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Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Sun Sep 29, 2013 12:44 pm
by ArielBoss
Oh thx dude.

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Wed Oct 02, 2013 7:33 am
by Mike12
Quadruplesword wrote:Another small suggestion. Could you make it so the HUD disappears when pulling up the automap? The helmet pieces obstruct some automap elements, like time elapsed on the map, and the map name at the bottom.


Yeah, I'll try and figure something out. I'm hoping to learn some more stuff so that i can make the hud more flexible (and potentially even more interesting/immersive)

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Fri Nov 01, 2013 5:17 am
by 8SCARFace8
Great hud, awesome work ! But I only found the link for the skull version, and thereĀ“s no visor on the bottom.
Where do I download this one ? Zandronum.
Thank you for your help.
http://i.imgur.com/mBNUHWN.jpg

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Tue Nov 05, 2013 12:52 pm
by DaffanZ
Hi

A lot of people are asking for numerical values with the texture bars for

ammo1
ammo2
health
armor


I am doing this now, i can upload here if anyone wants it. I am new to editing for doom syntax but with wiki it is quite easy.

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Wed Nov 06, 2013 7:11 pm
by Mike12
DaffanZ wrote:Hi

A lot of people are asking for numerical values with the texture bars for

ammo1
ammo2
health
armor


I am doing this now, i can upload here if anyone wants it. I am new to editing for doom syntax but with wiki it is quite easy.


Sure, go ahead. Working on some tweaks here and there, can probably include it in the nest release.

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Sat Nov 09, 2013 6:15 am
by Naitguolf
Could be possible to have he hud compatible with the oculus?:)

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Mon Nov 11, 2013 4:58 pm
by cortlong50
i dont know if ive already asked, but can i throw this in with my mod?
oh yes youre gonna make it into the credits!

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Tue Nov 12, 2013 2:07 am
by Captain J
obviously, you can do whatever you want with this wad. even wildweasel used this wad for his mod too. but LEAST, if you really have any minds for put author's names at your mod's credit.

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Tue Nov 12, 2013 6:26 pm
by TheMightyHeracross
It doesn't say it's free to use, so he should still get permission. wildweasel probably got permission from him first.

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Tue Nov 12, 2013 8:11 pm
by Mike12
Ah. It's not in the original post, but I think i've said it a 2 or 3 times within the thread that people can use it as they wish (provided credit is given, obviously)

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Wed Nov 13, 2013 1:58 am
by Captain J
welp, you got the answer now. hera. what kind of madman could be using this wad without giving a credits to author, anyway?

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Wed Nov 13, 2013 6:45 am
by TheMightyHeracross
I never said it'd be uncredited, but even if credited, if he doesn't have permission, he shouldn't use it.
He does now, so it's OK, but he should ask. (Good thing he did.)

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Thu Nov 14, 2013 7:39 pm
by M_ZilLa
Hello Mike, and DooM fans! I made an account here today specifically to talk about this mod! But I see now how strong the doom community is and i regret not getting on this scene much earlier...

Anyway i loved this mod the moment i found it, but it's actually not what i was looking for.
You see i really like doomguy's animated face for immersion (also he looks where i am shot from) but using the stretched status bar takes way too much screen space.
I was hoping there would be space helmet mod like this, except with doomguy's face on the visor stretched almost to 4:3 and transparent like his own reflection.

However, doomguy's face is far too low resolution to be stretched onto the screen, so i guess i'm just here to ask if you could somehow incorporate the face animations with your mod?
Another problem is how your HUD is angled to simulate depth or a mask, which would mean doomguy's face would have to be somewhere on the center axis or else attempting to angle him to fit him elsewhere on the screen (not worth it).

If I was familiar with DooM syntax I would have stapled him up as a rear view mirror already :)

Anyone else a fan of doomguy face?

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Fri Nov 15, 2013 6:02 pm
by Naitguolf
I think might be better the Metroid Prime solution, the face only reflected a second when big explosion happens near.

Re: Doomguy Visor Hud - NOW 4:3 COMPATIBLE

PostPosted: Tue Nov 26, 2013 9:25 pm
by Steve1664
Mike12 wrote:
DaffanZ wrote:Hi

A lot of people are asking for numerical values with the texture bars for

ammo1
ammo2
health
armor


I am doing this now, i can upload here if anyone wants it. I am new to editing for doom syntax but with wiki it is quite easy.


Sure, go ahead. Working on some tweaks here and there, can probably include it in the nest release.

I'd also love to see your available weapons as well. Even if it's just a quick and dirty transplant of the arms section of the normal HUD.

EDIT: Also, now that I think of it, a better way to tell if you have more than 100 health/armor.