FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

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Darman Macray
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Darman Macray »

This is hecka neat. I love the idea and all of the FLEXIbility. This mod would be absolutely perfect if it could play nice with PY Weapon Wheel (viewtopic.php?t=61061). Right now, engaging py's weapon-wheel button crashes the game when loaded with FlexiHUD.

EDIT: The conflict inspired me to try Gearbox (viewtopic.php?t=71086), which was quite the gift, as Gearbox is pretty neat, and doesn't conflict with FlexiHUD.
TolgaKerem07
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by TolgaKerem07 »

Minimap is gone:

While playing the game (I think the moment I teleported from one place to another), the minimap suddenly disappeared. No matter what setting I change, I can't get it back. I loaded different saves, closed and reopened the game, but it didn't fix it. Only starting the game from the beginning solves it. Is there anything that can be done to save my save?
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by mamaluigisbagel »

Out of curiosity, is it possible to get an update that separates the mugshot from the health/armor counters? It seems like the only way to show the mugshot is to enable them. Considering the mugshot a separate element (that can hopefully be moved freely) could be very useful for either the Alternate HUD, or mods that don't feature mugshots in their HUD. I know it's not a necessity, but it would be a nice thing to have.
Anim8
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Anim8 »

mamaluigisbagel wrote: Thu Apr 11, 2024 1:49 pm Out of curiosity, is it possible to get an update that separates the mugshot from the health/armor counters?
I like this option too.
mamaluigisbagel wrote: Wed Mar 27, 2024 11:01 pm
Delfino Furioso wrote: Wed Mar 27, 2024 3:23 pm does the dev build require using a devbuild for gzdoom too?

when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:

Code: Select all

Script error, "UniversalFlexibleHUD-main.zip:menudef.txt" line 54:
Too many parameters for OptionMenuItemColorPicker
Got this error, updated to the most recent dev build, and it works fine, so I assume so.
I'm getting this error as well.

The GZ Dev builds do work but for some reason I then get memory leaks? with GZ Dev builds. So went back to using a previous build of the HUD with GZ 4.11.3a.

No idea whats causing the memory issue, but its limited to the Vulkan API with the VRAM maxing out after a couple of minutes then performance tanks, no crash.
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Delfino Furioso
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Delfino Furioso »

you should report that, posting in the dedicated forum sectuon or filing a github issue
Anim8
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Anim8 »

Delfino Furioso wrote: Sat Apr 13, 2024 1:39 am you should report that, posting in the dedicated forum sectuon or filing a github issue
Looks like its already a submitted/open issue:
https://github.com/ZDoom/gzdoom/issues/2291

In trying to work out what was the cause, its now stable with Dev build.
VRAM usage is now staying below 500MB, was 10GB+ before.

Namely have updated;

GPU driver(NVIDIA)
from: v551.76
to: current release v552.12(4/4/2024)

Updated GZDoom Dev
from: gzdoom-x64-g4.12pre-480-g7a43d7f78 Mar 31 2024 11:06:32
to: gzdoom-x64-g4.12pre-489-g0328eca7f Apr 12 2024 11:10:37
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Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Jekyll Grim Payne »

TolgaKerem07 wrote: Sat Apr 06, 2024 1:41 am Minimap is gone:

While playing the game (I think the moment I teleported from one place to another), the minimap suddenly disappeared. No matter what setting I change, I can't get it back. I loaded different saves, closed and reopened the game, but it didn't fix it. Only starting the game from the beginning solves it. Is there anything that can be done to save my save?
I will need to know the exact map pack, map and where this happened.
mamaluigisbagel wrote: Thu Apr 11, 2024 1:49 pm Out of curiosity, is it possible to get an update that separates the mugshot from the health/armor counters? It seems like the only way to show the mugshot is to enable them. Considering the mugshot a separate element (that can hopefully be moved freely) could be very useful for either the Alternate HUD, or mods that don't feature mugshots in their HUD. I know it's not a necessity, but it would be a nice thing to have.
This (along with other options regarding mugshot placement) is in the works, but I don't have an ETA yet.
Delfino Furioso wrote: Wed Mar 27, 2024 3:23 pm does the dev build require using a devbuild for gzdoom too?

when trying to load it in 4.11.3 this error comes up during the engine's startup sequence:
This was my oversight; I pushed a fix that should let it work on 4.11 again as well.
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by mamaluigisbagel »

Good to hear!

I'm curious if it's possible to add a life counter for the Indestructable mod using the Custom Info box? I was looking into it, but not knowing much about code I couldn't figure it out as easily as, ie grenades in Brutal Doom or similar.
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Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Fri Apr 19, 2024 6:11 pm Good to hear!

I'm curious if it's possible to add a life counter for the Indestructable mod using the Custom Info box? I was looking into it, but not knowing much about code I couldn't figure it out as easily as, ie grenades in Brutal Doom or similar.
No because, as far as I can see, Indestructible's lives are not an item. Although a compatibility feature could be added, though. But doesn't that mod already display live count with its own means?
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by mamaluigisbagel »

It does, and there's a separate mod to do it now too. I was simply curious if it could be done, it's not something I was requesting.
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Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Sun Apr 21, 2024 4:28 pm It does, and there's a separate mod to do it now too. I was simply curious if it could be done, it's not something I was requesting.
Generally, yes, it's possible if I add it. However, I don't think it can be done in a way controllable by the user, like the ITEMINFO lump. While ZScript can look for specific items by just parsing a text file with their names, AFAIK it's not possible to do with variables (which is where data would normally be stored), so compatibility with specific projects has to be added explicitly (like the compatibility I added for Precise Crosshair). If Indestructible exposes its lives into a CVar, though, it's doablle.
Anim8
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)

Post by Anim8 »

Error report:

If; Health and armor display = off
Then; Mugshot = Reset to defaults = game crash/error loop

To get FlexiHUD working again need to;
Be at main GZDoom Menu with no game started yet(or will crash)
Display FlexiHUD = Off
Health and Armor = Numbers or Bars
Mugshot = Reset to defaults
Display FlexHUD = On

Could be other ways trigger the crash but seems the Mugshot can cause a error/crash when the Health and Armor display is off.

---

For offset, can this be increased from 160 max?
When playing on Ultra-wide type screens, you end up with screen spaces you can't reach.

For Hit markers can different settings be used/added for Hit vs Kill?
IE; Hit = White color / Kill = Red color

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