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 »

mamaluigisbagel wrote: Wed Nov 01, 2023 7:23 pm And I guess for some reason, grabbing a backpack increases the capacity for the weapons in other sets you're not using.
That's because capacity is a property of ammo, not weapon, and BackpackItem is set up to iterate through all existing ammo types and give them to the player if they don't have any. The mod should've really taken more steps to prevent the reception of ammo you're not supposed to be able to use... But yeah, I can add an option.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

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.
So, I checked out BDLite.

BdGrenades is a weapon type, not an item/ammo type, so it's not what you want to draw (and there's nothing to draw from it because it's a dummy weapon without an icon). What you want to draw is the ammo type it uses—which is called GrenadeAmmo. So, just add that to ITEMINFO, and it'll become visible in FlexiHUD ;)
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

Just pushed a new commit with updates to the All Ammo block. Besides "Off" it now has 3 options:
  • Only for the weapons you have — only draws ammo that can be used by the weapons in your inventory
  • All non-depleted ammo — draws all ammo whose amount is above 0 in your inventory
  • All ammo types — draws all ammo types in your inventory, even if their amount is 0
In addition to that, a flat color fill will be drawn behind the ammo that is used by the current weapon.

Also, I added GrenadeAmmo to ITEMINFO, so that the mod comes with built-in support for mods that utilize a class named GrenadeAmmo (such as BDLite).
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Starman the Blaziken »

Speaking of all that actually, how about an option to toggle the mug on the HUD? In case when you are playing with a mod that more or less is not exactly meant to have a head drawn.
(Or you are somebody who hates fun and thinks heads are ugly)
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

Starman the Blaziken wrote: Thu Nov 02, 2023 12:38 pm Speaking of all that actually, how about an option to toggle the mug on the HUD? In case when you are playing with a mod that more or less is not exactly meant to have a head drawn.
(Or you are somebody who hates fun and thinks heads are ugly)
It's already there. Health and Armor > Mugshot display.
I know, the name of the base option doesn't really imply it, I should probably rename it...
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

Jekyll Grim Payne wrote: Thu Nov 02, 2023 12:25 pm Just pushed a new commit with updates to the All Ammo block. Besides "Off" it now has 3 options:
  • Only for the weapons you have — only draws ammo that can be used by the weapons in your inventory
  • All non-depleted ammo — draws all ammo whose amount is above 0 in your inventory
  • All ammo types — draws all ammo types in your inventory, even if their amount is 0
In addition to that, a flat color fill will be drawn behind the ammo that is used by the current weapon.

Also, I added GrenadeAmmo to ITEMINFO, so that the mod comes with built-in support for mods that utilize a class named GrenadeAmmo (such as BDLite).
After getting the new update, the all ammo block does have the background, but it does not have the extra options for displaying it. Grenades for BDLite also still don't display, despite me confirming "GrenadeAmmo" is indeed in ITEMINFO and the option to display custom items is turned on.

Also sorry I keep making you update this lol I'm just trying to push how universal it is. I typically do that when I actually like a mod and want to see it improve. :P

EDIT: Similar to Beautiful Doom which also puts its settings menu at the top of the options menu, this mod conflicts with the Mod Menu mini-mod. The only fix for this I can think of that you can do is moving the mod option's position though.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by cosmos10040 »

mamaluigisbagel wrote: Thu Nov 02, 2023 4:12 pm
Jekyll Grim Payne wrote: Thu Nov 02, 2023 12:25 pm Just pushed a new commit with updates to the All Ammo block. Besides "Off" it now has 3 options:
  • Only for the weapons you have — only draws ammo that can be used by the weapons in your inventory
  • All non-depleted ammo — draws all ammo whose amount is above 0 in your inventory
  • All ammo types — draws all ammo types in your inventory, even if their amount is 0
In addition to that, a flat color fill will be drawn behind the ammo that is used by the current weapon.

Also, I added GrenadeAmmo to ITEMINFO, so that the mod comes with built-in support for mods that utilize a class named GrenadeAmmo (such as BDLite).
After getting the new update, the all ammo block does have the background, but it does not have the extra options for displaying it. Grenades for BDLite also still don't display, despite me confirming "GrenadeAmmo" is indeed in ITEMINFO and the option to display custom items is turned on.

