FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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.
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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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?
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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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
I like this option too.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'm getting this error as well.mamaluigisbagel wrote: ↑Wed Mar 27, 2024 11:01 pmGot this error, updated to the most recent dev build, and it works fine, so I assume so.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
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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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
you should report that, posting in the dedicated forum sectuon or filing a github issue
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
Looks like its already a submitted/open issue: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
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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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
I will need to know the exact map pack, map and where this happened.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?
This (along with other options regarding mugshot placement) is in the works, but I don't have an ETA yet.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 was my oversight; I pushed a fix that should let it work on 4.11 again as well.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:
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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.
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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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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?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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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.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.
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Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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.
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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
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