Releases: jekyllgrim/UniversalFlexibleHUD
Releases · jekyllgrim/UniversalFlexibleHUD
FlexiHUD 3.0.0
FlexiHUD 3.0.0 Change log
Core functionality
FlexiHUD is no longer a statusbar class, but is drawn with an event handler. This means that it's not a replacement for other HUDs but is instead drawn on top of them. This allows the following:
- You can now choose to use only specific elements of FlexiHUD (such as the minimap or the weapon slots) and combine them with the existing HUD from the game/mod you're playing.
- FlexiHUD itself can be completely hidden from the FlexiHUD options menu, or with a dedicated key bind (can be set in the options menu).
- The looks haven't changed: FlexiHUD is still drawn at the virtual resolution of 320x200 and scaled the same way as the basic HUD (in accordance with the User Interface/HUD scaling settings).
If you only want to see FlexiHUD, you can still hide the native HUD from the game/mod you're playing by pressing the = key twice or setting screenblocks 12
in the console.
General
- The mod now features a USER PRESETS system by @RicardoLuis0. This system allows user to save their current HUD settings into a preset with a specific name. Now you will be able to easily switch between your favorite HUD compositions instead of having to set up everything the way you want every time! This mod also comes with a small list of built-in presets.
- Added "preview mode" for certain HUD elements. How it works: if you open FlexiHUD options menu, the elements that are currently not visible in the game (such as powerup timers whille you don't have any active powerups, or the keys block while you don't have any keys) will be displayed as pulsing grey previews that represent the placement and size of those elements. This will let the players easily adjust the look of all HUD elements without having to meet the conditions to make those elements visible first.
- FlexiHUD will now be fully hidden while the automap is open. This is done mostly because 1) if you run it with a vanilla HUD (like the standard Doom/Heretic/Hexen HUD), that HUD will unconditionally draw its statusbar version when the automap is open, and you don't want to see two HUDs at the same time; 2) I generally feel like you won't need most of the HUD with the automap open anyway.
- Animated HUD elements (such as the scrolling inventory bar, the bars around the crosshair, etc.) are now updated smoothly in accordance with your framerate, rather than once per tic.
Health and armor
- The health icon will change from black & white to red & black if the player has Berserk (or another PowerStrength-based powerup).
- Maximum amount of armor in Hexen will now be properly calculated to the value defined in the current player class instead of being always set to 80.
Powerup timers
- The timers are now drawn on top of the powerup icons rather than to the side, and the timer text is now yellow.
- Added an option to arrange powerup timers horizontally.
- There will be a 1px indentation between the icons of different powerups.
- When a powerup's duration is running out, its icon will blink rather than the timer text.
Hit markers
- New option: "Hit markers shape" - lets you pick a specific shape for the hit marker. Possible shapes: Cross, Angled cross, 4 triangles, 4 angled triangles, Circle, Disk, Square, Diamond.
- New option: "Hit markers size". At 0 the hitmarker will scale with the crosshair size, otherwise you can set an explicit size.
- New option: "Hit markers color". Self-explanatory.
- The size of hit markers will no longer change with the HUD, and will instead scale separately, with the crosshair or with the "Hit markers size" option.
Minimap, monster markers and map data
Fixes and technical changes
- Fixed incorrect culling of the lines rendered on the minimap at certain User Interface Scale values.
- Fixed map data elements (Kills/Items/Secrets/Time) not being positioned correctly when the element was at the bottom of the screen.
- The minimap's rotation and positioning is now handled with subtic interpolation, for smooth, framerate-based rotation.
- The title of this menu has been renamed to "Minimap, radar and map data" to better represent its meaning
- When enabled, the minimap and the monster radar will update even when the pause menu is open. This means that, for example, if the minimap/radar was disabled and then you enable it from the menu, you will immediately see the lines/markers on it, rather than seeing a blank minimap element.
General chages
- "Minimap display" option is now called "Minimap and monster radar display" and has 4 values: Off / Monster markers only / Minimap only / Minimap and monster markers. This means that monster markers and the minimap can be both shown separately and together. Options specific to the map or the enemy markers will now be controllable separately.
- The "Minimap size", "Minimap shape" and "Minimap zoom" options have been renamed to "Minimap/radar size", "Minimap/radar shape" and "Minimap/radar zoom" respectively, to better convey that they can be used even when the minimap is in radar-only mode, without the actual map.
- New option: "Background opacity." Lets you control the opacity of the minimap/radar background with a slider.
- New options: "Cardinal directions display" (Off / Along a circular trajectory / Along the minimap's edge), "Cardinal directions' color", "Cardinal directions' size". Available when "Minimap and monster radar display" is set to anything besides Off. These options allow you to enable the display for cardinal directions (N, E, S, W) on the minimap. You can modify their size and color, and also control whether they always follow the minimap's edge (regardless of its current shape), or always follow a circular pattern (even when the minimap is using the square shape).
- The various options in this menu now will be properly grayed-out when they should. For example, the map colors will be grayed out if the minimap & map radar are set to "Off" or "Monster markers only".
