[Mod] HUD Bars [2.3.5] [hudbars]
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Re: [Mod] HUD bars [2.3.2] [hudbars]
Wuzzy, don't get frustrated. It runs pretty well.
I initially reported that statbar_MODERN broke, not classic. (this was the one with the background templates).
However, I had to switch to the hudbar (the version in the last posted screenshot) since statbar_modern was broke. But the feedback from players was good. So i just stuck with hudbar/progress bar and will just try to remove the numbers from it when I can. (I think the numbers are not very fun, and the visual indicator is more interesting when its just an approximation or generalization).
I initially reported that statbar_MODERN broke, not classic. (this was the one with the background templates).
However, I had to switch to the hudbar (the version in the last posted screenshot) since statbar_modern was broke. But the feedback from players was good. So i just stuck with hudbar/progress bar and will just try to remove the numbers from it when I can. (I think the numbers are not very fun, and the visual indicator is more interesting when its just an approximation or generalization).
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Re: [Mod] HUD bars [2.3.2] [hudbars]
Hi Wuzzy,
Could you help me add a settingstype to show/hide the bar numbers on progressbars (current value / max value) on each hudbar? Actually, just hide all text when this these values are hidden, including the label, just icons work well enough.
My train of thinking is this:
The bars are a representation of the values already and are not as definitive. Thus, they leave some level of uncertainty, which adds a bit of fun and are more immersive and less like a calculator.
I've tried this myself already once but am struggling and am out of time this evening.
Could you help me add a settingstype to show/hide the bar numbers on progressbars (current value / max value) on each hudbar? Actually, just hide all text when this these values are hidden, including the label, just icons work well enough.
My train of thinking is this:
The bars are a representation of the values already and are not as definitive. Thus, they leave some level of uncertainty, which adds a bit of fun and are more immersive and less like a calculator.
I've tried this myself already once but am struggling and am out of time this evening.
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Re: [Mod] HUD bars [2.3.2] [hudbars]
In other words,
How can I just hide all the label text and values on the "progress_bar"
How can I just hide all the label text and values on the "progress_bar"
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Re: [Mod] HUD bars [2.3.2] [hudbars]
It's possible, but I'm too lazy to do it myself atm. I will probably accept patches, however.
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Re: [Mod] HUD bars [2.3.2] [hudbars]
Hi guys!
Also appeared on my gf's Macbook Air.
First, I would like to report that I "managed" to reproduce the problem.TechnoWolf wrote: ↑Sat Sep 26, 2020 15:15Hi, I'm running Minetest 5.3.0, Hudbars 2.3.3 along with various other mods, most importantly HBSprint and HungerNG. As of Minetest 5.3.0, my hud bars have an extra unfilled space at the end of the bar, even though I am at full health and satiation:
https://www.dropbox.com/s/3frdsgd7nelia ... d.jpg?dl=0
...
The interesting thing that till I used Manjaro with KDE I didn't have this kind of problem. Now I'm on Pop! OS with KDE and it appeared. The machine is the same. And the unfilled space's amount is affected by the game's hud scaling setting.
I will check if I find any scaling related in the os settings.TechnoWolf wrote: ↑Sun Sep 27, 2020 15:41... I've just now figured out what was causing it! ... I use Windows scaling on this monitor to 125%. I turned Windows scaling to 100% and launched the game and the hud bars appear as normal and expected. ...
Also appeared on my gf's Macbook Air.
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Re: [Mod] HUD bars [2.3.2] [hudbars]
I'm using HUD bars in conjunction with hbsprint and Hunger NG. I'm not sure where the behavior I'll describe is originating so I'm posting here first. I'm running a Minetest 5.3.0 (server and client) VM Ubuntu survival mode server and have myself set as admin with all privs. When I run, I see no stamina bar appear, and running has no effect on my satiation. There is also no limit to being able to run. As a result, I'm able to run endlessly with no penalty. Other non-admin players say that stamina appears when running and functions as expected. When I load a single player world, stamina appears and functions as expected in my client. Would this be due to some priv or admin status on server? Would this be some issue in HUD bars, or hbsprint / Hunger NG? Thanks for any suggestions.
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Re: [Mod] HUD bars [2.3.2] [hudbars]
If you have the fast priv, stamina will not be applied to you, this is intended as far as I can tell
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Re: [Mod] HUD bars [2.3.2] [hudbars]
That was it! Thanks, FrostRanger.
Re: [Mod] HUD bars [2.3.2] [hudbars]
Hey there. I know the mod is for 5.3.0, still decided to post this here. I use 5.4.1 and have the following:
2021-05-20 00:39:13: WARNING[Server]: Deprecated usage of statbar without size! (at .minetest/mods/mod-hudbars/init.lua:232)
2021-05-20 00:39:13: WARNING[Server]: Deprecated usage of statbar without size! (at .minetest/mods/mod-hudbars/init.lua:232)
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Re: [Mod] HUD bars [2.3.2] [hudbars]
I found an issue in hudbars (version 2.1.0 but I don't see any changes which could have fixed it).
