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damnums's Issues

Gravity toggle

A cool feature suggestion: a toggle for a "no gravity" numbers mode, where instead of falling down, Borderlands-style, they float upward as they fade out.

I may refer to this as some phrase involving the word "Style", but I'm not sure what other word to use. Spawn style? Physics style? "Falling with Style"? :P

Fonts

Fonts are important. Here's the list of ones to add so far:

  • Doom (Classic)
  • Doom (Modern)
  • Doom (Small)
  • Raven
  • Raven (Small)
  • Raven (Inventory)
  • Strife
  • Chex
  • Hacx
  • Harmony
  • Square
  • Urban Brawl
  • Borderlands (because Xaser insists)
  • Some sort of "use default for current game" auto-selection method. I may make a separate issue for this at a later date.
  • Make Fonts Actors (yep -- will allow me to get rid of the ugly-ass switch in DamNums and replace this "font cache" concept with something saner).

[Bug] Player will get additional DamNumTrackers if voodoo dolls are present

Example: MAP30: God Machine of Sunlust contains 35 voodoo dolls, which makes the player end up with 36 instances of DamNumTracker in his inventory. If he takes damage, the game will spawn 36 of the same number/s.

Worst case scenario: Enable shotgun spray and friendly fire in coop, let a fellow player hit you with the SSG. Boom, 720 DamNums.

Text Colors

I have a few in, but not all of them. I plan on supporting all of ZDoom's standard ones (close approximations, anyway) and a few custom ones, but certainly not the full FuzzballFox set. :P

Convert to Hud Messages (ZScript)

Using Marisa Kirisame's HUD Message system and Gutawer's Gutamatics, it should be possible to draw the numbers directly to screen and keep the position of the numbers.

(Gutamatics has a whole system set up for basically translating from 3D world space to 2D screen coordinates.)

This would be extraordinarily advantageous, as the numbers will draw over everything else with ease. Furthermore, no changes would be needed to the number actors themselves except to make them invisible with the actor flag.

I'm willing to lend assistance if needed.

Update docs

Although we're at v1.0.0 (near-/idgames addition), there are a few extra-wad things that could use some extra documentation:

  • "Compilation" instructions (a more fleshed-out README.md in general, really).
  • Common GitHub collab fodder like CONTRIBUTING and CONDUCT
  • Instructions on how to define damagetype mappings in mods
  • Instructions on how to add custom fonts

Health Bars

This is technically out of scope, so it may become its own mod. Ideas bucket increases, though. :P

Crits

This goes in the "maybe" bucket. Need to define what exactly a "crit" means, since "theoretically maximum damage per shot" is a bit boring.

Suggestion: Change Stat Number

I recommend allowing a settable stat number which people can change either in menu or by console, clamped anywhere from 70 to 90 (or 91-99).

  • Mods may heavily rely upon thinker iterators. If the mod has the iterator set to a specific stat number, the mod has the best of interests in mind in not scanning every single thinker (including the built-in ones) while scanning for a particular type.
  • Only applies to the numbers as well as the thinkers.

I can help on this if needed, should you decide to invest in this.

Damage Types

Different damagetypes == different colors. 'Nuff said.

Behavior is toggleable via user options, of course.

Title/Logo

I may or may not put this in the mod. I will certainly use it in the forum threads though. ;)

MENUDEF overwrites entire Options menu

AddOptionMenu didn't exist when I put the earliest mod prototype together, and I just recently noticed its addition. Much better to use it, for universalness' sake. :P

Add support for non-standard IWADs

Damnums currently errors out if a non-standard IWAD is encountered (e.g. Delaweare, Blade of Agony, Shadow of the Wool Ball) due to missing gamedefault files. Need to add a default gamedefault (heh) as a catch-all for everything else.

WADINFO

Necessary endgame bookkeeping.

"Shotgun Spray" toggle

Enables the "old" mode where shotgun blasting someone will spawn a number for each puff rather than 1 number per tic, max.

Better Feature Showcase

All I have on the forum thread is a crappy video showing an early version of the mod. Need something a bit better -- likely with gifs! Kids love gifs these days.

Increasing monster health in a script doesn't update tracked HP

via DabbingSquidward:

Small bug report:

If an enemy has more health than its base health (for example an Imp that normally has 60 HP but has 120 HP via UDMF), that enemy won't spawn DamNums until its current health drops below its base health. You can also observe this with the player character. Simply go into chasecam mode and step onto a damaging floor. If you have โ‰ฅ 100 HP, either through Health Bonuses, Soulsphere or a Megasphere, there won't be any numbers until your health drops below 100.

Seems that WorldThingSpawned hits before OPEN scripts (and, apparently, also UDMF Health properties) apply, thus the Keeper's curHealth variable immediately goes out of date.

I should probably just generically implement this as "healing number support", with maybe an uber-special exception to not show healing numbers for the first tic of gameplay to cover the OPEN script case. Or at least just increase curHealth when it goes up, since that's just a simple conditional.

Fix ThinkerIterator Shenanigans

From this thread:

The damnum thinker destroys stuff when it receives an event. And unfortunately due to the setup this is precisely the next thinker to be iterated by the ThinkerIterator which as a result loses its link to the chain.

I cannot fix this, but the workaround should be that SpawnAndDestroy does not actually destroy the thinker but only flags it for destruction in its next Tick call.

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