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

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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby goldenmob72 » Thu Sep 19, 2019 9:46 am

Nice
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby zimxpentagram » Thu Sep 26, 2019 3:00 pm

The fact that you added the ability to change the color of the frames and the highlights of this HUD, makes me love it even more. Keep up the good work bro.
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby ShockwaveS08 » Mon Sep 30, 2019 1:26 pm

I'd like to propose a few "defaults" for the NC HUD itself, regarding the custom colors, to resemble whatever game is being played with it...

Classic Doom: gray background, red text
Heretic: green background and text
Hexen: red background and text
Harmony: blue background and text
Chex Quest: blue background, yellow text
Hacx: black background, green text
Strife: black background, yellow text
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby Blue Shadow » Tue Oct 01, 2019 1:30 am

While the idea isn't bad in itself, I'll say "no" to it. That blue has been the trademark color, if you will, of NC HUD since, well, day one! Besides, it's my favorite color scheme out of all the others, including the generally-preferred black.
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby Kamil » Wed Oct 30, 2019 1:00 am

I didn’t manage to run NC HUD in LZDoom. I ran in this order-PB + NC Main + NC Project Brutality
https://www.dropbox.com/s/umse24hk2bnh7 ... r.png?dl=0
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby Blue Shadow » Wed Oct 30, 2019 10:31 am

I don't see anything related to NC HUD in that screenshot. Are those the only reported errors/warnings, or are there more?
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby Kamil » Wed Oct 30, 2019 2:27 pm

This is the only error.Maybe I'm not starting the game in the correct order?
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby Blue Shadow » Thu Oct 31, 2019 10:59 am

The order is correct. All those errors and warnings are caused by that "Project-Brutality_JMartinezBranch.pk3" file.
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby mutator » Sun Jan 19, 2020 10:18 pm

i have a problem running project brutality with this hud as well with the latest dev version of project brutality, is it possible to get latest update on the hud? if the hud currently is compatible with with latest update, can i get explained how it works? i always get error and the way to make it work in game is very complicated
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby JMartinez2098 » Tue Feb 04, 2020 2:04 pm

mutator wrote:i have a problem running project brutality with this hud as well with the latest dev version of project brutality, is it possible to get latest update on the hud? if the hud currently is compatible with with latest update, can i get explained how it works? i always get error and the way to make it work in game is very complicated


Are you using the Github (Bleeding Edge) build or the stable test build from 2 years ago? If its the Github build, then it won't work due to the BDv21 and Traditional modes being officially removed. Recently, someone with the username cotton_disciple has just made a patched version of the Project Brutality NCHUD patch in the Discord server to make it work on with the new bleeding edge builds. If you need the patch, I will post it here. I apologize if this post is considered a bump.


Edit: The patch I linked is made for the Bleeding Edge (Github) version of Project Brutality. It will not work on 2.03 or 3.0 Test 1/21/18.
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Last edited by JMartinez2098 on Wed Feb 05, 2020 8:33 pm, edited 1 time in total.
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby goldenmob72 » Tue Feb 04, 2020 6:51 pm

You should add 3.0 in the end of the file name, Why ? So people won't get confused and use it with PB 2.03
to avoid confusion
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby James Flasch » Thu Mar 12, 2020 9:17 pm

MetaDoom just got updated, so your MetaDoom patch needs to be updated, too.

Script error, "nchud-metadoom.pk3:zscript.zsc" line 21:
Unknown class name 'GrenadeAmmo' of type 'Ammo'
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby Dawn111 » Mon Apr 20, 2020 5:36 pm

Hello, I've updated the Tomtefar's Extension patch for its latest version v1.11.
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Re: [Release] NC HUD v2.6.0 - September 7th, 2019

Postby Verminium » Sat May 16, 2020 6:39 am

I really love this hud mod a lot but I have one thing I don't like and was wondering how I could go about fixing it. The enemy healthbar option seems to only render in when the target is within 1000 units, is it possible to make it always render no matter the distance to the target?
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Re: [On Pause] NC HUD v2.6.0 - September 7th, 2019

Postby Blue Shadow » Tue May 19, 2020 7:18 am

Jut a bit of an update: I'm currently not working on this. In fact, I haven't touched the project since 2.6.0 was released. Right now, I wouldn't say it's dead, although that might change in the future. For the time being, consider it on pause.


Verminium wrote:The enemy healthbar option seems to only render in when the target is within 1000 units, is it possible to make it always render no matter the distance to the target?

No, it's not possible currenlty, I'm afraid. The function I'm using to get the target under the player's crosshair has a hardcoded max distance of 1024.
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