Clients get flooded with HUD update packets from the (un)hide_hudbar calls at https://repo.or.cz/minetest_hudbars.git ... t.lua#l505. The issue seems to go away if I add checks to ensure the HUD hasn't already been hidden/shown to (un)hide_hudbar (such as if hudtable.hudstate[name].hidden then return true end in hide_hudbar).
Clients get flooded with HUD update packets from the (un)hide_hudbar calls at https://repo.or.cz/minetest_hudbars.git ... t.lua#l505. The issue seems to go away if I add checks to ensure the HUD hasn't already been hidden/shown to (un)hide_hudbar (such as if hudtable.hudstate[name].hidden then return true end in hide_hudbar).
git_undo() { [ -e .git ] || return 1; local r=$(git remote get-url origin); cd ..; rm -rf "$OLDPWD"; git clone "$r" "$OLDPWD"; cd "$OLDPWD"; }
Re: [Mod] HUD bars [2.3.2] [hudbars]
How would it be to make hudbars a client side mod? Or split it into 2 parts: 1 server side, 1 client side. That should solve the update packet problem also.
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Re: [Mod] HUD bars [2.3.3] [hudbars]
Version 2.3.3 is released!
This fixes a bug causing massive spam of hud_change events, reported by luk3yx. Thanks!
@sangeet: I'm sorry, but this is actually intentional. I keep this code there due to past previous issues with displacement of the HUD bar on other OSes when size is specified explicitly. I don't know if this problem is fixed in Minetest yet. If you can verify a fix, that would be great, I would gladly remove this ugly code. But until I know for sure, I keep this code.
BTW: This is what I wrote in the code:
This fixes a bug causing massive spam of hud_change events, reported by luk3yx. Thanks!
@sangeet: I'm sorry, but this is actually intentional. I keep this code there due to past previous issues with displacement of the HUD bar on other OSes when size is specified explicitly. I don't know if this problem is fixed in Minetest yet. If you can verify a fix, that would be great, I would gladly remove this ugly code. But until I know for sure, I keep this code.
BTW: This is what I wrote in the code:
Code: Select all
if hb.settings.bar_type == "progress_bar" then
bar_image = textures.bar
-- NOTE: Intentionally set to nil. For some reason, on some systems,
-- the progress bar is displaced when the bar_size is set explicitly here.
-- On the other hand, setting this to nil is deprecated in MT 5.0.0 due to
-- a debug log warning, but nothing is explained in lua_api.txt.
-- This section is a potential bug magnet, please watch with care!
-- The size of the bar image is expected to be exactly 2×16 pixels.
bar_size = nil
Re: [Mod] HUD bars [2.3.3] [hudbars]
Hi can you add
in init.lua L.303 in function change_hudbar ?
That line is also in hide and unhide_hudbar. This would make it possible
to unregister a hudbar. Because else the line will raise an index error.
In my case i have to disable breathbar, because i write a mod which has to completely remove it. But by default the breathbar is shown again also if i hide it, because in on_step it is un-hidden again.
Only possble workaround at moment is to force default breathbar and healthbar and then register a custom health and breathbar
Code: Select all
if hudtable == nil then return false end
That line is also in hide and unhide_hudbar. This would make it possible
to unregister a hudbar. Because else the line
Code: Select all
if not hudtable.hudstate[name]
In my case i have to disable breathbar, because i write a mod which has to completely remove it. But by default the breathbar is shown again also if i hide it, because in on_step it is un-hidden again.
Only possble workaround at moment is to force default breathbar and healthbar and then register a custom health and breathbar
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Re: [Mod] HUD bars [2.3.3] [hudbars]
Can anyone confirm this?
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Re: [Mod] HUD bars [2.3.3] [hudbars]
Does anyone else also have the problem that the Hudbars are never full? (I have the problem only on Windows. Everything works under Linux.)
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Re: [Mod] HUD bars [2.3.3] [hudbars]
This mod's source code is now hosted on Codeberg.org:
https://codeberg.org/Wuzzy/minetest_hudbars
With issue tracker!
https://codeberg.org/Wuzzy/minetest_hudbars
With issue tracker!
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Re: [Mod] HUD bars [1.7.1] [hudbars]
Found a similar problem (The current version is 2.3.3.):Out`Of`Control wrote: ↑Tue Mar 07, 2017 22:14Yes, for now it happen only to one player. Player rejoin game, again logs get floodedCode: Select all
ERROR[Server]: [hudbars] Bad call to hb.change_hudbar, identifier: “armor”, player name: “XXXX”. new_value (-43) is smaller than 0!
