UndeadHUD

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UndeadHUD

Postby unRyker » Mon Jun 06, 2016 7:40 pm

Image
A personal, minimalist HUD that promotes peripheral vision over looking away from the action.

ABOUT:
Hey everyone, this is undeadHUD, my first mod I've decided to release that exclusively focused on coding. Thanks to wildweasel's guide on SBARINFO and my background in some Photoshop, I was able to design a simple HUD that I feel comfortable with (taking inspiration from Team Fortress 2) and decided to share it with you all!

Image

FEATURES:
- Team Fortress 2-styled Health Indications!
-- 'Buffed' Health
-- 'Critical' Health
- Backpack indicator!
- Berserk Indicator!
- Optimized StatusBar face for accurate health gauge

OFFICIAL VERSIONS:
- Vanilla Doom (II)
- Smooth Doom
- Beautiful Doom

Image
Image

LOADING WITHOUT MODS:
  • Just load undeadHUD.pk3 on your engine of choice. Simple!

LOADING WITH MODS:
  • Load the corresponding mod first and the appropriate undeadHUD compatibility version last.
  • Drag 'n' Drop the mod itself first after selecting both the mod and the HUD. [GIF Demonstration, easiest way]

This is open to criticism and feedback- anyways have fun and enjoy!

Image
Last edited by unRyker on Fri Mar 10, 2017 11:44 am, edited 2 times in total.
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Re: UndeadHUD (coming June 16 2016)

Postby GAA1992 » Mon Jun 06, 2016 8:12 pm

Simple is always better! When it comes out, may i use it on a project i plan to update here?

Keep up the good job!
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Re: UndeadHUD (coming June 16 2016)

Postby StatisticalHourglass » Mon Jun 06, 2016 8:25 pm

loos great and quickly readable.
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Re: UndeadHUD (coming June 16 2016)

Postby unRyker » Tue Jun 07, 2016 2:27 pm

GAA1992 wrote:When it comes out, may i use it on a project i plan to update here?


I don't see why you can't. Thanks for considering to use it!

Also, here's small preview on what I've been working on:

Image

I've moved the overall HUD up a bit since it was blocking maps with longer names such as 'The Spirit World', in addition to adding a transparent berserk indicator (only shown when berserk is picked up), exaggeration of progressively low health [that's still being tuned up on], and key slots. I may have no finals Thursday, so I may work in overdrive mode on that day to speed up the development of the hud. I'm glad you all like it so far!
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Re: UndeadHUD (coming June 16 2016)

Postby StatisticalHourglass » Tue Jun 07, 2016 2:34 pm

I don't think that exaggeration is really necessary, with the skull it gets the point across pretty well.
waiting for the release!
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Re: UndeadHUD (coming June 16 2016)

Postby Almonds » Tue Jun 07, 2016 3:09 pm

This is looking pretty effin' neat!

Just a small request (which I consider necessary putting out here because I really like the way this looks!) would it be possible for you to, um, make compatible versions of this HUD for mods like, say, Smooth Doom or Beautiful Doom? I gather from the OP that you're possibly planning to get on that, but just in case, would you give me or anyone else permission to make said versions were you to end up busy with exams and shit? I get this is still clearly WIP and you're still trying to get the base thing to work, just wanted to know. Thanks in advance! :P
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Re: UndeadHUD (coming June 16 2016)

Postby wildweasel » Tue Jun 07, 2016 5:14 pm

unRyker wrote:I've moved the overall HUD up a bit since it was blocking maps with longer names such as 'The Spirit World'

You don't necessarily need to move the entire HUD for that; you can certainly have it shift up when the map is on, though, by defining a "statusbar automap" block.
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Re: UndeadHUD (coming June 16 2016)

Postby Matt » Wed Jun 08, 2016 12:20 am

Lookin' good!

<60 seems awfully high a threshold for a big distracting flashing alert, though. Maybe reserve it for things below 30% (one shotgun guy shot can kill you) and have the red tint for 30-50 white numbers instead of red for 60+?
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Re: UndeadHUD (coming June 16 2016)

Postby Lime » Wed Jun 08, 2016 7:50 am

TF2 Inspiration HUD, I am amazed with this Simplistic HUD!
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Re: UndeadHUD (coming June 16 2016)

Postby unRyker » Wed Jun 08, 2016 2:54 pm

Logging back on here only to be greeted by a lot of feedback! Before I start with the replies, I'd like to mention I have tomorrow off before I start finals. As a result, I will be tinkering with this HUD a lot more than usual. Anyways, here goes:

StatisticalHourglass wrote:I don't think that exaggeration is really necessary, with the skull it gets the point across pretty well. waiting for the release!


