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

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.10

Post by Blue Shadow »

Xtyfe wrote:I really must update my modified version to the latest 1.10, I think the last time I did anything was way back at 1.3
Things kind of changed since 1.3 - especially with how to make custom weapons and ammo work. Make sure to read the readme.txt file if you decided to update.
User avatar
Xtyfe
Posts: 1480
Joined: Fri Dec 14, 2007 6:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: [WIP] NC HUD v1.10

Post by Xtyfe »

Indeed, thanks to that switching should be a breeze as the modifications I did to 1.3 were mostly for integrating my custom weapons and ammo
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.10

Post by Blue Shadow »

Keep in mind that you still need to do some work for that, though not as much as it used to be.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: [WIP] NC HUD v1.10

Post by Ghostbreed »

Why is the ammo gauge sometimes flashing red or yellow even though I have full or enough ammo for it be green?
And, custom weapons selection number won't show up.
User avatar
Abba Zabba
Posts: 2166
Joined: Mon Sep 05, 2011 8:50 pm
Location: a place lol!
Contact:

Re: [WIP] NC HUD v1.10

Post by Abba Zabba »

The version info on the top of the hud seems really pointless and almost proud. I think it would be better to take it off but just make it a more noticable message in the console when you load up zdoom with it.
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.10

Post by Blue Shadow »

Ghostbreed wrote:Why is the ammo gauge sometimes flashing red or yellow even though I have full or enough ammo for it be green?
What were you loading the HUD with?
custom weapons selection number won't show up.
You need to edit the HUD to make it work, more specifically, the SBARINFO file. Refer to the readme file for more info.
Lava Grunt wrote:The version info on the top of the hud seems really pointless and almost proud.
Pointless? Maybe. But I like it, personally. However, if you don't, then you can simply remove it yourself.
User avatar
X-DOOM
Posts: 541
Joined: Tue Jul 15, 2003 5:16 pm
Location: Charlesbourg, Québec, Canada
Contact:

Re: [WIP] NC HUD v1.10

Post by X-DOOM »

Nice work there Blue Shadow. I find this version much more easier to adapt to my current project, i don't have to edit much things to get it merged. I modified the upper hud version's text to only show up in the console when loading, but credits added in the whole game's credit.

Great work there. I really enjoy this hud.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: [WIP] NC HUD v1.10

Post by Ghostbreed »

1. My own custom weapon and some others from Realm667.
2. Ahh, I can fix that myself then. Good :)
User avatar
BlueFireZ88
Posts: 1087
Joined: Tue Jan 18, 2011 9:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Tallon IV
Contact:

Re: [WIP] NC HUD v1.10

Post by BlueFireZ88 »

Been a while it has.

Anyway, not really a fan of the version number being there either. I agree with X-Doom that it could be put in the console.

Also, instead of the player name in the lower left, why not the name of the map, like how Doom 3 gives the area name. That was honestly the first thing I thought of when I saw that.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

Re: [WIP] NC HUD v1.10

Post by Ghostbreed »

BlueFireZ88 wrote:Also, instead of the player name in the lower left, why not the name of the map, like how Doom 3 gives the area name. That was honestly the first thing I thought of when I saw that.
This would've been so cool.
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.10

Post by Blue Shadow »

X-DOOM wrote:I modified the upper hud version's text to only show up in the console when loading
That's okay, you don't need to have it. You can outright remove it if you don't want it.
BlueFireZ88 wrote:not really a fan of the version number being there either.
That's fair enough, but as I've said previously - I like it and the way it is displayed, so it stays.

As for replacing player's name with the map's name. It won't happen, unfortunately; some map names are too long that they "spill out" of the background, which makes it look ugly. Quite frankly, I'm thinking of removing this part of the HUD all together.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] NC HUD v1.10

Post by wildweasel »

Blue Shadow wrote:As for replacing player's name with the map's name. It won't happen, unfortunately; some map names are too long that they "spill out" of the background, which makes it look ugly. Quite frankly, I'm thinking of removing this part of the HUD all together.
I'd suggest using a smaller font; there's a 3x5-pixel BMF in ww-nazis-v2.pk3 that should suit your needs.
User avatar
BlueFireZ88
Posts: 1087
Joined: Tue Jan 18, 2011 9:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Tallon IV
Contact:

Re: [WIP] NC HUD v1.11

Post by BlueFireZ88 »

I definitely like how version 11 looks. The version number is in a better spot.
User avatar
X-DOOM
Posts: 541
Joined: Tue Jul 15, 2003 5:16 pm
Location: Charlesbourg, Québec, Canada
Contact:

Re: [WIP] NC HUD v1.11

Post by X-DOOM »

Blue Shadow, the 1.11 version file contain a virus or it is mediafire that is infected.

I saw this from my antivirus Kaspersky.

Code: Select all

nc_custom_hud_v1.11.pk3	Interdit: http://205.196.122.7/dp5dco8e88xg/5blw701qe4wm8v0/nc_custom_hud_v1.11.pk3 (analyse selon la base des URL malveillantes)	2013-07-25 15:03:11	http://205.196.122.7/dp5dco8e88xg/5blw701qe4wm8v0/
Locked

Return to “Abandoned/Dead Projects”