Code: Select all
ACTION[Server]: XXX joins game. List of players: XXX
WARNING[Server]: Deprecated usage of statbar without size! (at ...e/xxx/testWorld/worldmods/minetest_hudbars/init.lua:299)
WARNING[Server]: Deprecated usage of statbar without size! (at ...e/xxx/testWorld/worldmods/minetest_hudbars/init.lua:299)
WARNING[Server]: Deprecated usage of statbar without size! (at ...e/xxx/testWorld/worldmods/minetest_hudbars/init.lua:299)
WARNING[Server]: Deprecated usage of statbar without size! (at /usr/share/games/minetest/builtin/game/register.lua:429)
WARNING[Server]: Deprecated usage of statbar without size! (at /usr/share/games/minetest/builtin/game/register.lua:429)
ERROR[Server]: [hudbars] Bad call to hb.change_hudbar, identifier: “health”, player name: “XXX”. new_max_value (20) is smaller than new_value (26)!
ERROR[Server]: [hudbars] Bad call to hb.change_hudbar, identifier: “health”, player name: “XXX”. new_max_value (20) is smaller than new_value (26)!
ERROR[Server]: [hudbars] Bad call to hb.change_hudbar, identifier: “health”, player name: “XXX”. new_max_value (20) is smaller than new_value (26)!
Code: Select all
if (new_value > new_max_value) then new_max_value=new_value end
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HUD Bars 2.3.4 released!
Version 2.3.4 released!
This version fixes the problem reported by SurviveX before.
Note: I currently only accept bug reports for this mod, not feature requests. Please post all bugs here (or in this thread):
https://codeberg.org/Wuzzy/minetest_hudbars/issues
If there is any bug I've overlooked/forgotten/ignored, please just post it again.
Sadly, I still have not figured out how to fix the scaling bugs on some OSes. I am aware of minetest.get_player_window_information(), a new function in the upcoming 5.7.0 release but I am not sure if it will actually help me. An important MT bug that seems to block progress for HUD Bars is this: https://github.com/minetest/minetest/issues/6296
I might be wrong tho and I might still try to look into a real bufix.
This version fixes the problem reported by SurviveX before.
Note: I currently only accept bug reports for this mod, not feature requests. Please post all bugs here (or in this thread):
https://codeberg.org/Wuzzy/minetest_hudbars/issues
If there is any bug I've overlooked/forgotten/ignored, please just post it again.
Sadly, I still have not figured out how to fix the scaling bugs on some OSes. I am aware of minetest.get_player_window_information(), a new function in the upcoming 5.7.0 release but I am not sure if it will actually help me. An important MT bug that seems to block progress for HUD Bars is this: https://github.com/minetest/minetest/issues/6296
I might be wrong tho and I might still try to look into a real bufix.
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Version 2.3.5 released!
Version 2.3.5 released!
This fixes a possible crash and a buggy translation check found. Thanks to mckaygerhard and flux for their contributions!
This mod is starting to annoy me. My longterm goal with this mod is to discontinue it. Ideally, progress bars should become a native Minetest HUD element instead, making this mod mostly obsolete. The way this mod implemented the "progress bars" was always kind of hacky to begin with.
I am not discontinuing this mod immediately; I am not going to ignore crash bugs, for instance.
This fixes a possible crash and a buggy translation check found. Thanks to mckaygerhard and flux for their contributions!
This mod is starting to annoy me. My longterm goal with this mod is to discontinue it. Ideally, progress bars should become a native Minetest HUD element instead, making this mod mostly obsolete. The way this mod implemented the "progress bars" was always kind of hacky to begin with.
I am not discontinuing this mod immediately; I am not going to ignore crash bugs, for instance.
Re: [Mod] HUD Bars [2.3.5] [hudbars]
yeah ... minetest needs a better way for this kind of stuff
until then: thank you very much ... i love this mod ;)
until then: thank you very much ... i love this mod ;)
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Re: Version 2.3.5 released!
For the hypothetical, let's call this HUD element type a "meter".Wuzzy wrote: ↑Mon Jul 24, 2023 11:32This mod is starting to annoy me. My longterm goal with this mod is to discontinue it. Ideally, progress bars should become a native Minetest HUD element instead, making this mod mostly obsolete. The way this mod implemented the "progress bars" was always kind of hacky to begin with.
I'm thinking that in the ideal scenario, you should be able to make this mod version agnostic. Although there is presently no detection for client versions. I would have liked client detection for rotating entity selection boxes for instance, but alas. Hopefully in future we have it for rotating entity selection boxes and for features like "HUD type meter" and so on. That information would be per-player.
Now in a newer version of hudbars, one written on versions of Minetest that add that new HUD element type, hudbars mod can use the native HUD element type. Newer versions of mods that depend on hudbars can then eventually transition away from using hudbars. But to continue to allow mods to work on older clients, hudbars would use client detection and in case support for "meter" HUD elements isn't present, use the old API.
Of course, you're under no obligation to help people transition or support older clients this way. It would be nice though as I think hudbars is fairly widely used as library. I thought it was a neat concept to repurpose the mod for legacy support basically.
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