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Update README.md
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jekyllgrim committed Nov 6, 2023
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## Features

### General

* FlexiHUD replaces default HUD, not the AltHud. Make sure AltHud is off. FlexiHUD doesn't differentiate between fullscreen and statusbar modes.
* Not a single graphical element — everything is done through code.
* Not a single graphical element — everything is done through code (aside from a couple of virtual textures in TEXTURES).
* Every single element can be toggled on/off, attached to any screen angle or edge, and offset from there.
* Many elements have several display modes (such as disabled/autohide after delay/always show)
* You can select your own color and opacity for background of the elements
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* Heavily commented code—I hope you can learn from it!
* MIT licence (can be used by anyone for any purpose, just copy the license file into your project)

### HUD elements

* **Health, armor and mugshot**

* Health/armor can be represented with numbers or bars

* Mugshot can be toggled

* **Current weapon and ammo**

* Shows the current ammo amount and icon(s)

* Weapon icon and ammo bar that can be toggled

* **All Ammo**

* Shows a list of all ammo possessed by the player

* Can show all ammo or only the ammo that you have weapons for

* Color-coded to represent the amount left. Ammo for current weapon is highlighted

* **Weapon slots**

* Shows a list of current weapons and their slots

* Slots have small Quake 2-styled bars representing the amount of ammo for that weapon

* Can be arranged horizontally or vertically (with bottom>top/top>bottom options)

* Adjustable icon size

* Supports always show/auto-hide display

* **Minimap and map data**

* A minimap of the level (supports adjustable zoom and size, can be square or circular)

* Customizable minimap colors

* Parses LOCKDEFS to obtain correct colors for locked lines

* Optional monster radar

* Optional Map Data block that can show kills, secrets, items and level time (all toggleablle)

* **Powerup timers**

* Shows icons and remaining time for current powerups

* Obtains icons even for those powerups that don't have them (provided the powerup in question is associated with a PowerupGiver class)

* **Reticle bars**

* Half-Life-styled round bars around the crosshair that represent health, armor, current ammo and the health of the monster you're looking at

* Each bar can be individually toggled and moved to one of the four positions around the crosshair

* Adjustable size and width of the bars

* Supports always show/auto-hide display

* **Incoming damage markers**

* Doom Eternal-styled round damage markers that point at the enemy that has damaged you

* Adjustable maximum opacity and fade-out time

* As a separate option, you can adjust the multiplier for the vanilla damage screen reddeing factor. For example, you can set it to 0.0 in case you want to rely solely on the damage markers as indicators of incoming damage.

* **Hit markers**

* A simple cross-shaped hitmarker will flash around the crosshair when you hit an enemy

* The marker will grow larger if your attack killed the enemy

* Scales accordingly with your crosshair

* **Inventory bar**

* Animated, smoothly scrolling inventory bar (shows up in the games/mods that actually have items that can be put in the inventory, like Heretic)

* Supports always visible mode (in the style of Alternative HUD) or auto-hide (only the selected item is visible)

* **Custom items**

* A special block that will display items added to the ITEMINFO lump in the mod (see the contents of ITEMINFO for an example and explanation). Can be utilized to display ammo or items that, for some reason, cannot be captured by other HUD blocks (or just in case you want to display a specific item class separately).

## Credits

Agent_Ash aka Jekyll Grim Payne - idea, code, Russian localization
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