[HUD] Classic widescreen HUDs for Heretic and Hexen

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

[HUD] Classic widescreen HUDs for Heretic and Hexen

Post by MaxED »

Hi! Here's a little something to add into your [Hexen.Autoload] .ini section:

Image

Image


And here's something for [Heretic.Autoload]:

Image

Image
You do not have the required permissions to view the files attached to this post.
Last edited by MaxED on Fri May 06, 2016 5:12 am, edited 1 time in total.
User avatar
Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [HUD] Hexen: classic widescreen HUD.

Post by Nash »

A very modern take on it, love it! Do the same style for Heretic too. :D
User avatar
Viscra Maelstrom
Posts: 6197
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [HUD] Hexen: classic widescreen HUD.

Post by Viscra Maelstrom »

that's pretty smart, actually. the extended inventory screen is definitely good for the game... wouldn't mind if it were that wide in some Doom mods, either.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: [HUD] Hexen: classic widescreen HUD.

Post by MaxED »

Nash wrote:Do the same style for Heretic too. :D
This turned out a bit trickier than I thought:

I like this one more, but it will cover map name when shown with full automap.
prototype1.png
This one doesn't have that problem, but strays further from original, also DUAL KEY GEMS GALORE.
prototype2.png
You do not have the required permissions to view the files attached to this post.
User avatar
Viscra Maelstrom
Posts: 6197
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [HUD] Hexen: classic widescreen HUD.

Post by Viscra Maelstrom »

can't you make it so that the automap shows a different version of the HUD? i know Xaser's Psychic had the HUD be a bit different when you brought up the map to make room for the monsters and secret count in the top-left, and maybe the map-name as well.
User avatar
Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [HUD] Hexen: classic widescreen HUD.

Post by Nash »

It also doesn't have to be symmetrical... IMO... keys on 1 side is fine by me!
User avatar
zrrion the insect
Posts: 2407
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [HUD] Hexen: classic widescreen HUD.

Post by zrrion the insect »

You might be able to add a block to sbarinfo that adds the extra key space when the player has more than the three keys?

Also, how about this as a design:
HUD_Config.png
You do not have the required permissions to view the files attached to this post.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: [HUD] Classic widescreen HUDs for Heretic and Hexen

Post by MaxED »

Hm...
doom_prototype1.png
doom_prototype2.png
doom_prototype3.png
You do not have the required permissions to view the files attached to this post.
User avatar
Hipnotic Rogue
Posts: 110
Joined: Fri Jul 15, 2016 5:06 am

Re: [HUD] Classic widescreen HUDs for Heretic and Hexen

Post by Hipnotic Rogue »

I love the Heretic HUD and I use it all the time.

However, it seems to be a little borked in more recent builds of (G)ZDoom.

I'm not really sure the last compatible build but from at least GZD 2.3 some of the weapons are cut off at the bottom. For example, the gauntlets have a strip missing straight across the bottom of the screen (about half way down the HUD).

Hope my explanation is clear enough.

Is it possible that the HUD could be updated to work with current builds?
User avatar
akiradlc
Posts: 7
Joined: Wed May 03, 2017 1:37 pm

Re: [HUD] Classic widescreen HUDs for Heretic and Hexen

Post by akiradlc »

Hipnotic Rogue wrote:I love the Heretic HUD and I use it all the time.

However, it seems to be a little borked in more recent builds of (G)ZDoom.

I'm not really sure the last compatible build but from at least GZD 2.3 some of the weapons are cut off at the bottom. For example, the gauntlets have a strip missing straight across the bottom of the screen (about half way down the HUD).

Hope my explanation is clear enough.

Is it possible that the HUD could be updated to work with current builds?
Well, the problem is the normal statusbar has that strip as the game originally was meant to have the statusbar span all across the screen, so the weapon's sprites would only start from the top of the statusbar.
But, if you do a quick edit and change the type to the fullscreen statusbar, and use it instead of the normal, the floating weapons are gone and the entire HUD still works perfectly as MaxED intended. Just remember to set Screen Size to 11 in Display Options to use the fullscreen statusbar instead of the normal after editing.

Alas, the original game status bar is broken (screen size 10), but it does not matter as the entire purpose of using an alternative HUD is not using the original one.
I'm uploading along this post the Heretic one with the modification I explained. Also, removed the forcescaled and Resolution tag/set as they are causing more problems with the newest builds too.

If you wish to fix the Hexen HUD too, it's exactly the same workaround. It'll work until MaxED updates the final versions to be compatible with the new builds.
You do not have the required permissions to view the files attached to this post.

Return to “Graphic/Audio Patches”