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

PostPosted: Thu Sep 19, 2019 9:46 am
by goldenmob72
Nice

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

PostPosted: Thu Sep 26, 2019 3:00 pm
by zimxpentagram
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.

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

PostPosted: Mon Sep 30, 2019 1:26 pm
by ShockwaveS08
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

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

PostPosted: Tue Oct 01, 2019 1:30 am
by Blue Shadow
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.

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

PostPosted: Wed Oct 30, 2019 1:00 am
by Kamil
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

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

PostPosted: Wed Oct 30, 2019 10:31 am
by Blue Shadow
I don't see anything related to NC HUD in that screenshot. Are those the only reported errors/warnings, or are there more?

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

PostPosted: Wed Oct 30, 2019 2:27 pm
by Kamil
This is the only error.Maybe I'm not starting the game in the correct order?

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

PostPosted: Thu Oct 31, 2019 10:59 am
by Blue Shadow
The order is correct. All those errors and warnings are caused by that "Project-Brutality_JMartinezBranch.pk3" file.

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

PostPosted: Sun Jan 19, 2020 10:18 pm
by mutator
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

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

PostPosted: Tue Feb 04, 2020 2:04 pm
by JMartinez2098
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.

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

PostPosted: Tue Feb 04, 2020 6:51 pm
by goldenmob72
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

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

PostPosted: Thu Mar 12, 2020 9:17 pm
by James Flasch
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'

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

PostPosted: Mon Apr 20, 2020 5:36 pm
by Dawn111
Hello, I've updated the Tomtefar's Extension patch for its latest version v1.11.

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

PostPosted: Sat May 16, 2020 6:39 am
by Verminium
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?

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

PostPosted: Tue May 19, 2020 7:18 am
by Blue Shadow
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.