Simple UI Add-ons [+Heretic, Hexen, Strife]

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Re: Simple UI Add-ons [Ammo List, Crosshair HP, Level Info]

Postby DabbingSquidward » Thu May 24, 2018 1:27 am

Any plans for LevelInfo & AmmoInfo to support Heretic, Hexen and Strife in the future?
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Re: Simple UI Add-ons [+Heretic, Hexen, Strafe]

Postby Tekish » Thu May 24, 2018 3:38 pm

I went ahead and added support for those 3 games in the latest versions of AmmoInfo and LevelInfo.
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Re: Simple UI Add-ons [+Heretic, Hexen, Strafe]

Postby DabbingSquidward » Fri May 25, 2018 2:15 am

Wow, that was fast, thank you for the quick response! :)
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Re: Simple UI Add-ons [+Heretic, Hexen, Strafe]

Postby SiFi270 » Fri May 25, 2018 5:01 am

I'd really appreciate it if in addition to Heretic it also supported Sgt. Shivers' Shazam addon, which uses the same kinds of ammo and only changes the weapon actors for cosmetic reasons.
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Re: Simple UI Add-ons [+Heretic, Hexen, Strife]

Postby Tekish » Fri May 25, 2018 8:17 am

Added. I didn't have time to test it, but it should work. Let me know if it doesn't.
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Re: Simple UI Add-ons [+Heretic, Hexen, Strife]

Postby DevilBlackDeath » Tue May 29, 2018 6:48 pm

Hello,

Coming back with the sizing suggestion for crosshair hp ^^ Couldn't you use integer scaling to avoid distortion ? Of course scaling with floats will be problematic for pixel perfect texture/fonts... But if you scale it by 2.0, 3.0... It shouldn't cause any issue, and whatever rick you use to avoid distortion should be intact ;)

Other than that pretty amazing stuff. Also, purely from a technical standpoint (as I'd guess it would take a LOT of effort), could the ammo list addon be modified to be "universal" ?

Congrats on this, it's been in my global autoload for a few days and I don't plan on removing it :D
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Re: Simple UI Add-ons [+Heretic, Hexen, Strife]

Postby Tekish » Wed May 30, 2018 2:47 pm

Thanks, I'm glad you find it useful.

Regarding your suggestions; they both seem to require ZScript, and I've been hesitant to use it because these add-ons function with Zandronum (which currently doesn't support ZScript).

Integer scaling without distortion depends on the resolution. The math to determine valid sizing isn't reproducible in ACS, so it needs to come from the engine itself, and as far as I can tell the only way to get that information is with ZScript. I released an update to CrosshairHP to work around this. I manually resized all of the graphics and implemented an option to double the size without relying on the engine's scaling. It's an inelegant solution to the problem, but it works.

Universal ammo recognition is a bit more problematic. It's impossible to automatically determine the context in which mods use ammunition, so a universal solution would still require compatibility tweaks to remove excess or unused ammo types, ammo based on player classes, or add others that simply aren't easily detectable. It's because of this that even if I were open to using ZScript, I probably wouldn't implement a universal solution because it wouldn't truly be universal.
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Re: Simple UI Add-ons [+Heretic, Hexen, Strife]

Postby DevilBlackDeath » Tue Jun 05, 2018 3:09 am

Tekish wrote:Thanks, I'm glad you find it useful.

Regarding your suggestions; they both seem to require ZScript, and I've been hesitant to use it because these add-ons function with Zandronum (which currently doesn't support ZScript).

Integer scaling without distortion depends on the resolution. The math to determine valid sizing isn't reproducible in ACS, so it needs to come from the engine itself, and as far as I can tell the only way to get that information is with ZScript. I released an update to CrosshairHP to work around this. I manually resized all of the graphics and implemented an option to double the size without relying on the engine's scaling. It's an inelegant solution to the problem, but it works.

Universal ammo recognition is a bit more problematic. It's impossible to automatically determine the context in which mods use ammunition, so a universal solution would still require compatibility tweaks to remove excess or unused ammo types, ammo based on player classes, or add others that simply aren't easily detectable. It's because of this that even if I were open to using ZScript, I probably wouldn't implement a universal solution because it wouldn't truly be universal.


Well thanks for going through the trouble of making a 2x option available :D That will really help with some mods ^^ (although I just completed a run of D4T + TUTNT Supportive Edition, and the original size was just perfect and fitting for that purpose ;) )

Yeah I figured that much for AmmoInfo =/ I would make a ZScript version if I had any skill with it. I'm a programmer but I still have to touch ZScript (although I plan to take a look at it once I'm done with fixing War Against the Doomed)
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