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

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Cryomundus
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Re: [WIP] NC HUD v1.15

Post by Cryomundus »

LostSkull wrote:Will you make an GMOTA compatible HUD or patch?
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.
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LostSkull
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Re: [WIP] NC HUD v1.15

Post by LostSkull »

I sure can wait, take your time :)
Blue Shadow
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Re: [WIP] NC HUD v1.16 (a tiny update)

Post by Blue Shadow »

A new version is up, featuring a small change to the air supply display.
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LostSkull
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Re: [WIP] NC HUD v1.16 (a tiny update)

Post by LostSkull »

It's alive!
Blue Shadow
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Re: [WIP] NC HUD v1.17

Post by Blue Shadow »

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Discordance
Posts: 130
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Re: [WIP] NC HUD v1.17

Post by Discordance »

Do you think maybe there's room for a timer? :)
Blue Shadow
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Re: [WIP] NC HUD v1.17

Post by Blue Shadow »

A timer? You mean the time spent in the level like the one displayed on the automap?
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BlueFireZ88
Posts: 1087
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Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
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Re: [WIP] NC HUD v1.17

Post by BlueFireZ88 »

I think that's what he's talking about.
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Discordance
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Re: [WIP] NC HUD v1.17

Post by Discordance »

^yes
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LostSkull
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Re: [WIP] NC HUD v1.17

Post by LostSkull »

There's a timer in the automap if you use the updated HUD implemented in G/ZDoom.
Blue Shadow
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Re: [WIP] NC HUD v1.17

Post by Blue Shadow »

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.
Blue Shadow
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Re: [WIP] NC HUD v1.17

Post by Blue Shadow »

Accessories to Murder patch has been updated to run with the latest version of the mod.
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FreddBoy
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Location: Wales. You know, where the men are men, and the sheep are scared.

Re: [WIP] NC HUD v1.17

Post by FreddBoy »

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.
Blue Shadow
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Re: [WIP] NC HUD v1.17

Post by Blue Shadow »

From the "Additional Patch-related Notes" section in the OP:
  • The main HUD is required for the patch to work. Make sure it is loaded before the patch file, and after any other mods.
So, it should be: mod --> main HUD --> patch.
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FreddBoy
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Location: Wales. You know, where the men are men, and the sheep are scared.

Re: [WIP] NC HUD v1.17

Post by FreddBoy »

Thank you Blue Shadow.
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