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

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Kaptin
Posts: 18
Joined: Fri Sep 07, 2018 10:59 pm
Graphics Processor: nVidia with Vulkan support

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Post by Kaptin »

Blue Shadow wrote:Already there.
Really? Then you should list it in your supported Iwads.
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Post by Blue Shadow »

You should check the readme file which comes bundled with the HUD.
User avatar
Kaptin
Posts: 18
Joined: Fri Sep 07, 2018 10:59 pm
Graphics Processor: nVidia with Vulkan support

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Post by Kaptin »

I meant your thread, not readme file.
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Post by Blue Shadow »

Added a link to the readme file in the opening post.
User avatar
Kaptin
Posts: 18
Joined: Fri Sep 07, 2018 10:59 pm
Graphics Processor: nVidia with Vulkan support

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Post by Kaptin »

There is this radar minimod created by cybermind 8 years ago link to download it is here download/file.php?id=11163 it shows enemies and pickups so you could simply integrate it into your hud and give him credits for creating this small addon.
Here is his original thread on zdoom: viewtopic.php?f=19&t=29497
User avatar
Dawn111
Posts: 15
Joined: Thu Sep 13, 2018 1:55 am
Contact:

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Post by Dawn111 »

I would like to say this HUD easily one of the best HUDs I've used when I get to play Doom and its mods. Recently, I've made the patch for Brutal Doom: Tomtefars Extension, which is an addon that adds extra weapons and ammo for Brutal Doom. I hope this works on the current version of NC HUD.
Attachments
nchud-brutaldoomTE.pk3
(3.56 KiB) Downloaded 119 times
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] NC HUD v2.4.0 - January 17th, 2019

Post by Blue Shadow »

Patch added. Do note that for the next release of the HUD, the patch will require the nchud-brutaldoom patch loaded with it. I deliberately made so as to cut down on the maintenance work, since it copied quite bit of code and assets from the nchud-brutaldoom patch. However, I did not test it.
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by Blue Shadow »

2.5.0 is out. Check out the first post, as usual.
User avatar
Iniquitatis
Posts: 49
Joined: Sat Oct 24, 2009 1:23 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by Iniquitatis »

@Blue Shadow, is there any plans to make the changeable color schemes?
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by Blue Shadow »

There is a 50% chance that such a feature might be added in a future release.
User avatar
hybridial
Posts: 37
Joined: Sun Apr 08, 2018 6:49 am

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by hybridial »

Hey, after having issues with the huds in these games and finding it difficult to find an alternative that I like, this mod has been the one, its great. I've only one thing to ask, which is when using the Metadoom patch. the Power up icon timer doesn't show, and I tried it with the powerupicons patch but that didn't work, I assume because its not been updated, just wanted to ask if I'm not doing something wrong.
site
Posts: 35
Joined: Sun Jun 02, 2019 11:13 am
Graphics Processor: Intel (Legacy GZDoom)

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by site »

I gave this a shot last night, and it's really slick, but I have a couple questions:

Just wanted to make sure that it's expected behavior for the automap to have the blue bar at the bottom

Is there a way for me to manually edit the ammo counter to not be so thick? Or does it have to be that way because of the health bar on the opposite side
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by Blue Shadow »

hybridial wrote:I've only one thing to ask, which is when using the Metadoom patch. the Power up icon timer doesn't show
Just tested it. The powerups do show up just fine for me. Do you have the "Active powerups" option enabled? And are all the files loaded in the correct order?


site wrote:Just wanted to make sure that it's expected behavior for the automap to have the blue bar at the bottom
Yes, that's normal. This is where the normal status bar is to be, but the HUD doesn't come with one (and most likely never will).
Is there a way for me to manually edit the ammo counter to not be so thick? Or does it have to be that way because of the health bar on the opposite side
Not quite sure I understand what you mean by "thick". Could you elaborate more?
site
Posts: 35
Joined: Sun Jun 02, 2019 11:13 am
Graphics Processor: Intel (Legacy GZDoom)

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by site »

Blue Shadow wrote:
Is there a way for me to manually edit the ammo counter to not be so thick? Or does it have to be that way because of the health bar on the opposite side
Not quite sure I understand what you mean by "thick". Could you elaborate more?
yeah sorry, the blue around the ammo bar,



feels just kinda a little extra, I was wondering if I could edit something to shrink it down a bit
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] NC HUD v2.5.0 - June 6th, 2019

Post by Blue Shadow »

Ah, okay. This is to accommodate for the secondary ammo and inventory:

Locked

Return to “Abandoned/Dead Projects”