Fullscreen Statusbar Mod (UPDATE: v5.2.1)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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NightFright
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Re: Fullscreen Statusbar Mod [Version 5.0 released!]

Post by NightFright »

I think nobody made a font like that, at least not in a usable format. It may have to be created from scratch.

For the time being, 3saster implemented switching between fonts. I doubt any of the current choices would be what you are looking for, so I'll see what I can do regarding a 4.x style font before I release an update.
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3saster
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Re: Fullscreen Statusbar Mod [Version 5.0 released!]

Post by 3saster »

Way ahead of you :P

I simply took the graphic from an older version and extracted the letters to make a formal font. This will be the default font in future releases.
Scuba Steve
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Re: Fullscreen Statusbar Mod [Version 5.0 released!]

Post by Scuba Steve »

I think it would be nice to keep the original ZDoom simplified HUD as well... so when you press the + symbol to enlarge the screensize, it goes FULLSCREENDOOMHUD > FULLSCREENMODHUD > ZDOOMHUD > Nothing
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NightFright
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Re: Fullscreen Statusbar Mod [Version 5.0 released!]

Post by NightFright »

I doubt that's possible. Normal fullscreen and ZDoom fullscreen are both screenblocks=11. You can only toggle between them via menu.
And, just like with the normal HUD: If you prefer the ZDoom HUD, don't use this mod.
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3saster
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Re: Fullscreen Statusbar Mod [Version 5.0 released!]

Post by 3saster »

Actually that's not a bad idea. It can't be done the way Scuba Steve wants, but it could be done with another CVAR, so that if it's in fullscreen, you can pick between the standard fullscreen HUD and this one though. It's not high on the priority list, since as you said, if you want to use the fullscreen HUD, this mod isn't for you, but it might be something to do later, after Strife. Implementing this would make the mod even more autoload-friendly, since then no features are removed anymore.
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NightFright
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Version 5.0.1 released

Post by NightFright »

Service release for level stats font choices is available. If you liked the old font better - rejoice, it's the default now, no need to change it. You can still check out what it looks like with the other fonts (even though personally, I will also stick to the classic). Enjoy!

Changelog v5.0.1 (Sep 6, 2019)
[ALL] Level stats: Added option to change stats font. 5 choices available (default: font from 4.x releases)

Preview:
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PhysixCat
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by PhysixCat »

This is fantastic. Thank you guys so much for this! And also for putting up the project on github. Makes updating even easier for me now :P
Scuba Steve
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Re: Fullscreen Statusbar Mod [Version 5.0 released!]

Post by Scuba Steve »

3saster wrote:Actually that's not a bad idea. It can't be done the way Scuba Steve wants, but it could be done with another CVAR, so that if it's in fullscreen, you can pick between the standard fullscreen HUD and this one though. It's not high on the priority list, since as you said, if you want to use the fullscreen HUD, this mod isn't for you, but it might be something to do later, after Strife. Implementing this would make the mod even more autoload-friendly, since then no features are removed anymore.
Truthfully, this is such a simple, effective, and faithful implementation of of modern style HUD, that it would be preferable to add it as an official HUD style for GZDoom.
XxMiltenXx
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by XxMiltenXx »

Great release as always!

I noticed that interpolation for the statistic values are gone, can this be added back in as a user option?
@3saster: For ZScript you can use the DynamicValueInterpolator to achieve it.

Maybe some other settings can be added to let it interpolate faster or slower, but that's optional for me.
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NightFright
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by NightFright »

This would only be meant only for level stats, I assume. The interpolation I added later for health & armor was pretty useless and didn't make sense since this is meant to go along with the wiggle animation of a chain a la Heretic/Hexen.

Anyway, it's great people appreciate the mod and we will keep polishing it. Some stuff that was in before and now isn't may be missing since it got "lost" during the rewriting process or it was considered decorative. TBH I am not missing interpolation that much since I moved to the fractions display, but if there is demand to bring it back and ZScript allows it, why not.
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3saster
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by 3saster »

@XxMiltenXx do you mean that if, for example, you have percent mode on and you kill 1 of ten enemies, the values rises to 10% instead of instantly jumping? If so, that actually makes a lot of sense, though only for percentage mode. I'll see what I can do about implementing it.

Take note that if you are comfortable with ZScript, you could make a pull request on the github. If you have any questions for that, feel free to PM me.
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NightFright
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by NightFright »

I dunno if it even needs an additional cvar. If it's just for percentages, implement it there and it's fine. Doubt it would bother anybody. Basically did the same in 4.x.
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Xenaero
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by Xenaero »

You guys are absolute champions. Thanks for that addition.
site
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by site »

im guessing its because of the rewrite, and that this is something thats just gonna be a thing with all the compat patches for now, but wanted to give a heads up that your recent neuralupscale patch doesnt work anymore with 5.0.1
XxMiltenXx
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Re: Fullscreen Statusbar Mod [v5.0.1]

Post by XxMiltenXx »

@3saster: I will see if i can get it implemented if you aren't quicker and make a pull request. It could also make sense for for non-percentage, if you kill multiple enemies at once, and this way it doesn't need to be implemented separately.

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