Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Thu Apr 06, 2017 9:08 am
by Dynamo
csikocska89 wrote:Hey, why don't want everybody write down the Doom mod what's said by Dynamo?
I would like to play too, but I can't recognise from a picture.
https://www.sendspace.com/file/ijid54 these are the keys, if you are so curious, but that's literally all there is. It's simply what I use for normal gameplay.
Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Tue Apr 11, 2017 11:04 pm
by cs89
How can I use the additional keys mod?
I did a test with the vanilla Doom 2 levels and there are no custom colored doors neither one level.
Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Sun Apr 16, 2017 10:34 am
by doomguy214
I am unable to see the unmaker ammo ,BFG2704 ammo,M50 & M55 AMMO in the main ammo counter of hud after aquiring unmaker.
Also I have question about "Air supply - 20%". It's only decorative thing?
which version are you using?
air supply needed by some maps with underwater passes
I use GZDoom 1.8.10. Because not correct yes?
Okay. I understand).
Also I notice in HUD Doomguy's head not explodes when player die from explosions. Smooth Doom version.
Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Thu May 04, 2017 4:03 am
by ShockwaveS08
In preparation for Brutal Doom v21's Stamina system, I have retrofitted the vitals window from the BD64 version of the HUD into the standard BD HUD. Sarge also mentioned that a new ammo class is present for the Pistol/DualPistols and SMG/DualSMGs, likely referring to a similar ammo type from Project Brutality, "PIST". I have little to no experience with drawing fresh pixel art from scratch, so any assistance would be much appreciated. My personal suggestion would be to extend the ammo count window and add the "PIST" ammo bar and text. To that end, I am uploading a fresh version of the BD v20b/v21 HUD.
As always, credit for the original HUD concept goes to Hexereticdoom, and credit for the borrowed portion of the BD64 variant goes to Tekish.
Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Thu May 04, 2017 12:34 pm
by Armaetus
Has anyone checked if this works with GZDoom 3.x branch now?
Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Fri May 05, 2017 6:41 am
by cotton_disciple
Glaice wrote:Has anyone checked if this works with GZDoom 3.x branch now?
Yes, all versions work.
Also started migration to ZScript, so dont expect updates to existing versions (unless critical).
Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Thu May 11, 2017 10:34 am
by cotton_disciple
ZScript - done (only universal for now). Check previous page.
Re: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and mo
Posted: Wed Jul 19, 2017 12:54 am
by user19284
Hey!
Long time i didn't post here...
Quick bug notice, in version 8, when i look at the automap, there's no labels whatsoever...
Means, when those options are turned on, i don't see labels.
Cotton, can you look onto this please?
Thanks
Spoiler:
no labels of level name, number, and level info like monsters, items, secrets, etc