[Discontinued] NC HUD v2.6.0 - September 7th, 2019

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Speedy_Von_Gofast
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Joined: Wed Dec 14, 2016 11:22 am

Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Speedy_Von_Gofast »

Hello,

I made a compatibility patch for both Brutal Doom and Project Brutality.

All the weapons and ammo types are added, the ammo counter should be functionnal for all of the weapons, highlighting the weapon slot and the ammo used. The only missing feature is the dual ammo counters, which I don't have a clue how to do it and the items selection of Project Brutality are completely misaligned.
Spoiler:
I also made the throwables counters showing even if the ammo counts are hidden
Spoiler:
Here is the download link (Google Drive):
https://drive.google.com/file/d/0B7H2nZ ... sp=sharing
Blue Shadow
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Blue Shadow »

Added.
Speedy_Von_Gofast wrote:items selection of Project Brutality are completely misaligned.
See step #7 of the patches guide.
Speedy_Von_Gofast
Posts: 2
Joined: Wed Dec 14, 2016 11:22 am

Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Speedy_Von_Gofast »

Blue Shadow wrote:See step #7 of the patches guide.
Oh, I skipped this step when I made the patch for Brutal Doom so I also skipped that for Project Brutality as well, my bad.

There is the fix for the inventory:
Spoiler:
I updated the Zip archive, so no need to update the download link
Blue Shadow
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Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Blue Shadow »

Speedy_Von_Gofast wrote:There is the fix for the inventory
Looks good.
Tekish
Posts: 154
Joined: Tue Jun 28, 2016 6:31 pm

Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Tekish »

Last edited by Tekish on Sun Apr 02, 2017 9:03 pm, edited 2 times in total.
Blue Shadow
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Blue Shadow »

Added to the OP.
Tekish
Posts: 154
Joined: Tue Jun 28, 2016 6:31 pm

Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Tekish »

Last edited by Tekish on Sun Apr 02, 2017 8:57 pm, edited 1 time in total.
Blue Shadow
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Re: [WIP] NC HUD v1.31 - Oct 1st, 2016

Post by Blue Shadow »

Added.
Blue Shadow
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Post by Blue Shadow »

A new version is out. This could be the last 1.x version (barring bug-fix releases), or if things don't go according to plan, the last version ever.

@Patches maintainers: you're going to have to update your patches, I'm afraid. Specifically, the sbarinfo.txt file. The part that got changed is the enemy health bar code, at the very top of the file.
Tekish
Posts: 154
Joined: Tue Jun 28, 2016 6:31 pm

Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Post by Tekish »

I've updated all of my previous posts with versions compatible with 1.32. I've also just created a patch for Flakes Doom, available below.

Download NC HUD for Flakes Doom
Blue Shadow
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Post by Blue Shadow »

Updated.
Blue Shadow
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Post by Blue Shadow »

Have been working on this for the past month. The highlight is, migrating to ZScript. There are also layout changes.

Image

You can't see this from the screenshot, but the ammo list is generated on the fly, much like GZDoom's alternative HUD.
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cotton_disciple
Posts: 55
Joined: Fri Jul 03, 2015 4:22 am
Location: Russian Federation

Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Post by cotton_disciple »

Blue Shadow wrote:Have been working on this for the past month. The highlight is, migrating to ZScript. There are also layout changes.

You can't see this from the screenshot, but the ammo list is generated on the fly, much like GZDoom's alternative HUD.
Nice. Dynamic array? But if there more than 6 ammo types?
Blue Shadow
Posts: 5032
Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Post by Blue Shadow »

Yes, it does involve the use of dynamic arrays. The list shrinks and expands depending on the number of ammo types to draw.

-----

Edit: did some improvements and bug fixes since last time. Monster health bar can now display the monster's name (or rather it's going to be the class name in most cases).

Image

Of note, the background on which the name is drawn resizes depending on the width of the name. It took some thinking and head-scratching, but I managed it in the end.
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Cyanide
Spotlight Team
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Re: [WIP] NC HUD v1.32 - April 2nd, 2017

Post by Cyanide »

A lot has happened since i last checked this HUD out. Awesome stuff!

For some reason Argent's change to the maximum amount of rockets doesn't register with NC HUD. :? Hoping for a compatibility patch. :D

EDIT: Oh, alerts for low ammo doesn't work either. :(

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