Blue Shadow wrote:Just tested it. The powerups do show up just fine for me. Do you have the "Active powerups" option enabled? And are all the files loaded in the correct order?
It could be my mistake in that I did just try it and it did work with an invincibility powerup, but I assumed it would give a timer for the Berserk powerup and it doesn't.
Re: [Release] NC HUD v2.5.0 - June 6th, 2019
Posted: Fri Jun 14, 2019 3:20 pm
by Blue Shadow
hybridial wrote:I assumed it would give a timer for the Berserk powerup and it doesn't.
Since the berserk powerup's presence is indicated by means other than a powerup timer (the health icon changes to black), it's not displayed on the HUD by default. However, it looks like there is an alternate berserk powerup in MetaDoom, in addition to the original, which lasts for a minute. It's not displayed on the HUD since it lacks an icon assignment.
Thanks, that's awesome to hear, and than you again for the mod, I did not quite know how much I wanted a more slickly designed HUD for the Doom engine games that is as informative as possible without looking ugly.
Re: [Release] NC HUD v2.5.0 - June 6th, 2019
Posted: Sat Jun 15, 2019 1:04 pm
by Blue Shadow
You're welcome. I'm glad that people are enjoying this.
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Fri Sep 06, 2019 8:21 pm
by Blue Shadow
2.6.0 is out.
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Sat Sep 07, 2019 11:46 am
by Iniquitatis
Oh, we got the customizable colors! Thanks. <3
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Mon Sep 09, 2019 8:24 am
by goldenmob72
Can you make this Compatible with
Duke Nukem 3D v10b and Ultra Crsipy Please ?
Are those two mods at least playable without patches (is there a lot that's missing or doesn't work as intended)?
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Tue Sep 10, 2019 9:12 am
by goldenmob72
I'll look into it ASAP . and I will post screenshots and provide information
Quick Question : Will you add option to Disable the Mugshot ? because there are a few mods that don't use mugshots
Like the two I mentioned before
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Tue Sep 10, 2019 8:40 pm
by Blue Shadow
goldenmob72 wrote:Quick Question : Will you add option to Disable the Mugshot ? because there are a few mods that don't use mugshots
Like the two I mentioned before
You can do that, but only via a patch.
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Wed Sep 11, 2019 7:13 am
by goldenmob72
Why via Patch ? Why not add it to the Main file ?
Also , The Only problem in Ultra Crispy is when Throwing TNT/Dynamite The Meter Bar doesn't show up
I did do this in NCHUD, but it just didn't show up
and the Problem in Duke Nukem 3D v10b is that in the ammo bar the ammo icons do not show
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Wed Sep 11, 2019 7:24 am
by NightFright
Good Lord, what's going on with your long ammo list there? Sweet baby Jesus.
Re: [Release] NC HUD v2.6.0 - September 7th, 2019
Posted: Wed Sep 11, 2019 7:47 pm
by Blue Shadow
goldenmob72 wrote:Why via Patch ? Why not add it to the Main file ?
There was no need for it to be a user option; you're the first one to ask for it.
Regarding patches, as I said in the opening post, I don't accept patch requests. So you either create them yourself, or see if someone is willing to do that for you.
The Only problem in Ultra Crispy is when Throwing TNT/Dynamite The Meter Bar doesn't show up
I did do this in NCHUD, but it just didn't show up
Usually, things like that are tracked by an inventory item. So find out which item, and do something like some of the patches are doing*.
and the Problem in Duke Nukem 3D v10b is that in the ammo bar the ammo icons do not show
I've added the patch of Brutal Doom v21 Doom 2016 Arsenal, which would also require the Brutal Doom patch for NC HUD. Here is the Doom 2016 Arsenal for Brutal Doom.