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These are a few basic HUD add-ons that I initially created for personal use, but I'm sharing them in case anyone else wants to supplement their gameplay with more on-screen information. They should work with any existing HUD, and I tried to make them as customizable as I could. Here's a video showing off their functionality:
Shows a list containing the ammo pools for all of your weapons. I made this to use with gameplay mods that don't natively show this information in their HUD and for when I'm not using something like NC HUD. You can toggle text abbreviation, alignment, colorization, opacity, and position the list where you want. It works with Doom, Heretic, Hexen, Strife, and various mods.
Spoiler: Changelog
August 26, 2019 (v1.20) - Added support for Final Doomer and the new weapons in Doom Incarnate.
August 23, 2019 (v1.19) - Minor code changes.
June 5, 2019 (v1.18) - Added support for the new weapons in Doom Incarnate.
May 27, 2019 (v1.17) - Added the option to toggle visibility on the automap.
December 18, 2018 (v1.16) - Added an option to highlight when ammo counts reach certain thresholds. - Menu tweaks.
December 10, 2018 (v1.15) - Added missing support for the grenade ammo type in Ashes 2063.
November 26, 2018 (v1.14) - Changed the abbreviation option to allow for 1 to 8 characters. - Minor code optimizations.
November 21, 2018 (v1.13) - Changed the default behavior when an unrecognized game/mod is detected to show the standard Doom ammo types.
November 19, 2018 (v1.12) - Added compatibility for Brutal Doom 21 RC3.
October 13, 2018 (v1.11) - Added support for Ashes 2063. - Added missing support for Doom Incarnate.
July 20, 2018 (v1.10) - Fixed a conflict where Doom 64 Retribution was being detected as Brutal Doom 64. - Added official support for Doom 64 Retribution.
June 30, 2018 (v1.09) - Minor bug fix.
June 27, 2018 (v1.08) - Added a numeric (right) alignment option for ammo counts.
A small health bar and percentage will appear below the crosshair for whatever monster you're aiming at. You can toggle health percentages (with total health instead), show object (non-enemy) health, display monster names, and adjust its fade time. You can also change the opacity and the position (to the pixel) if you so desire. This was designed for use with a 1920x1080 resolution, and using it at other resolutions may cause display issues.
Spoiler: Changelog
November 28, 2019 (v1.16) - Minor code changes.
September 5, 2019 (v1.15) - Now properly targets enemies that are acquired through autoaim.
August 23, 2019 (v1.14) - Minor code changes.
August 22, 2019 (v1.13) - Fixed an issue that caused improper sizing when the status bar is visible.
July 30, 2019 (v1.12) - Added an option to show/hide visibility when targeting hidden enemies. - Implemented a series of vertical positioning presets. - Now supports up to 4K resolution for custom positioning.
January 26, 2019 (v1.11) - Minor performance optimizations.
January 22, 2019 (v1.10) - Now uses ZScript to obtain actor information. - Fixed an issue that prevented actors with the GHOST flag from being detected. - Another sizing option has been added.
December 18, 2018 (v1.07) - Menu tweaks. - Minor code optimizations.
November 26, 2018 (v1.06) - Minor code optimizations.
May 30, 2018 (v1.05) - Restored sizing option with a different implementation.
May 24, 2018 (v1.04) - Minor font changes.
April 27, 2018 (v1.03) - Font converted to the FON2 format for potentially faster loading. - Removed resize option due to text distortion issues.
April 27, 2018 (v1.02) - Minor font and positioning changes.
April 26, 2018 (v1.01) - Added an option to increase the size of the add-on.
Call of Duty-style hit and kill markers will display as enemies take damage from the player. Additionally, there are a variety of hit sounds available from numerous popular shooters. All visuals can be toggled off, so it's also possible to set this up as an audio-only add-on. Other options include volume controls, fade out timing, opacity tweaks, and individual hit/kill sound effects.
Spoiler: Changelog
December 4, 2019 (v1.11) - Added an option to double hit/kill marker animation speeds.
November 28, 2019 (v1.10) - Added animated hit/kill markers for the default styles. - Removed the large default and large circular styles.
November 11, 2019 (v1.09) - Changed the size options to a general style selector. - Three versions of circular styled hit markers have been added.
November 10, 2019 (v1.08) - Added an option to limit rapid hit sounds.
September 3, 2019 (v1.07) - Added an option that allows hit sounds to change based on damage done to enemies.
August 27, 2019 (v1.06) - Added the Quake Live kill sound.
August 23, 2019 (v1.05) - Minor code changes.
August 22, 2019 (v1.04) - Fixed an issue that caused improper sizing when the status bar is visible.
May 29, 2019 (v1.03) - Added small and large size options for the hit/kill markers.
April 13, 2019 (v1.02) - Fixed an improper method of hit detection that could cause unintended behavior or crashes.
April 11, 2019 (v1.01) - Added the Titanfall 2 kill sound. - Fixed a crash that occurred with some mods.
Displays kills, items, secrets, time, power-up durations, hazards, and remaining oxygen. Many of these items can be abbreviated or toggled, so for example, if you're already using a HUD that displays much of this but doesn't show power-up timers, you can leave only those on to not waste space with redundant information. Text abbreviation, alignment, opacity, and positioning options are also available.
Spoiler: Changelog
November 24, 2019 (v1.23) - The show hazards option now displays a timer when the player has been morphed by an enemy.
September 4, 2019 (v1.22) - Changed the poison damage percentage to a countdown timer.
August 23, 2019 (v1.21) - Added an option to display hazards. This will show Strife's slime radiation and Hexen's poison percentages.
