FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
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Re: FlexiHUD - a universal, extremely flexible HUD mod
This HUD is "da bomb".
But it'd be great if there was an option to hide the alt-ammo for any weapon that has a reload state from the all ammo list, but not from the current weapon widget. That way, a your ammo list doesn't scroll off the screen. That's probably as good as it gets without implementing AIASSIGN.lmp.
In addition, what irks me about a lot of HUDs is that they show the alt ammo even if both are the same ammo type. I'd just put a small 2 over the ammo icon, akin to powers on an base.
Either way, it's in my autoload now.
But it'd be great if there was an option to hide the alt-ammo for any weapon that has a reload state from the all ammo list, but not from the current weapon widget. That way, a your ammo list doesn't scroll off the screen. That's probably as good as it gets without implementing AIASSIGN.lmp.
In addition, what irks me about a lot of HUDs is that they show the alt ammo even if both are the same ammo type. I'd just put a small 2 over the ammo icon, akin to powers on an base.
Either way, it's in my autoload now.
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Thanks!

I'm not 100% sure I understand. You mean when a weapon has a reload system, but the reserve ammo used for reloading is NOT its alt ammo? Okay, but what is the alt ammo used for in that scenario? It's still used for something on the weapon, no? It sounds like it should still be displayed? Perhaps I don't fully understand the situation.yum13241 wrote: ↑Sat Oct 28, 2023 7:52 am But it'd be great if there was an option to hide the alt-ammo for any weapon that has a reload state from the all ammo list, but not from the current weapon widget. That way, a your ammo list doesn't scroll off the screen. That's probably as good as it gets without implementing AIASSIGN.lmp.
I specifically chose to do it simply because seeing two ammo icons is what tells the player the weapon even has two attacks—even if they use the same ammo types. Without this, the only way to realize the weapon has two attacks is to actually try pressing both attack buttons. I know it may seem strange, but that was my reasoning. THAT SAID, there is, I believe a simple solution to this: if the weapon uses the same ammo type for both attacks, I can display two icons, but only one ammo bar and one ammo number.
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Re: FlexiHUD - a universal, extremely flexible HUD mod
I believe this picture might help explain what I think they mean. I think I mentioned it too, but I didn't know if it was a thing that could be fixed. In this picture, it'd be asking for the 7/8 to be hidden and the 50/200 kept in the list
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Oh well, that can be "fixed", sure, by simply not drawing amounts for ammo classes that don't have icons. Although I find it pretty strange when the "magazine" ammo doesn't have an icon. But I can do that...mamaluigisbagel wrote: ↑Sun Oct 29, 2023 2:50 am I believe this picture might help explain what I think they mean. I think I mentioned it too, but I didn't know if it was a thing that could be fixed. In this picture, it'd be asking for the 7/8 to be hidden and the 50/200 kept in the list
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Jekyll Grim Pane wrote:I'm not 100% sure I understand. You mean when a weapon has a reload system, but the reserve ammo used for reloading is NOT its alt ammo? Okay, but what is the alt ammo used for in that scenario? It's still used for something on the weapon, no? It sounds like it should still be displayed? Perhaps I don't fully understand the situation.yum13241 wrote: ↑Sat Oct 28, 2023 7:52 am But it'd be great if there was an option to hide the alt-ammo for any weapon that has a reload state from the all ammo list, but not from the current weapon widget. That way, a your ammo list doesn't scroll off the screen. That's probably as good as it gets without implementing AIASSIGN.lmp.
No, I'm talking about when alt ammo is used for reloading. You also can't have alt fires this way, without overriding reloading.
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Pushed a few big commits:

- Added support for ITEMINFO: define custom item/ammo names in that lump, and it'll be displayed in a new Custom Items block. Added a menu with settings for that block as well.
- Locked lines are now colorized. Colors are pulled straight from the LOCKDEFS lump. If a color is not defined for the lock, it'll be cyan.
- Further optimizations to the minimap. It's still not very fast but faster than it was. The smaller the zoom, the greater the performance impact, still.
- Only one ammo icon, bar and numbers will be displayed for weapons that use the same ammo for AmmoType1 and AmmoType2.
- Ammo items without icons will not be drawn in the All Ammo block.
- Improved the appearance of the ammo bar: the number of segments will now be equal to the maxamount of the relevant ammotype if it's low enough. This means the bars will most of the time look better in mods with reloadable weapons, for example to reflect a 15-ammo pistol magazine or an 8-ammo shotgun magazine.
- Level timer and powerup timers will now have proper zero padding (e.g. 2 minutes 5 seconds will render as 2:05 instead of 2: 5).

