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Good Ol' HUD (v3)

PostPosted: Sun Nov 06, 2016 9:45 am
by tehvappy50
This is a full screen only HUD I've been working on since (I believe) May 2015. It somehow sprung into existence while I was messing around with an old computer out of nostalgia. And that, combined with inspiration and the challenge of using only SBARINFO, resulted in this interesting experiment called the Good Ol' HUD (how generic!). And as GZDoom and QZDoom are updated, I've been making use of SBARINFO's recent features.

This HUD is compatible with Doom, Heretic, Hexen, Strife, and Chex Quest.

The HUD's design is really simple, but it has most (if not all) of the details a standard HUD needs, and then some.

Spoiler: Features and Console Variables

Spoiler: Screenshots

Spoiler: Credits and Miscellaneous Info

Spoiler: Changelog

Spoiler: Known Issues

Download it! (141kb)

Re: Good Ol' HUD (v1)

PostPosted: Sun Nov 06, 2016 10:54 pm
by TerminusEst13
Pretty simple but nice little HUD. I dig it.

Good work!

Re: Good Ol' HUD (v1)

PostPosted: Mon Nov 07, 2016 12:06 am
by tehvappy50
Thank you, I'm glad you like it. I'll probably add more to it as time goes on and I figure out what to do.

Re: Good Ol' HUD (v1)

PostPosted: Tue Nov 29, 2016 7:47 pm
by Crudux Cruo

here's a video i did with your mod in it, colourful hell, droplets, and of course, lethaldoom. feel free to use it if you'd like.

also, i'd like to ask permission to implement your hud into my mod. It fits my mod perfectly, and its the most simple layout i've found. I love it. i'd be honored if you would let me put it directly into my mod.

Re: Good Ol' HUD (v1)

PostPosted: Tue Nov 29, 2016 10:55 pm
by tehvappy50
Sure, go right ahead! I'd suggest showing C1/A1 instead of A1/A2 for weapons that use a magazine (along with making their respective bars/text the same color), but that's just an opinion/suggestion of mine. On another note, version 2 has been released. It's not anything special. It just has a menu (you can only access it via "openmenu GoodOlHUDOptions" in the console for now so as not to mess up compatibility with other mods).

Re: Good Ol' HUD (v2)

PostPosted: Wed Nov 30, 2016 12:45 am
by Crudux Cruo
I have not yet began to intergrate it, but i will certainly look into c1/a1. not sure what that means :P I might be asking you for help in pm if i have any complications, but by looking at the code with a cursory glance, it seems straightforward. hopefully it is :)

Re: Good Ol' HUD (v3)

PostPosted: Fri Mar 24, 2017 11:40 am
by tehvappy50
After almost four months of on and off development, version 3 is now out the door. Some pretty interesting changes include the addition of a timer, auto aligning, and a non-conflicting menu entry. As usual, the changelog is located on the original post.