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

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Jekyll Grim Payne
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

Several updates pushed today:

FIXED:
  • Fixed VM abort if the game was started with HUD disabled (screenblocks 12)
  • Fixed broken structure of weapon slots with weapon mods
  • Fixed enemy health detector not working after map change
  • Negative horizontal offsets will now work properly if a HUD element is placed at top center/bottom center
  • Negative vertical offsets will now work properly if a HUD element is placed at left center/right center
  • Enemy healthbar opacity will no longer ignore the Bars Opacity option
ADDED:
  • Minimap can now display enemy and friendly monsters (set Minimap Display options to "Minimap and enemies")
  • Minimap markers for you and monsters will now reflect the actor's size (respectng map zoom)
Download repo build: https://github.com/jekyllgrim/Universal ... s/main.zip (do not unpack, load as is. You can change the extension from .zip to .pk3 if you like)
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Carrotear
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Carrotear »

I'm still getting this with the new version.

"Save failed
Attempt to save pointer to unhandled type NativeStruct<CVar>"
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

I just downloaded the new version and it's the first time I downloaded the mod, and I don't have any issues. Maybe it has to do with updating the mod?
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Carrotear »

I'm up to date with the latest gzdoom build. I purged my saves, but I haven't tried deleting the gzdoom.ini yet.

I also get this when a map starts.

"Initialzing LookTargetController for player#0"

New Observations:
It seems to at least autosave after a cleared map. It also seems to let me manually save whenever it feels like allowing me to do it.
So, I can save at the start of the map, but as soon as enemies are alerted, won't let me save.
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

I just tried to manually save and got that error, so nevermind. Really odd that it seems to work whenever it feels like it.

EDIT: I noticed if I start a map and then manually save, it works perfectly fine. But after killing a single enemy, it starts failing when I try to save.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

Carrotear wrote: Sat Oct 21, 2023 6:52 pm I also get this when a map starts.

"Initialzing LookTargetController for player#0"
That's a small oversight on my part, I left a debug string uncommented. Will be fixed, thanks :)
mamaluigisbagel wrote: Sat Oct 21, 2023 7:01 pm EDIT: I noticed if I start a map and then manually save, it works perfectly fine. But after killing a single enemy, it starts failing when I try to save.
Thanks, that was the information I needed! I can reproduce it and I'll get right on to debugging it.

UPD: both of these should be now fixed!
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

Hope it helps to get it fixed! So far that's the only problem I have with the HUD. (aside from the usual caveats with a universal HUD mixed with certain gameplay mods but I can let those pass) Really love this HUD, and I think it'll be my new go-to HUD for simple mods that don't come with their own HUDs! :)
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Sun Oct 22, 2023 3:24 am aside from the usual caveats with a universal HUD mixed with certain gameplay mods but I can let those pass
I'm willing to add mod-specific features to a reasonable degree and/or accept commits from other people who want to add mod-specific features (I would of course prefer that the interested parties do the job, but I'm willing to add some kind of a framework that makes it easier first). For example, I'm thinking about adding monster compass and soul counter from Painslayer (if I can), so that it can be played with this HUD if desired.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

The caveats I had in mind were things like missing icons for weapons and weapons that reload counting as 2 separate ammo counts. (ie for the icons, I've been playing the Supercharge mod lately, and every weapon icon works except for the shotguns which have no icon, likely because you can change their appearance in the mod options. As for the ammo counts, there's maybe 6 ammo types in Supercharge, but the ammo list in this HUD show at least 10, I assume because most of the weapons have a reload function) Not sure it'd be worth it for something like that.

EDIT: I was going to bring up the possibility for a grenade counter, but that'd be very specific.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Carrotear »

Thanks for fixing that save issue, so I can use autoautosave properly. I had it set up to autosave when a key or an important item is found.

However during this quick fix, it seems that some of the crosshair option labels are mixed up. Like, "Enemy Healthbar Posistion" set to "Bottom" when it's actually off.

I have an idea for the health and armor options, "Mugshot only" to create an immersive feel by relying on the reticle or and/or the mugshot
Last edited by Carrotear on Sun Oct 22, 2023 9:45 am, edited 1 time in total.
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mamaluigisbagel
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

Carrotear wrote: Sun Oct 22, 2023 9:25 am Thanks for fixing that save issue, so I can use autoautosave properly. I had it set up to autosave when a key or an important item is found.

However during this quick fix, it seems that some of the crosshair option labels are mixed up. Like, "Enemy Healthbar Posistion" set to "Bottom" when it's actually off.
Can confirm, the crosshair bars are all messed up with positioning. Pretty much all of the menu options place the bar you're changing anywhere but where you set it to.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

Carrotear wrote: Sun Oct 22, 2023 9:25 am However during this quick fix, it seems that some of the crosshair option labels are mixed up. Like, "Enemy Healthbar Posistion" set to "Bottom" when it's actually off.
Thanks, just pushed a fix for that too.

mamaluigisbagel wrote: Sun Oct 22, 2023 4:31 am The caveats I had in mind were things like missing icons for weapons and weapons that reload counting as 2 separate ammo counts. (ie for the icons, I've been playing the Supercharge mod lately, and every weapon icon works except for the shotguns which have no icon, likely because you can change their appearance in the mod options. As for the ammo counts, there's maybe 6 ammo types in Supercharge, but the ammo list in this HUD show at least 10, I assume because most of the weapons have a reload function) Not sure it'd be worth it for something like that.

EDIT: I was going to bring up the possibility for a grenade counter, but that'd be very specific.
Unfortunately, cases like this are hard to implement because they're very mod-specific. My plan is to add some kind of a virtual function or possibly a separate class that the players could modify to account for their own mods. A grenade indicator is a valid idea, but there's unfortunately no single concept of what a grenade could be—it could be ammo, Inventory, CustomInventory, etc. No way to detect a "grenade" universally.
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Delfino Furioso
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Delfino Furioso »

Jekyll Grim Payne wrote: Sun Oct 22, 2023 11:28 amMy plan is to add some kind of a virtual function or possibly a separate class that the players could modify to account for their own mods. A grenade indicator is a valid idea, but there's unfortunately no single concept of what a grenade could be—it could be ammo, Inventory, CustomInventory, etc. No way to detect a "grenade" universally.
this sound similar to what has been implemented here
viewtopic.php?p=1240168#p1240168
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

Jekyll Grim Payne wrote:Unfortunately, cases like this are hard to implement because they're very mod-specific. My plan is to add some kind of a virtual function or possibly a separate class that the players could modify to account for their own mods. A grenade indicator is a valid idea, but there's unfortunately no single concept of what a grenade could be—it could be ammo, Inventory, CustomInventory, etc. No way to detect a "grenade" universally.
Yup, which is why I said it's very specific and probably not worth it. Typically mods that have grenades have their own HUDs to account for them. The only mod I can think of where this HUD with a counter would be appreciated would be BDLite since it has a counter for grenades and reloading, but no other kind of unique HUD elements.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

New FlexiHUD options:
  • custom texture for the background elements
  • options to change weapon slots size separately from the general HUD scaling
  • options to change powerup timers icon size separately from the general HUD scaling
Download at the repo: https://github.com/jekyllgrim/Universal ... s/main.zip (do not unpack, load the archive as-is)

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