I know for a fact that he won't, but I'll see if I can give it a go. Already did it for BDSE, and I really enjoy GMOTA. Might take some time tho.LostSkull wrote:Will you make an GMOTA compatible HUD or patch?
[Discontinued] NC HUD v2.6.0 - September 7th, 2019
- Cryomundus
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: [WIP] NC HUD v1.15
Re: [WIP] NC HUD v1.15
I sure can wait, take your time
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- Posts: 4949
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Re: [WIP] NC HUD v1.16 (a tiny update)
A new version is up, featuring a small change to the air supply display.
Re: [WIP] NC HUD v1.16 (a tiny update)
It's alive!
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- Discordance
- Posts: 130
- Joined: Sun Sep 08, 2013 3:34 pm
Re: [WIP] NC HUD v1.17
Do you think maybe there's room for a timer?
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- Posts: 4949
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Re: [WIP] NC HUD v1.17
A timer? You mean the time spent in the level like the one displayed on the automap?
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
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- Graphics Processor: nVidia (Modern GZDoom)
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- Contact:
Re: [WIP] NC HUD v1.17
I think that's what he's talking about.
Re: [WIP] NC HUD v1.17
There's a timer in the automap if you use the updated HUD implemented in G/ZDoom.
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Re: [WIP] NC HUD v1.17
Normally I'd probably not add it, but since there is enough room still, ... why not.
Expect this to be part of version 1.18, which I've been working on for the last couple of days.
Expect this to be part of version 1.18, which I've been working on for the last couple of days.
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Re: [WIP] NC HUD v1.17
Accessories to Murder patch has been updated to run with the latest version of the mod.
- FreddBoy
- Posts: 46
- Joined: Sat Apr 19, 2014 7:00 am
- Location: Wales. You know, where the men are men, and the sheep are scared.
Re: [WIP] NC HUD v1.17
I'm having trouble with getting this to work, as I have the HUD up, but no figures in the ammo section...
What order do I need to put both the newest version of the HUD and the accessories to murder patch to get it to work? I drag and drop on Windows to run GZDOOM btw.
What order do I need to put both the newest version of the HUD and the accessories to murder patch to get it to work? I drag and drop on Windows to run GZDOOM btw.
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Re: [WIP] NC HUD v1.17
From the "Additional Patch-related Notes" section in the OP:
So, it should be: mod --> main HUD --> patch.
- The main HUD is required for the patch to work. Make sure it is loaded before the patch file, and after any other mods.
- FreddBoy
- Posts: 46
- Joined: Sat Apr 19, 2014 7:00 am
- Location: Wales. You know, where the men are men, and the sheep are scared.
Re: [WIP] NC HUD v1.17
Thank you Blue Shadow.