[HUD] Statusbar Reloaded
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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[HUD] Statusbar Reloaded
Today, I've spend some time trying to make a new HUD for Doom.
Vanilla status bar has a lot of info, but obscures the view to much. Quake 3 HUD was really minimal to let players react quickly in the game, but not all info was present (for ex. other ammo types). I decided to make a HUD which makes both: is really full of info, and "not very" view-obscuring at the same time.
Features:
-Q3-style layout
-Both fullscreen and normal HUD's replaced
-All the info from vanilla statusbar present, except for total ammo limits
-item's "wear off time" displayed (even for all items at once)
-Ammo2 support (which means it's compatible with Brutal Doom and properly shows clip capacity)
-statusbar disabled in the map view (to not obscure it)
-Air indicator (may be useful for diving, disabled by default, since vanilla Doom has no underwater sectors)
-Health counter can drop below zero
EDIT1: 18.07.2012 New Release! Version 1.1 download below.
Important! : This version requires the newest release of ZDoom.
EDIT2: 17.08.2012 New Release! Version 1.2 ready to grab!
This time it has all the cool mugfaces seen on the screenshots (thanks to Mr.Rocket) as well as map indicator
Get it now: http://www.mediafire.com/download.php?908wp8a2e731m73
Important! : The file extension was changed to pk7, so don't forget to adjust your startup files.
Also, please get familiar with my other projects:
Classic Weapons Pack for Brutal Doom: http://forum.zdoom.org/viewtopic.php?f=19&t=33169
Retail-ation mod series: http://forum.zdoom.org/viewtopic.php?f=19&t=33222
Vanilla status bar has a lot of info, but obscures the view to much. Quake 3 HUD was really minimal to let players react quickly in the game, but not all info was present (for ex. other ammo types). I decided to make a HUD which makes both: is really full of info, and "not very" view-obscuring at the same time.
Features:
-Q3-style layout
-Both fullscreen and normal HUD's replaced
-All the info from vanilla statusbar present, except for total ammo limits
-item's "wear off time" displayed (even for all items at once)
-Ammo2 support (which means it's compatible with Brutal Doom and properly shows clip capacity)
-statusbar disabled in the map view (to not obscure it)
-Air indicator (may be useful for diving, disabled by default, since vanilla Doom has no underwater sectors)
-Health counter can drop below zero
EDIT1: 18.07.2012 New Release! Version 1.1 download below.
Important! : This version requires the newest release of ZDoom.
EDIT2: 17.08.2012 New Release! Version 1.2 ready to grab!
This time it has all the cool mugfaces seen on the screenshots (thanks to Mr.Rocket) as well as map indicator
Get it now: http://www.mediafire.com/download.php?908wp8a2e731m73
Important! : The file extension was changed to pk7, so don't forget to adjust your startup files.
Also, please get familiar with my other projects:
Classic Weapons Pack for Brutal Doom: http://forum.zdoom.org/viewtopic.php?f=19&t=33169
Retail-ation mod series: http://forum.zdoom.org/viewtopic.php?f=19&t=33222
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Last edited by Zaero on Fri Aug 17, 2012 4:19 am, edited 11 times in total.
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Re: [HUD] Q3-style HUD
Good stuff. Gimme!
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Re: [HUD] Q3-style HUD
Isn't it possible to have the air supply indicator only shown when waterlevel == 3? If the variables accessible through [wiki]DECORATE expressions[/wiki] aren't already accessible through [wiki]SBARINFO[/wiki], that'd be a good feature suggestion.
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Re: [HUD] Q3-style HUD
Yeah, I was looking for such a command but found none.Gez wrote:Isn't it possible to have the air supply indicator only shown when waterlevel == 3? If the variables accessible through [wiki]DECORATE expressions[/wiki] aren't already accessible through [wiki]SBARINFO[/wiki], that'd be a good feature suggestion.
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Re: [HUD] Q3-style HUD
I can't seem to get this to work. I tried this in both Skulltag and GZDoom.
The HUD looks cool though.
Code: Select all
Execution could not continue.
Script error, "q3hud.pk3:sbarinfo.txt" line 7:
Unknown flag 'Alignment'.
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Re: [HUD] Q3-style HUD
Download ZDoom 2.6/GZDoom 1.6, or a more recent SVN, then try again.southpark2010 wrote:I can't seem to get this to work. I tried this in both Skulltag and GZDoom.
Last edited by amv2k9 on Thu Jul 12, 2012 2:44 pm, edited 1 time in total.
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Re: [HUD] Q3-style HUD
Working now, thanks. Zaero, is there a plan for a ST compatible version?
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Re: [HUD] Q3-style HUD
Yes, Get in! Downloading this baby now.
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Re: [HUD] Q3-style HUD
Cool, I like HUDs that let you see the duration left on powerups. It's nice to have a little more space freed up but still keep the mugshot, too.
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Re: [HUD] Q3-style HUD
This isn't "Q3 style" at all. Too much information onscreen.
Weapons would show up when you cycle/pick them only. Powerups would build up off the lower right corner. Numbers would be big and next to an icon to the left of them. Only in certain mods mods were ammo counters (above icons of guns during selection) ever added.
Then I realized - why didn't you make a screenshot of the simpler hud?
Weapons would show up when you cycle/pick them only. Powerups would build up off the lower right corner. Numbers would be big and next to an icon to the left of them. Only in certain mods mods were ammo counters (above icons of guns during selection) ever added.
Then I realized - why didn't you make a screenshot of the simpler hud?
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Re: [HUD] Q3-style HUD
Not ATM.southpark2010 wrote:Working now, thanks. Zaero, is there a plan for a ST compatible version?
I plan to upgrade it a bit, but currently I'm stuck with a problem.
Maybe some of you know: What should I type after "InInventory" to execute the block if player has found the Computer Area Map?
EDIT: I'm ready for the next release. Just would like to know the answer to the question asked in poll.
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Re: [HUD] Q3-style HUD
Try [wiki=classes:Allmap]Allmap[/wiki].Zaero wrote:What should I type after "InInventory" to execute the block if player has found the Computer Area Map?
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Re: [HUD] Q3-style HUD
Tried already. As well as "MapRevealer", "COMPUTERMAP" - no effect.Blue Shadow wrote:Try [wiki=classes:Allmap]Allmap[/wiki].Zaero wrote:What should I type after "InInventory" to execute the block if player has found the Computer Area Map?
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Re: [HUD] Q3-style HUD
It turned out that the [wiki=classes:MapRevealer]MapRevealer[/wiki] actor, which is the base actor class for the computer area map, doesn't stay in player's inventory after pickup to begin with, thus you can't check for its presence. It instead, and I quote from the source code: "sets a flag on the level".
Spoiler: Code snippet