Doomguy Visor Hud - NOW 4:3 COMPATIBLE
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Orangestar
- Posts: 23
- Joined: Sat Mar 17, 2012 12:51 pm
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Re: Doomguy Visor Hud
Somehow I expected one similar to the one used in the alpha version of Doom. (I actually extracted that sprite because I like it so much. Wonder if it would work in a ZDoom mod.
Re: Doomguy Visor Hud
Not sure; does Zandronum have some kind of issue with SBarinfo or something?Mav3rick wrote:NO ZANDRONUM!!!! WHY MIKE WHYYYYYY!!!! But is a great Hud like it!!!
Re: Doomguy Visor Hud
no idea.. but here is what happen...Mike12 wrote:Not sure; does Zandronum have some kind of issue with SBarinfo or something?Mav3rick wrote:NO ZANDRONUM!!!! WHY MIKE WHYYYYYY!!!! But is a great Hud like it!!!
http://imageshack.us/photo/my-images/59 ... ogopv.png/
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Re: Doomguy Visor Hud
If it loads fine with (G)ZDoom but not with Zandronum (I hope I got the name right - I'm still not used to that name), then it's the latter's issue not having the necessary feature(s).
Re: Doomguy Visor Hud
Ah, I see, line 5 is where the 'alpha' cvars come in; it looks like Zandronum doesn't support transparency on the statusbar/hud. I'll try and get a Zandronum version out tomorrow or so.Mav3rick wrote:no idea.. but here is what happen...
http://imageshack.us/photo/my-images/59 ... ogopv.png/
Like as in a current item display (ala Duke 3D), or simply a matching item selection screen like Doom usually has for custom wads? (It's been a while since i've played a mod with custom items; can't quite remember if it has a constant 'selected item' display)insightguy wrote:As good as this Hud is there is unfortunately no display for items. Please add that somewhere.
Re: Doomguy Visor Hud
When you have an item selected, it replaced Doomguy's face with the item and number on the default hud, and when you switched items it showed a list of them that covered your entire hud.Mike12 wrote:Like as in a current item display (ala Duke 3D), or simply a matching item selection screen like Doom usually has for custom wads? (It's been a while since i've played a mod with custom items; can't quite remember if it has a constant 'selected item' display)insightguy wrote:As good as this Hud is there is unfortunately no display for items. Please add that somewhere.
If it was possible, i'd suggest something like Duke 3D's, in that you have the current item somewhere on screen and toggling through them shows a mini-list somewhere else, perhaps above that, but I would think that'd be difficult to 'fit' with the pseudo-3D perspective of the hud - especially for custom items - unless it was in the dead-center of the hud's bottom, or top of the screen.
Re: Doomguy Visor Hud
Don't be down on yourself, that looks pretty good. It would be nice to have actual numbers in there, but I'm not sure how to make it work. Maybe you guys could check the Project MSX hud? I think it does curved HUD numbers well.Blox wrote:I really suck at this
And it's not even completely done. Also, I give up. :v
Re: Doomguy Visor Hud
Blox's version will at least provide a good basis for a hi-res version (my idea of what the high-res will look like is a little different; i kinda wanna keep the 'glowing neon' look that the stuff in the doom-res version has); and if i figure out more high-res stuff, i might be able to fit some more aesthetic things in there.-Ghost- wrote:Don't be down on yourself, that looks pretty good. It would be nice to have actual numbers in there, but I'm not sure how to make it work. Maybe you guys could check the Project MSX hud? I think it does curved HUD numbers well.Blox wrote:I really suck at this
And it's not even completely done. Also, I give up. :v
Also, I updated the first post with a download link for a Zandronum compatible version.
- twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: Doomguy Visor Hud
Oh, so it wasn't designed for high resolutions yet at anything but 16:9 a portion of the HUD is completely off my screen. K. Not that I'm complaining, I typically play in 16:9 anyways, I just thought that was rather interesting.
I expect you'll actually update the UAC-OS v1.5 as you update the HUD? That'd be kinda funny IMO.
I expect you'll actually update the UAC-OS v1.5 as you update the HUD? That'd be kinda funny IMO.
Re: Doomguy Visor Hud
This is actually a bit of a beta since it only has 16:9 support; enough people seemed interested in it though, so i figured I'd release what i have and work from there.twinkieman93 wrote:Oh, so it wasn't designed for high resolutions yet at anything but 16:9 a portion of the HUD is completely off my screen. K. Not that I'm complaining, I typically play in 16:9 anyways, I just thought that was rather interesting.
I expect you'll actually update the UAC-OS v1.5 as you update the HUD? That'd be kinda funny IMO.
As for the OS Number, it depends; i might update it a bit when i add significant features to the actual hud, but probably not for compatiblity fixes (like 4:3 and 16:10 support, which are my highest priorities at the moment).
Re: Doomguy Visor Hud
Well i try the GZdoom with Zdoom and GZdoom and work fine... but still get error line 5 with the zandronum version... no idea why
Re: Doomguy Visor Hud
Ah, my mistake; it seems I renamed and uploaded the wrong file. I just reuploaded it with the right file, so it should work now.Mav3rick wrote:Well i try the GZdoom with Zdoom and GZdoom and work fine... but still get error line 5 with the zandronum version... no idea why
- twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: Doomguy Visor Hud
I dunno, making it to where your HUD software can function in wider or narrower helmets would be a rather significant feature seeing as how people have wider or narrower heads. :3Mike12 wrote:As for the OS Number, it depends; i might update it a bit when i add significant features to the actual hud, but probably not for compatiblity fixes (like 4:3 and 16:10 support, which are my highest priorities at the moment).
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- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: Doomguy Visor Hud
May I ask why is there a skull in the lower-left corner of the HUD?