I'm on the fence on that one myself, I'm willing to play around with it for at least a couple more days before dropping it completely. With that aside, I'm happy to hear that you're anticipating its release!

Almonds wrote:This is looking pretty effin' neat!

Just a small request (which I consider necessary putting out here because I really like the way this looks!) would it be possible for you to, um, make compatible versions of this HUD for mods like, say, Smooth Doom or Beautiful Doom? I gather from the OP that you're possibly planning to get on that, but just in case, would you give me or anyone else permission to make said versions were you to end up busy with exams and shit? I get this is still clearly WIP and you're still trying to get the base thing to work, just wanted to know. Thanks in advance! :P


Indeed, I'll try to make it Smooth Doom and Beautiful Doom compatibility versions upon release because I enjoy playing these two mods for now. And of course, locking the HUD away from modification of others is something I just can't see ever happening in any modding community ever. Of course I'd allow compatibility versions of my HUD by other people! Glad to see you're interested too!

wildweasel wrote:You don't necessarily need to move the entire HUD for that; you can certainly have it shift up when the map is on, though, by defining a "statusbar automap" block.


I'm delighted to see some more advice! However, I can't seem to shift already existing Automap text that can be customized by the user such as existing monsters, items, secrets and the map name at the bottom. However, I can still seem to add new elements. There must be something I'm missing off the wiki but I can't seem to find it at the moment. Thanks for alerting me about the Automap block though, I embarrassingly forgot about it!

EDIT:
Actually, I noticed that leaving a blank Automap block gets rid of the Health and everything with it. I'll see where I can go from there.

Vaecrius wrote:Lookin' good!

<60 seems awfully high a threshold for a big distracting flashing alert, though. Maybe reserve it for things below 30% (one shotgun guy shot can kill you) and have the red tint for 30-50 white numbers instead of red for 60+?


Yeah, I agree. I've now tightened the threshold all-round for health concerning warnings and the high-health indicator. For color-changing numbers, I'm considering it having it only change to white when your health is 101+ to mimic the 'buffed' effect furthermore. I'm thinking about changing the health color to orange/yellow for critical health, though I fear that might be taking it a bit too far with the bright colors already seen on the HUD. Regardless, I'm gratified to see more confirmation that it looks good!

Lime wrote:TF2 Inspiration HUD, I am amazed with this Simplistic HUD!


I'll be waiting to see what you think about it when it is released!

---

Whew, now that all of the replies have been addressed, I'll drop another GIF snapshot of what I have so far here.

Image

Coincidentally, the GIF shown above has a filesize of 6.66MB. In addition, the GIF absolutely shows that the HUD increases your rocket jumping skills by at least 33%. [citation needed]

Also, I've added Inventory support. The mod I'm running in the screenshot below to show it off is DoomRL Arsenal.
Spoiler: Inventory Preview


Thank you all for your feedback, if you have any more- please let me know. Thanks again!
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Re: UndeadHUD

Postby unRyker » Wed Jun 15, 2016 11:23 pm

Mandatory Release Bump
Nothing much to add, really. It's just been released on the dot. (well, only 1 hour and 15 minutes late into June 16)

Play for yourself, the OP has been revised to suit your needs!

Image

Anyways, a not-so-finished Automap version has been included, along with bumping up the ammo to be on-level with the health- also moving the berserk indicator over to the ammo-side since I feel it's where you'll be looking for your weapon information anyway.

(Not shown, but a frag counter has been added to the automap for Deathmatch only)

If you're interested, you can download it and there will be an INFO.txt file, the core file along with 2 official compatibility versions of it. Have fun!
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Re: UndeadHUD

Postby Lime » Wed Jun 15, 2016 11:44 pm

I heard about your release, Tested it and it was going really well! I enjoyed playing Doom with this HUD for a while. I'll wait for more future updates. Good Work!
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Re: UndeadHUD

Postby Matt » Thu Jun 16, 2016 10:31 am

The archive seems to have a backup file left in it.
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Re: UndeadHUD

Postby TheDoomctator » Thu Jun 16, 2016 7:45 pm

TF2 inspired huh? I like the look of those you find in gamebanana where they are simple and right in the middle of the screen...
I just did not know they looked great with doom as well! nice one comrade, i like it!
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Re: UndeadHUD

Postby Medicris » Fri Jun 17, 2016 9:39 am

Really reminds me of ToonHUD! Looks great, man. Keep 'er up.
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