal Damage Numbers

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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby Xaser » Wed Sep 13, 2017 12:57 pm

Outtagum wrote:If you're still working on this, I wonder if it's possible to add an option to colour the numbers according to the monsters' blood? I use nashgore and I would love to shoot a Caco and see blue numbers fly off as well as, say, green numbers flying off a Hellknight injured by splash damage. :)

I may tinker with that at some point, though blood color translations are known to be weird, even in ZScript. Having a tri-state switch between "use damagetype colors", "use blood colors", and "always use the color I, the user, specify no matter what, dude" would work for switching between 'em.

For now, I've gone ahead and uploaded v1.0.1, which adds support for non-standard IWADs like Delaweare et.al, and also cut a GitHub Release for the fun of it. It indeed works quite well! :D
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby Outtagum » Thu Sep 14, 2017 12:23 pm

Thanks for considering my suggestion. Version 1.0.1 is now in my Autoload. :)
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby Chickenlegz » Sun Nov 12, 2017 12:18 pm

I'd like it alot.
It really reminds about World of WarCraft floating damage text xD
Fits perfect in one of my mods.
Keep it up :)
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby hoover1979 » Mon Nov 13, 2017 3:22 am

Nice mod. Looks like a barrel of fun. :D

Is there a possibility you can add text, for gibbing, one hit kills and multi-kills. This could really increase the fun with smart-ass lines for cool kills and skill shots. Imagine that in Multiplayer? :)
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby kadu522 » Fri Jan 26, 2018 1:46 pm

So... your mod does this with PB voxel project. for some... odd reason?
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby DabbingSquidward » Fri Jan 26, 2018 2:33 pm

Small bug report:

If an enemy has more health than its base health (for example an Imp that normally has 60 HP but has 120 HP via UDMF), that enemy won't spawn DamNums until its current health drops below its base health. You can also observe this with the player character. Simply go into chasecam mode and step onto a damaging floor. If you have ≥ 100 HP, either through Health Bonuses, Soulsphere or a Megasphere, there won't be any numbers until your health drops below 100.
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby wildweasel » Sat Jan 27, 2018 3:30 pm

This bug also applies to Legendary monsters in LegenDoom, who are given health values higher than their spawnhealth by a script. It makes the process of identifying legendaries before engaging them a little bit too easy. =P
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby shadstarn » Sat Jan 27, 2018 5:08 pm

thank you i love it i use it all the time
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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby Jimmy » Fri Jan 04, 2019 11:27 am

Hey Xaser, I figured I'd mention that GZDoom 3.7.1 throws up a small warning on startup when this mod is loaded, saying the following:

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Re: [v1.0.1] DamNums - Universal Damage Numbers

Postby Amuscaria » Fri Jan 04, 2019 3:13 pm

Just found this. This mod is extremely useful for balancing weapons. Thanks for this. :D
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Re: [v1.0.2] DamNums - Universal Damage Numbers

Postby Xaser » Sun Jan 06, 2019 8:28 pm

Heyo! Glad y'all are enjoying it! And thanks for the reports -- finally circled back to this after aeons and released a new version. Link & changelog are in the OP.
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