[Discontinued] NC HUD v2.6.0 - September 7th, 2019

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Blue Shadow
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[Discontinued] NC HUD v2.6.0 - September 7th, 2019

Post by Blue Shadow »

NC HUD is no longer being developed - 05/28/2021


NC HUD v2.6.0 (patches included) - September 7th, 2019
NC HUD on GitHub
Readme

Source port requirement

    GZDoom 4.0.0 (modern)/3.8.0 (vintage) or newer.

What's new/changed in this version

  • Added the option to change the color of the background graphics.
    • The status bar background now changes color depending on that option, too.
    • A patch can set the default color.
  • Added the option to change the highlight color (this only existed as a mod-side feature previously).
  • Removed the border graphics.
  • Added patches for the following mods:
    • Brutal Doom v21: BLOODWOLF Patch (credits to ShockwaveS08)
    • Brutal Doom v21 Gold Enhanced Weapons Mutator (credits to ShockwaveS08)
    • Doom Expanded (credits to BlueFireZ88 and Blue Shadow)
    • Kriegsland II: Untergrund (credits to ShockwaveS08)
    • Naku-Naru (credits to ShockwaveS08)
  • Updated patches for the following IWADs and mods (maintenance updates):
    • ARGENT
      • Fixed: the BFG ammo was missing from the ammo list.
    • Brutal Doom v21
    • Brutal Doom 64
    • Combined Arms
    • Doom Incarnate
    • Faspons
    • Final Doomer
    • MetaDoom
      • The timed berserk powerup was missing from the powerups bar.

Compatibility patches

  • Aracnocide (nchud-aracnocide.pk3) - by ShockwaveS08 - June 6th, 2019
  • ARGENT (nchud-argent.pk3) - by Tekish - September 7th, 2019
  • BDLite (nchud-bdlite.pk3) - by ShockwaveS08 - June 6th, 2019
  • Brutal Doom v21 (nchud-brutaldoom.pk3) - by Tekish - September 7th, 2019
  • Brutal Doom 64 (nchud-brutaldoom64.pk3) - by Tekish - September 7th, 2019
  • Combined Arms (nchud-combinedarms.pk3) - by ShockwaveS08 - September 7th, 2019
  • Complex Doom (nchud-complexdoom.pk3) - by ShockwaveS08 - June 6th, 2019
  • Doom 64: Retribution (nchud-doom64retribution.pk3) - by CottonDisciple, ShockwaveS08 - June 6th, 2019
  • Doom Expanded (nchud-doomexpanded.pk3) - by BlueFireZ88, Blue Shadow - September 7th, 2019
  • Doom Incarnate (nchud-doomincarnate.pk3) - by Tekish - September 7th, 2019
  • Dusted's Pandemonia (nchud-dpandemonia.pk3) - by AL-97 - June 6th, 2019
  • Faspons (nchud-faspons.pk3) - by Tekish, ShockwaveS08 - September 7th, 2019
  • Final Doomer (nchud-finaldoomer.pk3) - by Tekish - September 7th, 2019
  • Hell-Forged (nchud-hellforged.pk3) - by Blue Shadow - June 6th, 2019
  • Kriegsland: Blutorden (nchud-kriegsland.pk3) - by ShockwaveS08 - June 6th, 2019
  • Kriegsland II: Untergrund (nchud-kriegsland2.pk3) - by ShockwaveS08 - September 7th, 2019
  • MetaDoom (nchud-metadoom.pk3) - by CottonDisciple, ShockwaveS08 - September 7th, 2019
  • Naku-Naru (nchud-nakunaru.pk3) - by ShockwaveS08 - September 7th, 2019
  • Project Brutality 3.0 Test (nchud-projectbrutality.pk3) - by Tekish - June 6th, 2019
  • Smooth Doom (nchud-smoothdoom.pk3) - by Blue Shadow - March 6th, 2018
  • Strife Uncut (nchud-strifeuncut.pk3) - by CottonDisciple, ShockwaveS08 - January 17th, 2019
  • Weapons of Saturn (nchud-weaponsofsaturn.pk3) - by Tekish - June 6th, 2019
  • Zagemod (nchud-zagemod.pk3) - by ShockwaveS08, silentzora - June 6th, 2019
  • ZioMcCall's Brutal Wolfenstein (nchud-zmcbrutalwolf.pk3) - by ShockwaveS08 - June 6th, 2019

Miscellaneous patches

  • Powerups Icons (nchud-powerupicons.pk3) - by Blue Shadow, ShockwaveS08 - January 17th, 2019
    Enables drawing of supported IWADs' powerups when they're active.

Old patches

    These patches are not compatible with the latest version of the HUD.
    Compatible with v1.32
    Compatible with v1.31
    Compatible with v1.22

Stand-alone versions

    These are modifications of the HUD which are created and maintained by other members of the community for their favorite mods.

Patch-related notes (Last updated on October 1st, 2017)

  • Do not request patches. The ones I will be making are only for mods that I am interested in.
  • The main HUD (nchud-main.pk3) is required for the patches to work. Make sure it is loaded before the patch files, and after any other mods, e.g.,
    <mod> nchud-main.pk3 <patch>.
  • If you want to submit a patch, then feel free to do so, and I shall add it above to the list of patches. Do note, however, that I will not maintain those patches submitted by others. It is the submitter's job to keep their patches up to date and working.
  • If you decide to make a patch, make sure it is compatible with the current release version of the HUD. I will not accept patches that are not.

Usage permission

    You're free to use the HUD in your mods or to use it as a base for modification. Although this goes without saying, make sure to give credits.

[spoiler=Screenshot]Image[/spoiler][spoiler=Previous versions]v2.5.0 (patches included):
  • Moved ammo list generation code to the base HUD class, re-writing it in the process to fix some issues.
    • "Owned weapons only" option is no longer ignored when the ammo list is overridden.
  • Monster health bar:
    • Added armor support. It's shown as a bar (without a counter) that's drawn on top of the health bar (overlay).
    • Added the option to hide the health counter.
  • An infinity symbol is now drawn instead of an item's counter in the inventory bar and selected inventory displays if the infinite inventory cheat is active.
  • Altered the shade of the window frame graphic.
  • Put each group of options in its own sub-menu.
  • Added patches for the following mods:
    • Brutal Doom: Tomtefars Extension (credits to Dawn111)
    • Hell-Forged (credits to Blue Shadow)
    • Zagemod (credits to ShockwaveS08 and silentzora)
  • Updated patches for the following IWADs and mods (most of these are maintenance updates):
    • Aracnocide
    • ARGENT
    • BDLite
    • Brutal Doom v21 Beta
    • Brutal Doom 64
    • Chex
    • Combined Arms
    • Complex Doom
    • Doom 64: Retribution
    • Doom Incarnate
    • Dusted's Pandemonia
    • Faspons
    • Final Doomer
    • Harmony
    • Kriegsland: Blutorden
    • MetaDoom
    • Project Brutality 3.0 Test
    • Weapons of Saturn
    • ZioMcCall's Brutal Wolfenstein
  • Patch making/editing:
    • Converted the fonts to the new model/format and added an infinity symbol to both.
    • Moved certain strings, like "Air" and "Damage", to LANGUAGE. Did the same for the options menu, too.
    • Added 'HighlightColor' HUD property. It's used to change the color for highlighting certain elements from the default blue.
    • Added the ability to exclude keys from the keys bar by setting their icons to TNT1A0.
    • NCHF_DrawBar(): added the ability to disable the drawing of the bar background by passing TNT1A0 as the graphic used for the background.
    • What to draw as a powerup's duration on the powerups bar can be determined by a function override.

v2.4.0 (patches included):
  • Added a damage-received display.
  • The level stats display can now be easily modified or added to it via a patch:
    • Icons can be used to represent the stats instead of text-based labels.
  • Increased the digit size of the inventory counters to 4.
  • Keys' icons can be overridden via the ALTHUDCF lump.
  • Added support for the following IWADs (credits to ShockwaveS08 for all of these):
    • Strife (partial)
    • Chex Quest 3
    • Hacx v1.2
    • Harmony
  • Added patches for the following mods:
    • Aracnocide (credits to ShockwaveS08)
    • BDLite (credits to ShockwaveS08)
    • Combined Arms (credits to ShockwaveS08)
    • Complex Doom (credits to ShockwaveS08)
    • Doom 64: Retribution (credits to CottonDisciple and ShockwaveS08)
    • Dusted's Pandemonia (credits to AL-97)
    • Kriegsland: Blutorden (credits to ShockwaveS08)
    • MetaDoom (credits to CottonDisciple and ShockwaveS08)
    • Strife Uncut (credits to CottonDisciple and ShockwaveS08)
    • ZioMcCall's Brutal Wolfenstein (credits to ShockwaveS08)
  • Updated patches for the following mods:
    • ARGENT
    • Brutal Doom v21 Beta
    • Brutal Doom 64
    • Doom Incarnate
    • Faspons
    • Project Brutality

v2.3.0 (patches included):
  • Moved the HUD's options menu from HUD Options to the main options menu.
  • Added an option to toggle the powerups bar on and off.
  • Powerups bar: don't draw powerups which use 'TNT1A0' as their icon.
  • Powerups Icons patch: enable drawing of the rest of Heretic and Hexen's powerups.
  • Redid the background graphics to resolve some inconsistencies.

v2.2.0 (patches included):
  • Inventory bar/selected inventory:
    • The bar didn't limit the size of an item's icon to the inventory box.
    • Draw the icons of depleted items with reduced alpha.
    • The counter's color of items is drawn in blue if the player has the maximum amount of the items.
  • Added a powerups bar which displays active powerups as icons with timers.
  • Added a patch which enables drawing of Doom's powerups when they're active.
  • Monster health bar:
    • Changed "max health" references to "spawn health", since non-player actors don't have max health naturally.
    • Added an option to control the display of the bar based on whether a monster's spawn health is above or below the set threshold value.
  • Updated patches for the following mods:
    • ARGENT
    • Brutal Doom v21 Beta

v2.1.0 (HUD) | v6.1 (Patches):
  • Added support to override inventory icons.
  • Ammo list:
    • Added support to override the list.
    • Added an option to only list ammo for weapons in the inventory.
    • Added an option to disallow the list from being overridden by patches if one so desires.
  • Included documentation on how to override icons and ammo list (see readme.txt file).
  • Minimum required GZDoom version is now 3.3.0.

v2.0.1 (HUD) | v5.1 (Patches):
  • Don't draw the air bar if the player is dead.
  • Fixed offset of the left inventory arrow.
  • Fixed (hopefully) the occasional one-pixel offset issue with the ammo bars.
    • A modified DrawBar() function was introduced and used to deal with this.
    • Fixed a minor inconsistency in bar drawing between the overmax bar and the other bars.
  • Minimum required GZDoom version is now 3.2.5.

v2.0.0 (HUD) | v3.0 (Patches):
  • The HUD has been completely re-written from the ground up in ZScript, which allows for a relatively better compatibility with mods.
  • Layout changes:
    • Moved the keys in place of the air supply bar.
    • Air supply bar rests in the center-bottom of the screen (visible only when under water).
    • Currently selected inventory item took the former place of the keys.
  • Weapon slots are drawn in the big font.
  • Level stats aren't drawn if their totals are 0.
  • Added the option to completely disable the air supply bar.
  • Both health and armor have their own over-max bar options.
  • Primary ammo, secondary ammo and air supply have their own bar low state slider.
  • Monster health bar (formally known as the "enemy health bar"):
    • The actor class name of the monster being aimed at (or whatever name is explicitly given to it by the Tag property) is displayed.
    • Added the option to display a "generic" name instead of the actual name.
    • Added the option to include friendly monsters.
  • Miscellaneous fixes and changes.

v1.32 (patches included):
  • Enemy health bar: added the option to display the max health.
  • The HUD Options menu is no longer redefined in order to integrate the HUD's own menu. The menu is merely added. This means that the nchud-menu.pk3 file is no longer needed.

v1.31 (patches included):
  • Added the option to display the level stats as percentages (in addition to being displayed as counters, that is).
  • Some changes to the menu.
  • Updated the status bar and readme file to instruct the user to disable the alternative HUD.
  • Smooth Doom patch: the patch no longer needs its own SBARINFO file, and thus, said file has been removed.
  • Small update to the patch guide.

v1.30 (patches included):
  • Added support for Heretic and Hexen.
  • Switched the HUD from a "normal" to a "fullscreen" status bar (this is to work around the HUD sprites of weapons in Heretic and Hexen being "off-position").
  • Replaced the window borders.
  • Added the option to display enemy health bar.
  • Inventory bar:
    • Scaled it up to double size.
    • It is now displayed at the center of the screen.
    • Reduced the number of items it can display at once to 4 (this is due to the increased size).
  • Fonts:
    • Replaced the HUDFONT2_DOOM font with a complete version, named DBFPLAIN. The characters of this font have a "texture" similar to the small font.
    • Tweaked the colors.
    • Instead of two color sets, one for the big font and one for the normal, there is only one, used by both.
  • Bars:
    • Did some editing to the bars and their frames.
    • As the background, bars now use the same one, regardless of color.
    • When invulnerable, the health bar and its counter are drawn in a different color.
    • Renamed the nchud_oldbarsystem CVAR to nchud_oldbarmode.
    • Health, armor and ammo bars now have one low state each. For health and clip ammo, it is red, while for the others it is yellow.
    • Added a few options to control the low states of health, armor and ammo.
    • Ammo low state value can be set for each weapon (via ACS/patches).
  • Air supply:
    • The label now reads "Air" instead of "AS".
    • When underwater, the bar remains dimmed while wearing a radiation-shielding suit or being invulnerable.
    • Added a low state.
  • Patches:
    • Added a patch with which the HUD's menu can be enabled.
    • Added a "template" patch that can be used as a base to create patches.
    • Merged Threshold of Pain 1 and 2's patches into one patch.
  • Redid the health, berserk and keys icons.
  • Updated the readme.txt and patch_guide.txt files.
  • Fixed miscellaneous bugs.
  • Significant under-the-hood reorganization of files and code.

v1.22 (patches included):
  • Added two CVARs: One can be used to switch to the old bar system, and the other to set an arbitrary max value for the over-max blue bar (only applies when the old bar system is enabled).

v1.21:
  • Added a complete small font.

v1.20:
  • Updated Doom RPG patch to keep up with the recent changes introduced to Doom RPG. The updated patch necessitated changes to be made to the main HUD. Hence, the version bump.

v1.19:
  • Replaced the console (small) font with a bigger one.
  • Increased the size of the inventory bar. It can now show 8 items at once.
  • Tweaked the selected inventory item's position in relation to the inventory box so it is drawn centered.
  • Utilized DrawImage's new scaling feature to scale the ammo icons - goodbye to manual scaling!
  • When displaying the armor icon, the armor's actual sprite is used.
  • Increased the alpha of dimmed elements from 0.35 to 0.5.
  • Reorganized things in the ACS library and removed redundant code.
  • Separated the ACS library into two files; one that contains common code and one that only contains the things which differ across the patches.
  • The HUD's own custom armor and ammo icons are now in a separate patch.
  • Health and armor bars are adjusted dynamically to player's health and the type of armor he/she is wearing.
  • Map's stats are marked when they are achieved. For map time, it is displayed in blue if you are under the map's par time. Once it goes above that, it will turn to white/gray, denoting that you failed to beat the par time.
  • Added a patch-creating guide.

v1.18:
  • Pushed the HUD elements five pixels towards the edges of the screen (see the third point just below).
  • The keys display has been relocated to the far right, and is now part of the ammo/arms display.
  • The bars and their displays in general are slightly shorter than before; this was a consequence of an attempt to make more room for something to be added at the bottom-center in place of the old keys display's location. The idea of adding the thing was scrapped later, and I decided to leave the displays in their new length.
  • The ammo/arms display has a more spacious background now. It is a mirrored version of the health/armor display's background, with some changes.
  • As a result of the new background for the ammo/arms display, the dual-ammo display now uses the same bar graphics used by the health and armor.
  • A weapon that uses two ammo types can have an ammo icon drawn for each ammo type/bar, primary and secondary.
  • When adding weapons to the weapons array, a "NoSlot" keyword can be used instead of an actual slot number to designate a slot-less weapon; this was added in for the rare cases where a weapon can be used "legitimately" and at the same time has no slot assigned to it -- ZDCMP2's Grenade weapon demonstrates this case.
  • Added a level time display, which is part of the level stats display.
  • The level stats display uses the same background used by the all-ammo display, only mirrored (consistency).
  • Added an infinite ammo indicator; if the player has an InfiniteAmmo powerup or the infinite ammo cheat enabled, the ammo bars will be drawn full and in a unique color. Their counters will be replaced by an infinity symbol with the same color scheme.
  • If the player has no armor, the health display will be drawn alone at the middle of the background, now.
  • The left-hand side display is no longer drawn with translucency and in grayscale when the player is dead.
  • Tweaked the blue console font color a little (it is a bit brighter now).
  • Tweaked the blue font color used for the health and armor counters when over hundred (take 2).
  • Added a patch for ZDoom Community Map Project 2.
  • Miscellaneous changes here and there.

v1.17:
  • Tweaked the color of the blue bar slightly.
  • Tweaked the blue font color used for the health and armor counters when over hundred.

v1.16:
  • The air supply display is now drawn dimmed when the player is not currently underwater.

v1.15:
  • Replaced the HUD's name and version number with a bar display of the player's air supply. Not useful for vanilla maps, but it is still more useful than what it is currently replacing.
  • Removed the HUD's menu options; this is to avoid potential conflict with ZDoom itself and other mods. (See the readme.txt file for information on how to change the options now)

v1.14:
  • Implemented some code so that weapons using AmmoType1 as reserve ammo and AmmoType2 as "clip" ammo are shown correctly in the dual-ammo display.
  • Updated Accessories to Murder's patch's base code to v1.14.
  • Added a patch for Brutal Doom.

v1.13:
  • The reserve ammo type(s) associated with the currently equipped weapon is shown "highlighted", while the rest of the types are dimmed (this was meant to be part of v1.12, but I ran into a little block when trying to implement it then).

v1.12:
  • Weapons slots are specified through ACS, now, which means no SBARINFO-work is needed in that regard.
  • Extended the all-ammo and current ammo displays so their counters can go up to 4 digits in size.
  • Reworked the dual-ammo display a little.
  • Made custom colors for use with HUDFONT2_DOOM and NC_SMALLFONT fonts.
  • Gave the HUD version display some translucency.
  • Set the HUD version to be retrieved from the LANGUAGE lump.
  • Removed some redundant graphics and color definitions.

v1.11:
  • The HUD's version number is displayed in place of the player's name.

v1.10:
  • Added a background for the individual keys in the key bar.

v1.9:
  • The HUD's version is part of the HUD now. It is displayed centered at the top of the screen.
  • Replaced the old method of defining custom console variables with the new, CVARINFO one. With this, the end-user does not need to do anything regarding the CVARs and their "initialization", anymore. The engine will take care of that now.
  • The test pistol is no longer selectable through normal means if you happen to have it. (See the decorate.txt file for more info)

v1.8:
  • Keys are now displayed centered at the bottom of the screen, and in their old place the player's name is displayed.
  • Moved the inventory bar up a little.
  • Added custom inventory bar arrows graphics.
  • Added a section in the readme.txt file about HUD scaling.

v1.7:
  • All-ammo display counters do not change color anymore, and thus modders do not need to do much work when adding new ammo types to work with the HUD.
  • Changed the way the "selected weapon's ammo" display works, resulting in a less hassle when incorporating new weapons and their ammunition.
  • Changed the graphic of the inventory selector.
  • When the health bar is yellow, the bar frame glows yellow, as well.
  • All-ammo display backgrounds are now of the same style as the tally backgrounds.
  • Added a readme.txt file explaining how to make new weapons work with the HUD, and also explaining the HUD menu (make sure to read the file).
  • The HUD version is logged in the console.

v1.6 (file was lost):
  • Back-ported most of the changes that went into the Doom Expanded's version of the HUD.
  • Added support for dual-ammo-using weapons.
  • Added a bar overlay for health and armor bars when going above hundred.
  • Level stats and reserve ammo displays are now toggleable from a newly added "NC HUD" options menu (See below for more info).

v1.5:
  • All-ammo-types display is now being drawn at the top-right corner of the screen.
  • Merged the current ammo and arms displays together.
  • Armor bar frame no longer continues to glow/flash when player's armor is 0. Instead, the whole display is drawn with some translucency.
  • Keys icons are drawn with alpha translucency.
  • The HUD is toggle-free now.

v1.4:
  • Added: An all-ammo-type display, however, to be actually displayed, a keybind has to be pressed and held ("A" by default) (experimental).
  • Added: A "low ammo" indicator (current ammo display only) just like the armor one.
  • Added: Ammo icons for the different ammo types.
  • The arms display has been 'merged' with all-ammo-type display.

v1.0:
  • Initial release.
[/spoiler]
Last edited by Blue Shadow on Thu May 27, 2021 7:55 pm, edited 71 times in total.
User avatar
Slax
... in loving memory ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.

Re: A custom HUD

Post by Slax »

Still room to show all of your reserve ammo over the ammo counter. Hint hint. ;)
EDIT: Just a personal preference. Can't stand huds without it.
Last edited by Slax on Mon Jun 11, 2012 1:29 pm, edited 1 time in total.
User avatar
Xtyfe
Posts: 1470
Joined: Fri Dec 14, 2007 6:29 pm
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: A custom HUD

Post by Xtyfe »

This is a very very nice HUD, exactly what I was looking for.

Some suggestions would be for the ammo counter to also display the max amount as well as the current. and for the HUD to work when "hud_scale" is set to true which right now makes it look messed up
User avatar
SFJake
Posts: 530
Joined: Sat Nov 03, 2007 11:28 am

Re: A custom HUD

Post by SFJake »

Like the simplicity of it.

I think Health could use never being blue. I like that it changes color when it gets lower, and it fits better. But then it goes up and gets blue, like the rest of the screen. Thats not ideal, in my opinion.

Plus, I'm not sure I see the need for the weapon numbers, and I'd rather be able to see how much ammo I have.

Really like the overall look.
User avatar
wildweasel
Moderator Team Lead
Posts: 21368
Joined: Tue Jul 15, 2003 7:33 pm

Re: A custom HUD

Post by wildweasel »

Blue Shadow wrote:Note: Due to some issues I ran into, which I couldn't find a solution for (yet), the HUD replaces the normal status bar and not the fullscreen one.

What sort of issues? As far as I can tell, you should be able to just use "statusbar normal, fullscreenoffsets" to make that work...
User avatar
Xaser
 
 
Posts: 10771
Joined: Sun Jul 20, 2003 12:15 pm

Re: A custom HUD

Post by Xaser »

Ack. Yeah, this should definitely be replacing the fullscreen bar. I currently get this:

Image

This definitely looks great from the screenshot, though! Simple, yet attractive. Hopefully the issue is worked out soonish.
User avatar
wildweasel
Moderator Team Lead
Posts: 21368
Joined: Tue Jul 15, 2003 7:33 pm

Re: A custom HUD

Post by wildweasel »

You could also set the statusbar's Resolution to a number like 800x600, so that even if a user has HUD_SCALE turned on, it'll only scale up to that.
User avatar
DTDsphere
Posts: 133
Joined: Wed Jun 16, 2010 1:19 pm

Re: A custom HUD

Post by DTDsphere »

wildweasel wrote:You could also set the statusbar's Resolution to a number like 800x600, so that even if a user has HUD_SCALE turned on, it'll only scale up to that.

Yes please.
User avatar
Blue Shadow
Posts: 4903
Joined: Sun Nov 14, 2010 12:59 am
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: A custom HUD

Post by Blue Shadow »

SFJake wrote:I think Health could use never being blue. I like that it changes color when it gets lower, and it fits better. But then it goes up and gets blue, like the rest of the screen. Thats not ideal, in my opinion.

I appreciate your opinion, but it won't change, sorry. I'd like to keep some consistency with the other bars colors (armor and ammo) as blue being the "normal" color. Turning the health bar to yellow and red is special case.

Plus, I'm not sure I see the need for the weapon numbers, and I'd rather be able to see how much ammo I have.

I thought about not including the arms (weapon numbers), but sometimes I wish I had a way of knowing if I already have weapon x and weapon y. I could try and press the keys on my keyboard to see, however, with the arms dispaly, all I need is a quick glance on the right.

This of course applies to the "reserve" ammo display. That's why I'm gonna try and include it.

wildweasel wrote:What sort of issues?

Well, they're more of annoyences really; one is related to the inventory bar, which I think I've found a solution for (I haven't tried it yet) and the other is the mugshot.

Since I'm using the fullscreenoffsets flag, merely adding the mugshot won't work well, since it'll be too small for the HUD. That's why I scaled it up 200% with the use of TEXTURES. It worked well for the HUD but not that well for the standard Doom status bar. I tried "defining" a new separate mugshot to use specially for the HUD, alas I seem to have failed. So, that's why I did what I did, because I'd rather have it replace Doom's standard statusbar than have a "broken" one.

Long story short; if I want the HUD to replace ZDoom's fullscreen HUD, then I'd like to keep Doom's standard status bar intact and unaffected by any changes I could or might have done to my HUD (like the mugshot case above).

For the hud_scale issue and as per wildweasel solution, I used the resolution command and it doesn't seem to affect wherther you've hud_scale on or off, which is what we want. However, I used 640x400 and not 800x600, as the results didn't turn out quite well with the latter.

First post updated to hopefully fix this issue. Could someone test this and see if it works for them as well, please.
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Xtyfe
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Re: A custom HUD

Post by Xtyfe »

much better, works with hud_scale now :D except the inventory bar is not scaled still
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Blue Shadow
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Re: A custom HUD

Post by Blue Shadow »

Fixing the hud_scale issue missed up the offest of the inventory bar*. Also, the inventory bar doesn't seem to be affected by hud_scale unlike the rest of the HUD. :?

Man! I never realised how buggy this thing actually is when I uploaded it. It's all because of this hud scale thing. If I knew it would be such an issue, I would have refrained from uploading it.

Anyway, first post is updated with another hotfix. Is it any better?

* It also missed up Doom's standard statusbar. So, forget what I said about keeping Doom's standard status bar intact and having this HUD replace ZDoom's fullscreen HUD. It's gonna stay as it's.
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Xtyfe
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Re: A custom HUD

Post by Xtyfe »

Yep, its aligned now
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Pachira
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Re: A custom HUD

Post by Pachira »

I get an error when I try to play with this in Skulltag.

Code: Select all

Script error, "nc_custom_hud_v03.pk3:sbarinfo.txt" line 3:
Bad syntax.
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Nash
 
 
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Re: A custom HUD

Post by Nash »

This is a nice custom HUD. If you get the fullscreen version sorted out, I hope you scale down the graphics so it's smaller. Also, shouldn't the ammo icon change depending on the current weapon selected? Currently all weapons use the shotgun shell icon.
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Re: A custom HUD

Post by XutaWoo »

Pachira wrote:Skulltag.

There's your problem.

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