[Release] NC HUD v2.4.0 - January 17th, 2019

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby ShockwaveS08 » Fri Nov 02, 2018 2:31 pm

I have a minor suggestion for the next iteration of the NC HUD: If both of the following conditions are met, lower the position of the reserve-ammo counters to be flush against the slot numbers, so there is no "empty space" in the HUD.

1) The current weapon does not draw from any ammo or stat pool whatsoever.
2) Either there are no inventory items in the game or mod, or there are absolutely no items in the player's inventory whatsoever, therefore hiding the inventory display, since it is not needed.
ShockwaveS08
 
Joined: 07 Jul 2016
Discord: Shockwave_S08#0859

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby Blue Shadow » Sat Nov 03, 2018 5:34 am

ShockwaveS08 wrote:lower the position of the reserve-ammo counters to be flush against the slot numbers, so there is no "empty space" in the HUD.

I like to keep them where they are, so they're always in alignment with the (level) stats on the other side regardless.


Edit:

ShockwaveS08 wrote:Another day, another new patch! This time, Kriegsland: Blutorden gets the VIP treatment. As before, all ammo types and powerups are present. Since there is no mugshot in this mod to begin with, I used the appropriate ZScript coding to disable the NC HUD's mugshot display.

Added.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Postby Blue Shadow » Thu Jan 17, 2019 11:18 am

A new version is out.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Postby SiFi270 » Thu Jan 17, 2019 1:06 pm

I'm so glad this now works with Chex Quest, mainly because I hate how the original removed the ammo counters. The blue color scheme also makes Harmony's status bar face fit really well. Going back to Chex Quest for a little nitpick, could the "K" in the level stats maybe be changed to a "Z", since you're zorching rather than killing?
User avatar
SiFi270
 
Joined: 10 Feb 2015
Location: Does anyone put a serious answer here?

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Postby Beezle » Thu Jan 17, 2019 1:46 pm

Blue Shadow wrote:A new version is out.

Thanks for the update Blue Shadow, this is pretty much my go-to HUD. Its good to see a patch for Complex Doom, as far as I know there's only one other HUD specifically for CD and it hasn't even been released yet. Great job and thanks for the extra patches.
Beezle
 
Joined: 16 Aug 2018
Discord: #8423

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Postby Blue Shadow » Fri Jan 18, 2019 11:55 am

Thanks for the compliments. Glad people are still enjoying this.

SiFi270 wrote:Going back to Chex Quest for a little nitpick, could the "K" in the level stats maybe be changed to a "Z", since you're zorching rather than killing?

I suppose I could change it...
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Postby GerarDOOM23 » Mon Feb 18, 2019 2:47 pm

How install it using ZDL 3?
GerarDOOM23
 
Joined: 18 Feb 2019

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Postby Blue Shadow » Mon Feb 18, 2019 6:04 pm

I don't know, since I don't use frontends.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Previous

Return to Graphic/Audio Patches

Who is online

Users browsing this forum: Forevener and 1 guest