[v1.2.1] Helmeter - Dynamic, reactive visor HUD

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DaDude001
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[v1.2.1] Helmeter - Dynamic, reactive visor HUD

Post by DaDude001 »

Image

HUD mod I made, to practice ZScript and because most visor HUDs are bloated and/or outdated.
Has many features, including dynamic cracking, swaying, blood, startup/death sequences, and more.
Many features are also configurable, make sure to check the options before playing!

Requires at least GZDoom v4.11.0.
Tested in 4.11.3, 4.13.2, and 4.14.0.

Should support most gameplay mods, although some elements of their UI will not show up here.
If you want to make your own versions that support them, go ahead. (If you can stomach my god-awful code that is)
Also has built-in support for Brutal Doom v22.
If you are just using this for the visor component, it should be near-universal.

Preview Screenshots (with Beautiful Doom + Extermination Day)
Spoiler:
Preview video (with Brutal Doom):

(A little outdated, but still works fine for the most part)

Download link (github): https://github.com/DaDude001/doom_helmeter/releases/

Sorry about the crappy name, it was the first think that came to my head when I started working on this, and it stuck around...
Last edited by DaDude001 on Mon May 05, 2025 11:36 am, edited 4 times in total.
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Carrotear
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Re: Helmeter - Dynamic, reactive visor HUD

Post by Carrotear »

Oooh, me likey.
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DaDude001
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Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD

Post by DaDude001 »

v1.1 is out now, with a nifty little showcase to go with it

Changelog:
-Added a 5th crack to the visor
-Fixed helmet top graphic using an outdated design without holes for the armor overlay (oops)
-Added a cool little animation when you are damaged and have armor
cosmos10040
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Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD

Post by cosmos10040 »

Keep getting vm aborts:

GVM execution aborted: tried to read from address zero. In function parameter "self"

Called from Actor.FindInventory [Native]
Called from BaseStatusBar.CheckInventory at gzdoom_dev_gl3.pk3:zscript/ui/statusbar/statusbar.zs, line 664
Called from Helmeter.ProcessNotify at helmeter_v1.1.pk3:zscript/helmeter.zsc, line 594
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DaDude001
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Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD

Post by DaDude001 »

Should be fixed now.
cosmos10040
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Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD

Post by cosmos10040 »

Works perfectly! Lots of options too! Would be cool ifni can scale the items on the side of the visor.
cosmos10040
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Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD

Post by cosmos10040 »

I had an issue with the screen being red turns out if had another hud that went on when player dies and screen turned red, conflict solved.
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DaDude001
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Re: [v1.2] Helmeter - Dynamic, reactive visor HUD

Post by DaDude001 »

v1.2 released, mainly focused on revamping the stat display and polishing the armor overlay animations.
Changelog:
-Updated armor damage animation
-Armor overlay colors are now entirely handled with code, should reduce file size a bit
-Added an idle animation to the armor overlay
-Updated number glitch effect; now can show any character, with much simpler code
-Berserk icon is now animated to better indicate that it is an indicator
-Redesigned stats panel
-Adjusted grenade indicator with a new, smaller font instead of grossly scaling down the normal small font
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YukesVonFaust
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Re: [v1.2] Helmeter - Dynamic, reactive visor HUD

Post by YukesVonFaust »

is there an option to turn off sounds for the helmet btw?
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DaDude001
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Re: [v1.2] Helmeter - Dynamic, reactive visor HUD

Post by DaDude001 »

no, but I could see about adding it
Added, along with a small handful of other misc. things
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Hastur
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Re: [v1.2.1] Helmeter - Dynamic, reactive visor HUD

Post by Hastur »

big fan of this

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