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Old graphics (mirror): replaces the graphics with the pre-v11 graphics. Load it after the main HUD. Not compatible with mod friendly version.
Known issues:
Health values 32768 and above don't display the enemy health bar properly, but the numbers are still shown and are accurate.
Resolutions below 640x480 are not supported.
While this loads with any IWAD just fine, it might look weird on some (especially Strife).
The normal HUD isn't displayed properly until at least one tic occurs in-game.
Using the console/menu to change the bar color also takes at least one tic to change.
The mod friendly version should be compatible with most mods that don't replace the statusbar. Feel free to reuse this as you see fit, as long as you credit me.
To show your currently held keys, press the 'keys list' control (strife's popup screens).
You can change the color of the normal HUD in the options menu, or by changing the hud_barcolor cvar. There are currently 6 different colors available: silver (default), bronze, gold, emerald, ruby, sapphire. You can also specify where the enemy health bar is drawn and how big it is. There are a few other options available, so check them out in the options menu.
Obligatory screenshots (very outdated):
Spoiler:
Fullscreen HUD
Normal HUD
Customize the position of the enemy health bar
As well as the size
Mod friendly version works with other mods that replace the statusbar
Works in any IWAD
Last edited by jpalomo on Sun Dec 14, 2025 10:04 am, edited 26 times in total.
Enemy health bars. I always wondered if that were possible. Checking this out.
Hmm, the health bar works, but I still get the normal status bar along the bottom.
One other thing, the health bar not displaying at 1024 units: I'd consider that useful rather than an issue, as its the maximum distance for autoaim, so its nice for users who don't use freelook.
Discordance wrote:Hmm, the health bar works, but I still get the normal status bar along the bottom.
The normal statusbar is being used until I can come up with a proper design for the normal HUD. Right now, this is more of a resource than a full fledged HUD.
New version uploaded. Fixed a few issues regarding TIDs with your target. I simply scrapped the idea of using TIDs for anything other than the original activator of the script, it was causing issues with monsters that shared TIDs and ones that relied on script checks in maps. Added ammo graphics for fullscreen HUD. I'm still slowly working on this.
Endless123 wrote:BTW Is it possible to display the specie's name or at least the monster's ID along with the HP?
It should be possible, though I'm not sure how I will implement it into sbarinfo. I'll see about adding it in the next version.
Edit:
It is definitely possible:
Spoiler:
The current implementation uses a global array in ACS to save the actor tag.
I've uploaded a new version. Your target's name is now displayed right below the health bar. There is also a new normal HUD (still WIP). Currently held keys are displayed in the top right corner and can be toggled with Strife's key list popup control. It should be playable with any IWAD now (Strife looks a little weird, not sure how to fix).
Mayhem666 wrote:i would really use that kind of thing for my project.
Feel free! Just be sure to give credit.
I've been thinking of making a font for this HUD that replaces the big font I'm currently using. I've also got different colored versions of the normal HUD, but I'm not sure if I want to include them (I need to find out how to make a cvar to switch between them). I still have to fix the offsets too, since it doesn't look right on certain resolutions. I might have to use different graphics for different aspect ratios.
jpalomo wrote:I've been thinking of making a font for this HUD that replaces the big font I'm currently using. I've also got different colored versions of the normal HUD, but I'm not sure if I want to include them (I need to find out how to make a cvar to switch between them). I still have to fix the offsets too, since it doesn't look right on certain resolutions. I might have to use different graphics for different aspect ratios.
Maybe this could be done with an ACS script triggered by a customizable key. How to do that however i don't have any idea. I'll do some experiments on my side and if i get results i'll share the info.