[Release] JP HUD Final (new update as of Dec. 2023)

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De-M-oN
Posts: 203
Joined: Mon May 26, 2008 3:24 pm

Re: [WIP] JP HUD v5

Post by De-M-oN »

Ah ok then I was right in my edited previous post

But can you read my edited post now please. Because I have no bar at all even with untouched file.
Endless123
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Joined: Wed Aug 28, 2013 1:36 pm

Re: [WIP] JP HUD v5

Post by Endless123 »

De-M-oN wrote:Ah ok then I was right in my edited previous post

But can you read my edited post now please. Because I have no bar at all even with untouched file.
Send me your SBARINFO file and i'll see what could be missing.

EDIT : One question, have you copied the "Graphics" folder to have the bars displayed? If not that could explain why nothing is shown.

EDIT 2 : It might be easier to just use jpalomo bars and adapt the SBARINFO file to your need instead of using only some parts of it and hoping it would work because the enemy health bar is ACS dependent and if the script isn't compiled and used in your mod the enemy bar won't show up. In short just transfer your statusbar stuff into jpalomo's SBARINFO (inside the JP HUD.pk3 archive) that way nothing should be missing.
Last edited by Endless123 on Tue Oct 07, 2014 6:57 pm, edited 1 time in total.
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De-M-oN
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Re: [WIP] JP HUD v5

Post by De-M-oN »

There is a link to my HUD.

But: The problem with no bar - like said - is not my edit. I have this problem in general - like said.

I used the untouched "JP HUD v5.pk3" file (means no edits done to it) and I have no bar.

No bar at fullscreen hud
no bar at stretched fullscreen
no bar at normal hud
no bar at normal hud stretched
no bar at 2560x1600
no bar at 1920x1080
no bar at 640x480

Like said: I have no enemy bars at all - with the untouched JP HUD v5.pk3 file.
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jpalomo
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Re: [WIP] JP HUD v5

Post by jpalomo »

Are you trying to use 2 sbarinfo files at once? It will only load the last one.
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Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

Re: [WIP] JP HUD v5

Post by Cryomundus »

Try pressing - or +, DOOM has various HUD sizes, so JP HUD might only effect one of them. Also, pressing + a bunch of times will remove the HUD, and pressing - once will bring it back.
Endless123
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Joined: Wed Aug 28, 2013 1:36 pm

Re: [WIP] JP HUD v5

Post by Endless123 »

Well then there is some other things that could prevent the display

1 - Be sure you have the latest (G)ZDoom build to have all the fixes and new stuff
2 - Be sure the default fullscreen alternative HUD is OFF, because having it ON will prevent the display of most custom fullscreen HUDs

Other than that i don't see what could be useful to fix that bug
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De-M-oN
Posts: 203
Joined: Mon May 26, 2008 3:24 pm

Re: [WIP] JP HUD v5

Post by De-M-oN »

Ok works now.

My GZDoom was too old. Didnt expect that. Had 1.8.2.

With 1.8.7 it works.

But the HQx4 Scaler of GZDoom 1.8.7 looks evilly ugly o.o - which was reported already by someone somewhere, but I cant find it again at the moment..
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jpalomo
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JP HUD v6 preview

Post by jpalomo »

Lots of big changes coming up, now that I have some time to mod (5 day vacation here I come!). I've uploaded a mod friendly version of the enemy hp HUD (see the first post). It can be considered a preview of the next version. I've added more options to customize how the bar is drawn on the screen:
  • X and Y offsets for the bar, name tag, health values, and a global setting for everything
  • Bigfont option for those with terrible eyesight like myself
  • Custom HUD scaling options. Defaults to 320x240. Larger values will make everything smaller. Don't use the same value as your video mode resolution.
In addition, I've moved all of the enemy health bar code into ACS, meaning it can be used with just about anything that doesn't have a conflict with HUDMessage's ID values. I've included the source but it is a little messy, so contact me if you need any help understanding it. To see all of the options, check the HUD options menu for the mod specific submenu.

I still haven't updated the main HUD yet, so that will still link to the old version. Do not attempt to run the mod friendly version with version 5.
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jpalomo
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Re: [WIP] JP HUD v6

Post by jpalomo »

Since interest in this seems to be picking up, I've decided to start working on this again. Expect a new version sometime this weekend.
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De-M-oN
Posts: 203
Joined: Mon May 26, 2008 3:24 pm

Re: [WIP] JP HUD v6

Post by De-M-oN »

Is there also a mod possible that you can see healthbars above the enemies like in a RTS?

It seems possible, because at ZDoom Wars I saw it at boss monsters integrated.

Would be nice to have it for every enemy like with this HUD and with the number of health within the healthbar as well like here.
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jpalomo
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Re: [WIP] JP HUD v7

Post by jpalomo »

De-M-oN wrote:Is there also a mod possible that you can see healthbars above the enemies like in a RTS?

It seems possible, because at ZDoom Wars I saw it at boss monsters integrated.

Would be nice to have it for every enemy like with this HUD and with the number of health within the healthbar as well like here.
It is definitely possible, but not without replacing the monsters or tons of ACS hackery (which isn't really worth it, you should see how complicated the scripts already are.) I'm trying to shoot for mod compatibility with this one.

I've updated the first post with new links and screenshots. I made it a little easier to customize the enemy health bar and added an option to display health as a percentage or exact value. I've neatened up the options menu a little as well. A new issue has risen thanks to recent changes unfortunately. Using odd numbers for the scaled resolution on the enemy health bar will cause the bar to be displayed improperly. I'm not sure how to go about fixing it.
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doomjoshuaboy
Posts: 83
Joined: Wed Jan 05, 2011 2:00 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Australia
Contact:

Re: [WIP] JP HUD v7

Post by doomjoshuaboy »

100% best HUD bar and enemy/monster bar ever. Thanks to you man. Just the enemy/monster bar I need for my mod with my own scoreboard(scoreitem) with this HUD of yours. Suggestion that you might want to put in your hud, some people/modders might have mods like mines have huds with a scoreboard. Try if you want to.
Cheers
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BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: [WIP] JP HUD v7

Post by BFG »

I like the healthbars, but why does it say veeboofatty for the Mancubi?
jpalomo wrote:Not until it catches up to ZDoom. There are simply too many missing features that will prevent this from working properly.

I will add more options in the next version, such as disabling/moving the enemy health bar, and keeping the keys displayed.
I know this an old quote but.. really? I thought when the Skulltag team left and Zandronum began it was going to work hard to get up to date, I don't touch Zan but i'm disappointed, this whole time I though Zan was superior to ST because it was updated while ST was left to die with an inactive team.
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jpalomo
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Re: [WIP] JP HUD v7

Post by jpalomo »

BFG wrote:I like the healthbars, but why does it say veeboofatty for the Mancubi?
It displays whatever is set for the actor's tag property. If it isn't defined, it will use the actor name.
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jpalomo
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Joined: Mon May 17, 2010 9:45 am

[WIP] JP HUD v8

Post by jpalomo »

Double posting for a progress update:
Spoiler:
Currently working on a font based on the Narkisim font. For the healthbar, it will be a toggle option between the smallfont, bigfont, and the new font. I'll be implementing the font into the normal and fullscreen HUD. I still need to adjust some offsets and clean up a few of the graphics before releasing a new version.

Edit:
Version 8 is now up. It adds a new font used in the normal and fullscreen hud, as well as toggle between 3 font types for the enemy health bar. I've also added an ammo bar to the fullscreen hud. I can officially say that this hud will work with any IWAD now.
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