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Devlog
New build: total run deaths stat
September 11, 2023
by
JP LeBreton
2
Display total player deaths for the run (below the damage healed & taken stats) if the death counter display is on...
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New build: death counter functionality
September 07, 2023
by
JP LeBreton
2
Add functionality, off by default, for tracking player deaths over the course of a single run and displaying each map's death count (only visible if it's >0) in the map completion time stats display...
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New build: a few tiny fixes
September 01, 2020
by
JP LeBreton
Fix capitalization of first map name in map times list. Fix some ZScript warnings. Ignore a few more built-in classes...
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New build: various small improvements
June 28, 2020
by
JP LeBreton
make virtual screen width and height configurable use two decimals on stat % displays exclude certain monsters from kill count stats: ones spawned in e1m8 style "end level" sectors, and ones spawned b...
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New build: fix inflated monster world damage numbers from "kill" console command
June 15, 2020
by
JP LeBreton
GZDoom's "kill" console command deals 1,000,000 damage to each monster regardless of its HP, which artificially inflates the stats on any level where the user invokes it. Ignore this level of damage a...
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New build: tiny automap UI fix
April 10, 2020
by
JP LeBreton
1
Nudge map times further down so as not to cover up kill/item/secret counts in stock GZDoom automap...
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New build: two fixes
March 16, 2020
by
JP LeBreton
Persist stat tracking across player deaths that don't restart the game, eg the end of Scythe 2 MAP05. (Under the hood, use a Thinker instead of an Inventory object.) Fixed backpacks not being tracked,...
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New build: misc stats display, better resolution support
May 05, 2019
by
JP LeBreton
1
Overhauled HUD drawing to work better with different screen resolutions. In addition to level completion times, mod can now display several stats about your run: # of monsters killed by type, # of pic...
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