May 27, 2019 (v1.20) - Added the option to toggle visibility on the automap. - Fixed a bug where percentages could cause text misalignment.
May 22, 2019 (v1.19) - Added an option to replace map statistics with percentages.
December 18, 2018 (v1.18) - Added the capability to highlight map completion values. - Added an option to show map completion percentages. - Fixed an issue where power-ups with negative timers could break the display. - Menu tweaks.
November 26, 2018 (v1.17) - Changed the abbreviation option to allow for 1 to 8 characters. - Minor code optimizations.
October 19, 2018 (v1.16) - Fixed the missing power-ups when used with Doom Incarnate.
October 13, 2018 (v1.15) - Added support for Ashes 2063.
September 26, 2018 (v1.14) - Added support for Flakes Doom and Project Brutality 3.0. - Further standardized the naming conventions and colors of power-ups.
September 7, 2018 (v1.13) - Added support for Brutal Doom 21.
July 21, 2018 (v1.12) - Made the default behavior for power-ups include those from Heretic, Hexen, and Strife.
Any chance you can add AmmoInfo support for D4T: Death Foretold? DBThanatos and the others have been so busy with Quake Champions: Doom Edition that they haven't had time to properly add reserve ammo counters, despite my suggestions. The Ammo Types in question are as follows: Shells (Orange), Bullets (Yellow), Rockets (Red), Cells (Cyan), and Slugs (White). Chainsaw Fuel (Dark Orange/Brown) and BFG Cells (Green) are already shown on D4T's HUD, so you need not worry about those two...
I will definaly get the HP Readout. the one i use target non-enemys and can get kinda bad in some maps.
Edit:Yup its definaly better then the older one. but it is posible so scale the hp bar without haveing to change resolution? its fine right now but others way need it.
kadu522 wrote:it is posible so scale the hp bar without haveing to change resolution? its fine right now but others way need it.
It renders as small as it can given the resolution. If someone wants it bigger than that, I just added an option to increase the size a bit. I guess this could be useful for people who play Doom in 4K, if they actually exist.
I also made some other changes to all of the add-ons, which are noted in the changelogs in the first post.
Tormentor667 wrote:Good work, especially from a visual point of view. Clear design!
Thanks. I appreciate the feedback.
I made some small changes to the mods (for minor aesthetic issues), and this will probably be the last of them unless something breaks, someone suggests something, or there are mod compatibility requests.
I've been experiencing quite a performance hit whenever I load all three of these minimods together on Delta Touch, and I think I know as to why: The minimods, as they are, have to pull a bunch of images together from the font folder to render each of their respective modules, which means slower read times as they render each individual character/number from a set of PNG files.
May I suggest compiling a .FON2 lump, with the entirety of your font inside it, to reduce the workload of the rendering engine?
That way, all characters, symbols, and numbera can all be loaded from a single file, as opposed to a massive amount of small PNG images.
ADDENDUM: I found a temporary solution to this issue; by jury-rigging all three minimods into one PK3, and pointing all of them to the CrosshairInfo font, my framerate's back in tip-top shape. I'm uploading the combined package in this post, as a proof-of-concept...
I'm surprised that's causing a performance issue, as it doesn't change a thing in GZDoom. I converted all of the fonts to FON2 lumps, see if that helps.
Marginal performance gains, but not quite as much as what I had posted. Perhaps you could try combining all three minimods into a single package like I did, and make it a separate download for those who want an all-in-one experience...
Any chance of support for DoomZone v1.8.1 and Doom Incarnate in the next update?
In the case of DoomZone, Frag and Napalm Grenades are always shown, though the Special Ability Cooldown doesn't have a "timer" outside of a gauge. That, and there's quite a few player classes.
All Doom Incarnate needs is powerup timers for the Infrared Goggles (green), HEV Suit (green), Regeneration (red), Quad Damage (blue), and Battle Suit (orange).
Regarding performance: HudMessage (which these add-ons use) is expensive. It's something I noticed early on, and if you use it to say, render the letter A over the entire screen and do nothing else, it will eat hundreds of frames on a modern gaming machine. The refresh rate, font used, opacity settings, fade timings, other code in general - none of these things have a substantial impact on its performance. The only things that do are the number of characters and to a much lesser extent, the size of them on screen (larger is more taxing).
It doesn't help that to get around HudMessage's inconsistent positioning options, I use invisible characters (which still hurts performance) to align and place various elements in AmmoInfo and LevelInfo. Because of this, I have updated AmmoInfo and LevelInfo with tweaks to use the bare minimum of invisible characters for proper alignment, which could potentially increase performance on older or weaker machines. This does come with a caveat: this only works if alignment is set to the right side of the screen. It takes far fewer hidden characters to align text on the right side than the left.
If you're still experiencing performance problems, remember that less is better. Use abbreviations, small custom position increments (or none at all), and align text to the right side of the screen. If none of these help, you're screwed until HudMessage is replaced with something better, I guess.
ShockwaveS08 wrote:Any chance of support for DoomZone v1.8.1 and Doom Incarnate in the next update?
I'm heading out for the day so I'll look into these tomorrow. Though, if I recall, DoomZone has 100 weapons or something, which makes the manual entry of ammo types time consuming enough that I probably won't bother with it unless I get a hankering for some real tedium.
Also, I added a package with all of the add-ons included, for those who are into that sort of thing.
ShockwaveS08 wrote:Any chance of a standalone version of the font that is used in your addons, for those of us who want to use it for any projects, private or public?
I'm not sure I understand the request. The font is a slightly modified version of MemenTwo, which you can download in this thread. If you're referring to my variant of it, you can just take the font lump and move it into other projects?