[WIP] Cyberpunk HUD (Current Version: 0.3.0)

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[WIP] Cyberpunk HUD (Current Version: 0.3.0)

Postby jakob » Thu Jan 04, 2018 11:21 pm

This is a cyberpunk-themed custom HUD based on SiN, Half-Life, and the beta versions of the original Deus Ex.

Before you complain that the HUD is too small, try increasing the scale in "CPHUD Options". The default is ridiculously low so that it takes up the full screen, but that might not be desirable in higher resolutions.

Also, the lag/headache/eye-strain inducing static effect can be disabled in the options.

The current version is 0.3.0, released on January 6th, 2018. It is available for download here.

The only things not made by me are the Memento Mori 2 font, taken from Jimmy on Realm667, and the sprite used for communications messages, wich was taken from Shinseiki GPX Cyber Formula for the Gameboy.

Screenshots:
Spoiler:


Changelog:
Spoiler:
Last edited by jakob on Sat Jan 06, 2018 6:17 pm, edited 4 times in total.
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Re: Cyberpunk HUD

Postby hoover1979 » Fri Jan 05, 2018 6:51 am

Nice! I'll have to check this one out.
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Re: [WIP] Cyberpunk HUD (Current Version: 0.3.0)

Postby m8f » Mon Feb 26, 2018 9:59 pm

Hi!

This is very stylish HUD. And I like cool static effect. It really makes you try not to lose health :) And clever WeaponFound() detection.

I have some issues with it:
  1. Up to scale value 4.0, HUD doesn't increase size, only moves closer to the center of the screen. Only then it becomes larger, and stays near the center of the screen.
    Spoiler:
  2. Static effect - maybe changing frames every tick is too fast? I tried to decrease static frame rate:
    Spoiler:
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Re: [WIP] Cyberpunk HUD (Current Version: 0.3.0)

Postby jakob » Mon Mar 05, 2018 6:40 pm

m8f wrote:Hi!

This is very stylish HUD. And I like cool static effect. It really makes you try not to lose health :) And clever WeaponFound() detection.

I have some issues with it:
  1. Up to scale value 4.0, HUD doesn't increase size, only moves closer to the center of the screen. Only then it becomes larger, and stays near the center of the screen.
    Spoiler:
  2. Static effect - maybe changing frames every tick is too fast? I tried to decrease static frame rate:
    Spoiler:


I appreciate the feedback! Hopefully I'll be able to fix the issues you mentioned next time I put out a release. It's been a while since I've looked at this, but I seem to remember that centering problem being because of calls to SetSize. Maybe I can find a better solution to scaling if I look at the API more.
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Re: [WIP] Cyberpunk HUD (Current Version: 0.3.0)

Postby Gideon020 » Fri Apr 27, 2018 2:35 am

This looks pretty cool. Gonna try this out with a weapon mod or two.
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Re: [WIP] Cyberpunk HUD (Current Version: 0.3.0)

Postby Gideon020 » Fri Apr 27, 2018 6:02 am

jakob wrote:*snip*


Hey, the hud worked nicely with the weapon mod I was using (Highway To Hell V3) except that none of the communication messages shown in your screenshots showed up for weapons or low health. :(

EDIT: So far, seems to only be for that mod (Highway To Hell V3) as other mods worked fine.

EDIT 2: Having a window to show reserve ammunition, for those mods that have reloading/clip mechanics, might also be handy, as well as being able to keep an eye on how much spare ammo you have.
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Re: [WIP] Cyberpunk HUD (Current Version: 0.3.0)

Postby Hellstorm Archon » Thu Sep 10, 2020 10:12 pm

It seems like this HUD doesn't seem to work at all with newer versions of GZDoom (resulting in a crash every time it tries to boot up with it). And yes, I've even tried to load it without any other mods.
I know this is quite a bump, but I'd figure to post this here as it might be relevant for those who are interested in this HUD but also have more recent versions of GZDoom, especially since this seems to stem more from the HUD's coding rather than anything having to do with GZDoom itself. And of course, I've attached the crash report below:

CrashReport_CyberpunkHUD.zip
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