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Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sat Sep 27, 2014 12:05 am
by Nevander
Thanks for these. That brick texture thing on widescreen HUD is super annoying. Really breaks the immersion of the default status bars. Good work.

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sat Sep 27, 2014 4:08 am
by NightFright
Minor update to include requested statusbar for UTNT.

Changelog v1.7a
- Added: "Ultimate Torment & Torture"
- Hint: "Vanguard" statusbar can also be used with "Deus Vult II" (thanks to undead003 for this hint)

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sat Sep 27, 2014 4:42 am
by Kostov
:D

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sat Sep 27, 2014 9:55 am
by Cacobus
NightFright wrote:Minor update to include requested statusbar for UTNT.

Changelog v1.7a
- Added: "Ultimate Torment & Torture"
- Hint: "Vanguard" statusbar can also be used with "Deus Vult II" (thanks to undead003 for this hint)

Thanks once more NightFright.

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sat Jan 03, 2015 5:32 pm
by NightFright
A little update to celebrate 2015. ;)

New in version 1.8:
- Back to Saturn X Episode 2
- Dark7 + Mission Pack (incl. MAPINFO)
- Rage Doom (incl. MAPINFO)
- The Adventures of Square
- Thy Flesh: Turned Into A Draft-Excluder

Notes:
- Dark7 statusbar identical with The Darkening
- MAPINFO for Dark7 stops episode after MAP07 and changes map names to MAP01-MAP07
- MAPINFO for Rage Doom adds episode names and only plays maps which have been replaced (unchanged maps are skipped)

Enjoy!

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Tue Apr 26, 2016 5:28 pm
by hikari47
Any possibility for a widescreen version of the newest HUD of Freedoom? v0.10 has a completely different HUD from the previous versions. I'm not sure if it was mentioned in this thread, but there seems to be a problem using the widescreen HUD for Doom with Zandronum as the game mixes the HUDs with multiplayer during single-player games. I also want to thank you for these widescreen HUDs, they make playing Doom much more enjoyable in HD.

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Wed Jun 22, 2016 7:58 pm
by JohnnyTheWolf
Oddly enough, Hacx's widescreen hud works perfectly with Nerves of Steel, but not with Hacx itself.

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sun Jul 03, 2016 7:12 am
by DevilBlackDeath
Out of curiosity, is this still worked on? Also is it normal that the "arms" part is not replaced in single player WADs? Didn't see any mention of it being for MP, so I assume it's supposed to work for SP too xD But maybe that's on GZDoom's part ? Is it only ZDoom compatible? Well in any case, thanks in advance if anyone has an idea why it does that, and possibly how to fix it ;) Or is it meant to be that way =S (if so adding the arms part would be real cool to interchange HUDs between PWADs)

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sun Jul 03, 2016 1:47 pm
by Death Egg
You should make a widescreen hud for the new Freedoom HUD, since it has since changed.

Oh look someone else said this literally two posts above me and I didn't bother reading. :X

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Tue Dec 13, 2016 11:52 pm
by enderandrew
I'd love to see a mix of these nice widescreen HUDs, but take advantage of this nicer Doomguy face damage indicator.

viewtopic.php?f=19&t=48921

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Wed Dec 14, 2016 4:17 am
by NightFright
Version 1.81 has been released to address following issues:
- FreeDoom: HUD updated for FreeDoom v0.10.x
- HacX: HUD palette was messed up ingame
- The Adventures of Square: HUD updated for latest releases

This is rather a "refreshed" version with some fixes. In January 2017 (at the latest), I intend to release an update with support for some highlight PWADs that have been released in 2015/2016.

@Devilblackdeath:
The STARMS patch is dynamically placed on top of the "FRAG" part of the HUD by the game. Replacing it is not required since it will always be on the same spot, regardless whether the HUD is optimized for widescreen or not.

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Mon Jan 23, 2017 2:24 am
by NightFright
Version 1.9 is available.

New entries:
- Ancient Aliens
- Bloodstain
- Endless Torture
- Mutiny
- No End In Sight

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sat Feb 04, 2017 4:36 am
by SiFi270
Do you still have the outdated FreeDoom HUD? I've decided to keep backups of previous versions of those IWADs themselves instead of replacing them, so that HUD in particular would be of use to me when playing version 0.9.

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Mon Feb 06, 2017 3:51 am
by NightFright
moddb is still hosting v1.7a. I guess that version still has the old Freedoom HUD since it's from December 2014.

Re: Widescreen HUDs for Doom II PWADs

PostPosted: Sat Apr 22, 2017 4:47 pm
by NightFright
I have an idea how to - optionally - use the additional space on the side of the widescreen statusbar, but would need some assistance from a coder/graphics specialist to realize it:

It's a display for showing remaining runtime of powerups.
I picture it as four bars with these letters written in the middle:
GOD (invulnerablity)
INV (invisibility)
RAD (radiation suit)
VIS (light amp visor)

Once you pick up one of these, the bar of the associated powerup is lit and a progress bar is slowly emptying (right to left), going from green to yellow at 66% or lower and to red at 33% or lower. During the last 10%, it should flash/blink. All this would need to fit in the small space to the left or right of the regular statusbar.

I dunno if anything similar has been attempted before, but I think it'd look cool if it was done so that it smoothly blends in with the style of the original Doom statusbar.