Map drawing
- New options: "Lines around different floor heights" (on by default) and "Lines around different ceiling heights" (off by default). These toggles determine whether double-sided linedefs at the edges of sectors with different floor/ceiling heights will be rendered on the minimap. It's recommended to leave the "Lines around different ceiling heights" at Off to reduce visual noise, since those lines are normally irrelevant for navigation.
- The minimap will now also display generalized automap markers (the actors based on the internal MapMarker class; not to be confused with FlexiHUD-exclusive monster markers). These map markers are not used in any of the vanilla games but they are used in some mods (like Hellscape Navigator and Robust Map Markers) and some standalone games to create markers visible on the classic automap. These markers are rendered the same way as on the automap, using fixed scale according to the marker's own scale.
Monster markers
- New option: "Monster markers display". Controls whether markers for enemies are displayed on the minimap. Comes with 2 options: Only alerted enemies / All enemies. This option becomes available only when "Minimap and monster radar display" option is set to either "Monster markers only" or "Minimap and monster markers."
- New option: "Monster markers size" slider that controls the size of enemy markers on the minimap. The deafult value is "Match the size of the object", where the marker's size will represent the actual size of the monster, and thus will change relative to the map's zoom value. If the slider is set to an explicit value instead, the markers will render at the specified fixed size, regardless of the minimap's zoom value (which some users may find more readable).
- New option: "Monster markers shape" (Dot or Arrow).
Damage markers
- The angle of damage markers is now handled with smooth subtic interpolation.
Inventory bar
- Fixed a small visual issue where the inventory bar would always scroll to the right if the player cycled through it while having only 2 items in possession, even if the player actually pressed the button to scroll the bar to the left. It will now properly scroll to the direction according to the pressed button (invnext or invprev). (There's no practical difference, since with only 2 items, pressing either next or prev would select the same item.)
- Inventory bar scrolling is now handled smoothly, with framerate.
FlexiHUD 2.1.0
FlexiHUD 2.1.0 Change log
-
General:
- Added a "Reset ALL FlexiHUD settings to default" option at the bottom of the main options window, so that you won't have to go through all submenus if you want to reset all settings.
- Minor fixes to localization.
-
Inventory bar:
- Fixed a VM abort caused by dropping all instances of the currently selected item.
-
Weapon slots:
- Fixed positioning of slots/indexes again. They will now be properly offset on all screen sides, in all modes.
- In horizontal alignment, the indexes will now switch to bottom-to-top mode if they're placed at the bottom of the screen (similarly to how in vertical aligment they switch to righ-to-left mode when placed at the right edge).
-
Custom items block:
- Will now properly work in pre-4.10 GZDoom. There was an issue with Wads.ReadLump that got fixed in 4.10. I've added special handling tha will let it properly work both in 4.10+ and in earlier versions.
-
Reticle bars:
- Ammo bars will now respect Hexen-specific blue/green ammo colors.
FlexiHUD 2.0.0
FlexiHUD 2.0.0 Change log
- General
- Fixed serialization issues that made it impossible to save the game
- Fixed possible crashes on map change
- Added an option to specify a texture name for the background of the HUD elements instead of a flat color fill. If an incorrect texture name is entered, it'll be replaced with "[invalid]".
- Refactored and restructured a lot of the code
- Custom Items block: specify custrom item class names in the ITEMINFO, and they'll appear in this new HUD block.
- Health, armor and mugshot block:
- Fixed incorrect positioning in numbers mode
- When losing health or armor, an interpolated white trail will appear behind the bars, in the style of fighting games
- The title of the submenu in the mod settings is now "Health, armor and mugshot" to reflect that mugshot can also be toggled here
- Minimap:
- Added optional markers for monsters (both hostile and friendly)
- Added options to customize background and line colors
- Locked lines will be properly colorized on the minimap with the colors lifted from the LOCKDEFS lump
- Improved performance
- Changed map data font to New Console Font (like most other HUD elements)
- Weapon slots:
- Now support horizontal, vertical and vertical inverted alignment
- Weapon slots will only display weapons you currently have
- Weapon slots will correctly update with weapons being given/taken dynamically
- The ordering of weapons occupying the same slot is flipped if the slots are vertical and at the right edge, or if the slots are horizontal and at the bottom of the screen
- Added a separate setting for icon size
- Slot numbers are now displayed at the top right corner of the box
- Powerup display
- Added a separate setting for icon size
- Powerup icons on the HUD will now use the same renderstyle as the original powerup item (e.g. translucent, additive, etc.)
- The timers will now have proper zero padding (e.g. 2 minutes 5 seconds will be displayed as 2:05, not 2: 5 as before)
- All ammo
- Added options to display either all ammo, or only the ammo that you have weapons for
- Added an option to hide depleted ammo
- Ammo without a valid icons will no longer be drawn in this block
- Incoming damage markers
- The marker will point at the enemy, not the projectile (except for cases of self-inflicted explosive projectile damage)
- Added new appearance in the stylle of Doom Eternal (red gradient)
- The width of the marker will vary based on how much damage you've taken
- Reticle bars:
- The bars will pulse with white if the value is 20% of lower of its maximum
- Hit markers:
- The marker will grow more if your attack kills the enemy before returning to its original size
FlexiHUD 1.0.0
First release!