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

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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Speedy_Von_Gofast » Wed Dec 14, 2016 12:59 pm

Hello,

I made a compatibility patch for both Brutal Doom and Project Brutality.

All the weapons and ammo types are added, the ammo counter should be functionnal for all of the weapons, highlighting the weapon slot and the ammo used. The only missing feature is the dual ammo counters, which I don't have a clue how to do it and the items selection of Project Brutality are completely misaligned.

Spoiler:


I also made the throwables counters showing even if the ammo counts are hidden
Spoiler:


Here is the download link (Google Drive):
https://drive.google.com/file/d/0B7H2nZ ... sp=sharing
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Blue Shadow » Wed Dec 14, 2016 4:13 pm

Added.

Speedy_Von_Gofast wrote:items selection of Project Brutality are completely misaligned.

See step #7 of the patches guide.
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Speedy_Von_Gofast » Thu Dec 15, 2016 11:58 am

Blue Shadow wrote:See step #7 of the patches guide.

Oh, I skipped this step when I made the patch for Brutal Doom so I also skipped that for Project Brutality as well, my bad.

There is the fix for the inventory:

Spoiler:


I updated the Zip archive, so no need to update the download link
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Blue Shadow » Thu Dec 15, 2016 1:19 pm

Speedy_Von_Gofast wrote:There is the fix for the inventory

Looks good.
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Tekish » Mon Feb 20, 2017 8:05 am

Last edited by Tekish on Sun Apr 02, 2017 9:03 pm, edited 2 times in total.
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Blue Shadow » Tue Feb 28, 2017 2:54 pm

Added to the OP.
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Tekish » Tue Mar 07, 2017 12:30 pm

Last edited by Tekish on Sun Apr 02, 2017 8:57 pm, edited 1 time in total.
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Postby Blue Shadow » Wed Mar 08, 2017 6:31 pm

Added.
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Postby Blue Shadow » Sun Apr 02, 2017 12:49 am

A new version is out. This could be the last 1.x version (barring bug-fix releases), or if things don't go according to plan, the last version ever.

@Patches maintainers: you're going to have to update your patches, I'm afraid. Specifically, the sbarinfo.txt file. The part that got changed is the enemy health bar code, at the very top of the file.
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Postby Tekish » Sun Apr 02, 2017 9:02 pm

I've updated all of my previous posts with versions compatible with 1.32. I've also just created a patch for Flakes Doom, available below.

Download NC HUD for Flakes Doom
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Postby Blue Shadow » Mon Apr 03, 2017 4:18 am

Updated.
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Postby Blue Shadow » Sun Jun 25, 2017 11:08 am

Have been working on this for the past month. The highlight is, migrating to ZScript. There are also layout changes.

Image

You can't see this from the screenshot, but the ammo list is generated on the fly, much like GZDoom's alternative HUD.
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Postby cotton_disciple » Wed Jun 28, 2017 4:11 am

Blue Shadow wrote:Have been working on this for the past month. The highlight is, migrating to ZScript. There are also layout changes.

You can't see this from the screenshot, but the ammo list is generated on the fly, much like GZDoom's alternative HUD.

Nice. Dynamic array? But if there more than 6 ammo types?
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Postby Blue Shadow » Sun Jul 02, 2017 5:03 pm

Yes, it does involve the use of dynamic arrays. The list shrinks and expands depending on the number of ammo types to draw.

-----

Edit: did some improvements and bug fixes since last time. Monster health bar can now display the monster's name (or rather it's going to be the class name in most cases).

Image

Of note, the background on which the name is drawn resizes depending on the width of the name. It took some thinking and head-scratching, but I managed it in the end.
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Postby Cyanide » Wed Jul 12, 2017 9:21 am

A lot has happened since i last checked this HUD out. Awesome stuff!

For some reason Argent's change to the maximum amount of rockets doesn't register with NC HUD. :? Hoping for a compatibility patch. :D

EDIT: Oh, alerts for low ammo doesn't work either. :(
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