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Some custom ammo/pickup icons in PWADs are larger than usual and the HUD letters clip into them when using the Nightdive fullscreen HUD. A prominent example is the one from Frozen Heart (see attachment).
Maybe there's a way to find out about the width of the icons and move away the numbers as needed? (Side note: In widescreen mode, those key icons are also dangerously close to the screen edge.)
The text was updated successfully, but these errors were encountered:
This isn't as trivial to fix as it may seem, because the screen coordinates for the HUD widgets are hard-coded into the SBARDEF lump. So, the reflex reaction would be that "PWADs are expected to provide their own SBARDEF lumps if their pick-up sprites don't fit into the HUD" - yeah, right. What we could do, though, is check the sprite widths ourselves and only display them as part of the HUD if all will fit.
It's hard to tell how many PWADs would actually have such an issue and how many people feel bothered by it. There aren't too many ports out there which support SBARDEF right now, which makes obtaining feedback even more difficult. The thing with the suggested solution is it would be probably perceived as a bug if the icon isn't rendered at all.
I'll try to come up with an alternate suggestion. In the worst case we have to go for the "suck it down" approach and accept the few cases where this won't look 100% perfect. The guys over at Nightdive would most likely also rather shrug about this. As long as numbers are shown in front of the icons, it's at least only a visual issue and won't affect playability.
(Side note: This HUD is one of the few that IMO looks better in normal mode instead of widescreen.)
Some custom ammo/pickup icons in PWADs are larger than usual and the HUD letters clip into them when using the Nightdive fullscreen HUD. A prominent example is the one from Frozen Heart (see attachment).
Maybe there's a way to find out about the width of the icons and move away the numbers as needed? (Side note: In widescreen mode, those key icons are also dangerously close to the screen edge.)
The text was updated successfully, but these errors were encountered: