Doomguy Visor Hud - NOW 4:3 COMPATIBLE

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Doomguy Visor Hud - NOW 4:3 COMPATIBLE

Postby Mike12 » Tue Feb 19, 2013 11:40 am

Just something I've been working on for a little while (on a rather on-and-off basis). Should hopefully make the game have a tad more immersion.
I'll probably update it some more in the future as i figure out more stuff.

Update: 9/5/2013
Now compatible with both 4:3 and 16:9 aspect ratios, will hopefully get 16:10 compatibility done soon. In addition, the GZDoom version contains both 4:3 and 16:9 ratio versions, and will switch between them automatically when you switch aspect ratios. This doesn't seem to work for Zandronum though, so they had to be seperate files.

A couple new little features also include a toggleable respirator (courtesy of Max Dickings), which can be turned on or off using the + or - keys (ie screenblocks 11 has no respirator, screenblocks 12+ do), and Max Dicking's holo/glowing border effects.


Screenshot:
Spoiler:


Credits:
ID Software
Banjo Software
Wildweasel
Max Dickings

---Downloads---
All-in-one zip file (contains both GZDoom) and Zandronum versions:
http://www.mediafire.com/download/2a2w2 ... 1a_fix.zip

Old versions (1.0) - Not 4:3 compatible.
Spoiler:



Brutal Doom compatible, and should be compatible with most Doom wads as well, as long as they don't rely heavily on a built-in ACS status bar or something of the sort. Make sure to load it last in case you're playing a wad that has custom status bar graphics (such as Equinox and the like)
Last edited by Mike12 on Fri Sep 06, 2013 8:26 am, edited 10 times in total.
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Re: Doomguy Visor Hud

Postby Captain J » Tue Feb 19, 2013 11:44 am

finally i can enjoy this...
screw the new future game's hud, i'm gonna lick this a lot!
>:D
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Re: Doomguy Visor Hud

Postby Triple S » Tue Feb 19, 2013 1:24 pm

Awesome stuff.

Any plans on a high resolution version?
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Re: Doomguy Visor Hud

Postby Hellstorm Archon » Tue Feb 19, 2013 2:08 pm

Quick question:
Will this work with Zandronum?

EDIT: It seems like it doesn't, because I get a "bad syntax" error when I load this up with Zandronum.
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Re: Doomguy Visor Hud

Postby Mike12 » Tue Feb 19, 2013 2:16 pm

Hellstorm Archon wrote:Quick question:
Will this work with Zandronum?

EDIT: It seems like it doesn't, because I get a "bad syntax" error when I load this up with Zandronum.


Huh: I thought it would. It's just an Sbarinfo lump, nothing really fancy.
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Re: Doomguy Visor Hud

Postby Nash » Tue Feb 19, 2013 2:21 pm

- Doesn't look right in 16:10
- No HUD at all if screenblocks > 10
- Icons for weapon and/or ammo type would be nice
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Re: Doomguy Visor Hud

Postby Mike12 » Tue Feb 19, 2013 2:39 pm

Nash wrote:- Doesn't look right in 16:10
- No HUD at all if screenblocks > 10
- Icons for weapon and/or ammo type would be nice


Ah, this is essentially the first stable release of what is pretty much my first hud. Will definitely be updating it more in the future to have more information (and adapting it to the other screen ratios, got a request for 4:3 as well)
Though, not quite sure what you mean by screenblocks.
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Re: Doomguy Visor Hud

Postby Nash » Tue Feb 19, 2013 2:42 pm

screenblocks is the cvar that governs the screensize. Typing "screenblocks 10" in the console gives you the Doom status bar. screenblocks 11 gives you the fullscreen HUD. And 12 totally clears the HUD.

Also toggled with the - and = keys.

I play with screenblocks 11 (fullscreen HUD) therefore when I loaded your mod, no HUD was displayed, probably because you didn't define a fullscreen HUD.
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Re: Doomguy Visor Hud

Postby Mike12 » Tue Feb 19, 2013 3:01 pm

Nash wrote:screenblocks is the cvar that governs the screensize. Typing "screenblocks 10" in the console gives you the Doom status bar. screenblocks 11 gives you the fullscreen HUD. And 12 totally clears the HUD.

Also toggled with the - and = keys.

I play with screenblocks 11 (fullscreen HUD) therefore when I loaded your mod, no HUD was displayed, probably because you didn't define a fullscreen HUD.

Ah, gotcha.
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Re: Doomguy Visor Hud

Postby insightguy » Tue Feb 19, 2013 5:43 pm

As good as this Hud is there is unfortunately no display for items. Please add that somewhere.
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Re: Doomguy Visor Hud

Postby Blox » Tue Feb 19, 2013 5:50 pm

I really suck at this
And it's not even completely done. Also, I give up. :v
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Re: Doomguy Visor Hud

Postby Morter » Tue Feb 19, 2013 6:46 pm

Really awesome.

A couple of quick suggestions

1) If possible, change the armor icon, or color of the armor bar, based on the type of protection you have. Since I know that blue armor cuts your damage by half, whereas green armor only absorbs a third of it, some players might want to know the type of armor they have on as well as how much is left

2) Maybe some sort of 2nd, alternately colored health bar for when you have over 100% health?
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Re: Doomguy Visor Hud

Postby Naniyue » Tue Feb 19, 2013 8:47 pm

Neato! I liked using a helmet mod in Oblivion, so seeing something like this for DooM is pretty cool!
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Re: Doomguy Visor Hud

Postby BloodyAcid » Tue Feb 19, 2013 9:13 pm

AWESOME!@@@@@@@@@ Fits right into remnant for this occasion. <3
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Re: Doomguy Visor Hud

Postby Mav3rick » Tue Feb 19, 2013 9:29 pm

NO ZANDRONUM!!!! WHY MIKE WHYYYYYY!!!! :shock: But is a great Hud like it!!! :D
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