Simple HUD Add-ons [Updated September 22, 2024]
Forum rules
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.
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.
-
- Posts: 661
- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
Re: Simple HUD Add-ons [Updated August 27, 2019]
Really love the HitMarkers addon, it rocks!
Very good job overall Tekish, I congratulate you!
Very good job overall Tekish, I congratulate you!
-
- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated August 27, 2019]
Glad you like it, thanks!
-
- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated September 3, 2019]
I just posted an update to HitMarkers that provides the option to have certain hit sounds change based on the damage done to enemies. This currently only works with the default and Quake hit sounds. Essentially, it mimics the behavior from the past few Quake titles where the more damage you do, the deeper the hit sound gets. You can also modify the thresholds in which these sounds trigger, which can be useful when used with mods that have high damaging weapons.
-
- Posts: 74
- Joined: Tue Aug 06, 2019 2:11 am
Re: Simple HUD Add-ons [Updated September 4, 2019]
Is it possible to make HP bars work with autoaim? I play without mouselook and HP bar doesn't appear if I and moster are in different height levels.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated September 5, 2019]
The latest version of CrosshairHP will now properly display enemies targeted by autoaim.
-
- Posts: 74
- Joined: Tue Aug 06, 2019 2:11 am
Re: Simple HUD Add-ons [Updated September 5, 2019]
That was quick. Thank you, Tekish!
-
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Simple HUD Add-ons [Updated September 5, 2019]
@Tekish
I created subactors of every Doom powerup so to add the +INVENTORY.ADDITIVETIME flag, but their timers aren't shown on LevelInfo. Would it be possible to add an option to also display timers from subactors or -classes?
Maybe with help of the Tag parameter?
I created subactors of every Doom powerup so to add the +INVENTORY.ADDITIVETIME flag, but their timers aren't shown on LevelInfo. Would it be possible to add an option to also display timers from subactors or -classes?
Maybe with help of the Tag parameter?
-
- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated September 5, 2019]
Since timers are detected by the names of classes, every new subclass would need to be added to LevelInfo in the same way that mods are. Wouldn't a better solution be to replace the core power-ups with versions that include ADDITIVETIME? This way the names remain the same, you get the added behavior you're looking for, and everything that interacts with them will continue to do so.
-
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Simple HUD Add-ons [Updated September 5, 2019]
If there's a way to do this without editing gzdoom.pk3, please let me know. AFAIK there's no way, at least not without ZScript, to have two or more actors with identical names.
I did this:
And after picking up the new radsuit its duration doesn't show. At first I tried only replacing the powerups themselves, not the givers, but it didn't work.
I did this:
Code: Select all
Actor PowerIronFeetAdditive : PowerIronFeet
{
+INVENTORY.ADDITIVETIME
}
Actor RadsuitNew : Radsuit replaces Radsuit
{
Powerup.Type "IronFeetAdditive"
}
-
- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated September 5, 2019]
I don't have the context of the rest of your code, but in a vacuum this should work. It inherits the actor, makes the additive change, and then replaces the original with said change.
Code: Select all
Actor RadSuitAdditive : Radsuit Replaces Radsuit
{
+INVENTORY.ADDITIVETIME
}
-
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Simple HUD Add-ons [Updated September 5, 2019]
Didn't think that would work, but it does! Thanks very much
-
- Posts: 45
- Joined: Tue Oct 25, 2016 5:01 am
Re: Simple HUD Add-ons [Updated September 5, 2019]
Great addon, simple and informative!
-
- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated November 10, 2019]
Thanks, glad you like it.
I've made a small update to HitMarkers that allows the option to limit rapid hit sounds. With it enabled, it will output hit sounds once every 4 tics (instead of every tic).
I originally dismissed this idea as unnecessary, but I've been playing more mods lately that spam a lot of damage in small increments, making the hit sounds go crazy. I wouldn't suggest using this all the time though, as it will definitely impact hit sound registration with weapons that have high fire rates.
I've made a small update to HitMarkers that allows the option to limit rapid hit sounds. With it enabled, it will output hit sounds once every 4 tics (instead of every tic).
I originally dismissed this idea as unnecessary, but I've been playing more mods lately that spam a lot of damage in small increments, making the hit sounds go crazy. I wouldn't suggest using this all the time though, as it will definitely impact hit sound registration with weapons that have high fire rates.
-
- Posts: 80
- Joined: Thu Sep 14, 2017 6:50 am
Re: Simple HUD Add-ons [Updated November 10, 2019]
Can you add Rise of The Triad's [2013] Hit Indicator (s) pls ?
Here's a few examples of what I mean https://imgur.com/a/L9ZMe8g , this would be very cool to have
Here's a few examples of what I mean https://imgur.com/a/L9ZMe8g , this would be very cool to have
-
- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Simple HUD Add-ons [Updated November 10, 2019]
This would be an entirely new add-on, and not something I'm interested in doing at the moment. I do recall seeing a damage direction mod on these forums, so something similar to this may already exist. I just don't remember the name of the project.