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Re: FlexiHUD - a universal, extremely flexible HUD mod
Curious how the ITEMINFO will work and how it could be used...looking forward to this release!
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Re: FlexiHUD - a universal, extremely flexible HUD mod
It's already available in the current repository build, and the instructions are given at the top of the ITEMINFO lump in the archive.mamaluigisbagel wrote: ↑Mon Oct 30, 2023 3:20 am Curious how the ITEMINFO will work and how it could be used...looking forward to this release!
Just add class names of the special items you want to be parsed (like items from mods), one class name per line, and the HUD should detect them

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Re: FlexiHUD - a universal, extremely flexible HUD mod
Not being a modder by any means, (and by that I mean I'm not sure when looking at a file in a mod which part is the class name) I don't know how much use I could personally get out of it. I'd be willing to tinker around to see if I can figure something out, though. We'll see what comes with it, I guess. To me, it seems like the only item this HUD seems to not pick up is again, grenades. So outside of that, I don't know what kind of item would benefit from being added to ITEMINFO.
But again, not a modder.
EDIT: I was looking at a mod that used decorate and one that used zscript and it made me wonder. Would this feature only work for mods that use zscript?
But again, not a modder.
EDIT: I was looking at a mod that used decorate and one that used zscript and it made me wonder. Would this feature only work for mods that use zscript?
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Using the grenades you mentioned as an example: if those grenades are items, and you know their class name, you can just open the ITEMINFO lump and add the name of that grenade class to it. Do that, and the grenade will show up in FlexiHUD. That's itmamaluigisbagel wrote: ↑Mon Oct 30, 2023 6:22 am Not being a modder by any means, (and by that I mean I'm not sure when looking at a file in a mod which part is the class name) I don't know how much use I could personally get out of it.

Outside of compatibility with mods, ITEMINFO doesn't do anything.
No, it'll work with either.mamaluigisbagel wrote: ↑Mon Oct 30, 2023 6:22 am EDIT: I was looking at a mod that used decorate and one that used zscript and it made me wonder. Would this feature only work for mods that use zscript?
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Hmm....didn't think it'd be that simple. The mod with grenades I was looking at uses them as a weapon and are listed as an actor, I think. I tried messing about to no luck. Maybe just a bad choice to experiment with.
EDIT: Figured it'd help to give an example. In BDLite, the Grenade weapon is listed as
So I'm guessing I should be adding "BdGrenades" to the ITEMINFO?
EDIT: Figured it'd help to give an example. In BDLite, the Grenade weapon is listed as
Code: Select all
ACTOR BdGrenades : BdLiteWeapon
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Just pushed a potential fix for map-transition crashes. This is a weird one, so I'm still investigating. If anyone faces a crash or a VM abort when moving from one map to the next, let me know, please.
Yes, just adding BdGrenades to ITEMINFO should do the trick.mamaluigisbagel wrote: ↑Mon Oct 30, 2023 12:46 pmSo I'm guessing I should be adding "BdGrenades" to the ITEMINFO?Code: Select all
ACTOR BdGrenades : BdLiteWeapon
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Perhaps it doesn't have Inventory.Icon assigned. If so, there's no reasonable way to display it. Unless I add an option to provide an icon graphic name too...mamaluigisbagel wrote: ↑Tue Oct 31, 2023 10:42 am I was asking because I had tried that, and it didn't work for me. I added that and loaded the HUD and BDLite, and there's nothing new in the HUD.
Why does it have so many ammo types :-Omamaluigisbagel wrote: ↑Tue Oct 31, 2023 10:42 am EDIT: Okay, PSA. Don't use the All Ammo feature with Final Doomer Plus, or this'll happen after you get a backpack.
I guess this could be slightly improved by only displaying ammo for the weapons you have...
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Re: FlexiHUD - a universal, extremely flexible HUD mod
Final Doomer Plus features a bunch of classes with their own weapon sets, with their own ammo types. And I guess for some reason, grabbing a backpack increases the capacity for the weapons in other sets you're not using.
I would appreciate at least having an option to only display total ammo for the weapons you own though.
I would appreciate at least having an option to only display total ammo for the weapons you own though.