Also sorry I keep making you update this lol I'm just trying to push how universal it is. I typically do that when I actually like a mod and want to see it improve. :P

EDIT: Similar to Beautiful Doom which also puts its settings menu at the top of the options menu, this mod conflicts with the Mod Menu mini-mod. The only fix for this I can think of that you can do is moving the mod option's position though.
I concur with the mod menu issue, it lumps mods together with options and quite messy 😄 I should have reported sooner but this hud mod was so cool 😎
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Thu Nov 02, 2023 4:12 pm After getting the new update, the all ammo block does have the background, but it does not have the extra options for displaying it.
The extra options are a part of the main "Display All Ammo" option, you can now cycle through it to get several options. Note, you may need to hit Reset to Defaults first, if those options aren't appearing.
mamaluigisbagel wrote: Thu Nov 02, 2023 4:12 pm Grenades for BDLite also still don't display, despite me confirming "GrenadeAmmo" is indeed in ITEMINFO and the option to display custom items is turned on.
That I honestly can't be sure about it. I personally tested it with BDLite.

mamaluigisbagel wrote: Thu Nov 02, 2023 4:12 pm EDIT: Similar to Beautiful Doom which also puts its settings menu at the top of the options menu, this mod conflicts with the Mod Menu mini-mod. The only fix for this I can think of that you can do is moving the mod option's position though.
Well... I can move FlexiHUD's options at the bottom. However, the issue herer is, really, with ModMenu's implementation, because that's something that it should be able to account for, IMO. I'll see if this is somethin m8f can work around.


UPD:
After some consideration, I split the updated All Ammo display into two separate options:
- Display All Ammo: Off / For the weapons you have / For all weapons in the game (default: For the weapons you have)
- Show depleted ammo: Off / On (default: On)

You may need to hit Reset to Defaults in the All Ammo menu before the values work correctly.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

Got the latest version and got this crash when starting the game, even after resetting to default settings. Might help to add I'm using version 4.10.0 of GZDoom because 4.11.1 breaks a couple of mods I like using. (including BDite)
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Fri Nov 03, 2023 8:26 am Got the latest version and got this crash when starting the game, even after resetting to default settings. Might help to add I'm using version 4.10.0 of GZDoom because 4.11.1 breaks a couple of mods I like using. (including BDite)
Oh man, I forgot to update CVARINFO with that new CVAR... Sorry about that, just pushed a fix forthat.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

I'm working on updating the All Ammo block further. I realized that I forgot something that AltHud normally does: it should be able to display ammo for weapons that aren't bound to slots. Currently FlexiHUD doesn't do that, it only checks the slots. I'm working on adding non-slotted weapons to the list as well (among other things, it will catch things like BDlite grenades automatically because those are actually bound to a dummy weapon that has no slot).

Another thing I forgot is that weapons can actually change their ammotypes dynamically at runtime (they do in Beautiful Doom, for example).

UPD: and I pushed this commit as well.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

Thanks for the fix! Though it still perplexes me why I can't see the custom item block. I even tried deleting my config file and starting fresh, and it's still not appearing. Can someone else test this? (other than Jekyll, since they've shown it works for them) I'm curious if it's just me or not so I can look into it more on my end.

EDIT: New crash when playing the mod "Postal: Running with Chainsaws." If the player is gibbed, this crash occurs.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Fri Nov 03, 2023 6:00 pm EDIT: New crash when playing the mod "Postal: Running with Chainsaws." If the player is gibbed, this crash occurs.
This one is interesting. Does that mod have a "skull pop" feature? (Where your head camera seems to be launched away from the body) If so, I know how to fix it. And I really hate how A_SkullPop (the function that does that) works...
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by mamaluigisbagel »

It does. If that's the cause, I can think of a few other mods that could have that similar problem.
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Re: FlexiHUD - a universal, extremely flexible HUD mod

Post by Jekyll Grim Payne »

mamaluigisbagel wrote: Sat Nov 04, 2023 4:14 am It does. If that's the cause, I can think of a few other mods that could have that similar problem.
This should be fixed now. I might've overlooked something, though, so feel free to let me know if it isn't.

UPD:

I also pushed an update to incoming damage markers:
  • New appearance in the style of Doom Eternal (a fading red gradient with a yellow line at the edge)
  • Markers will now point towards the monster, not the projectile they fired (except for cases when you inflict damage to yourself with explosive projectiles)
  • The width of the marker will vary based on the damage received (from 10% of normal width to full normal width)

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