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

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Blue Shadow
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Re: [WIP] NC HUD v1.18

Post by Blue Shadow »

shadowAOD wrote:I'm actually using doomnukem's weapons pack really
Then you're going to have to create a compatibility patch for that mod yourself, I'm afraid.

Yup, that's the price to pay when using this HUD with something that alters the player's arsenal.
but it seems that that's not the problem as I've
started the game without them and the
problem is still there
So starting one of the Doom games with the main HUD alone, doesn't work? That's quite odd, because it should work. Make sure you're not autoloading mods that conflict with the HUD.
shadowAOD
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Re: [WIP] NC HUD v1.18

Post by shadowAOD »

I think I got it

I got the brutal doom patch from the 1st page of this topic
,dragged and dropped the file into gzdoom and now its works

although there's a couple minor problems though
when I'm using the doomnukem weapon pack
it seems that the ammo counter for the pistols
will only appear when I have the assault rifle

also when I autorun the HUD(when its in the skin folder and as a WAD file)
it doesn't work, but strangely I get a message that reads
: Divide by zero in script "NC HUD" when I pick up the assault rifle
Blue Shadow
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Re: [WIP] NC HUD v1.18

Post by Blue Shadow »

The "dived by zero" error is most likely happening because whatever ammo type the HUD is told to look up to calculate the ammo percentage doesn't exist, or maybe it does but misnamed. If this weapons pack that you're using has different class names for the ammo and weapons than in Brutal Doom, then the Brutal Doom patch won't work (fully).
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Xyplex
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Re: [WIP] NC HUD v1.18

Post by Xyplex »

Is it possible to have this working on zandronum, like putting it in the skins folder etc.
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Tapwave
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Re: [WIP] NC HUD v1.18

Post by Tapwave »

silverdethx wrote:Is it possible to have this working on zandronum, like putting it in the skins folder etc.
It does not work with Zandronum or Skulltag (in case of the latter, it never will be), as they do not have the necessary features.
Blue Shadow
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Re: [WIP] NC HUD v1.18

Post by Blue Shadow »

Not just that, but v1.19 will require the very latest (as of this post) ZDoom development build to run.
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seedzhao
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Re: [WIP] NC HUD v1.18

Post by seedzhao »

so... there will be a update? 1.19? i think is good enough as it is...
is my favourite hud.
what will be changed?
Blue Shadow
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Re: [WIP] NC HUD v1.19

Post by Blue Shadow »

seedzhao wrote:what will be changed?
The main reason for the update, was to replace the small font used for reserve ammo counters and weapon slots, etc. with a slightly bigger one, for visibility reasons.

There are other changes, here and there, too, including "under-the-hood" ones.


Edit: Version 1.19 is out.

Make sure to read the OP, as it has been updated with new info.
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seedzhao
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Re: [WIP] NC HUD v1.19

Post by seedzhao »

seems to be little differences, but i like it anyway!
great job my friend, and thank you.
Endless123
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Re: [WIP] NC HUD v1.19

Post by Endless123 »

Great job indeed LD

Your HUDs are always clean-looking, simple and enhanced Doom greatly :)

Once again, well done :)
Blue Shadow
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Re: [WIP] NC HUD v1.19

Post by Blue Shadow »

I've added a new compatibility patch; this one is for Kyle873's Doom RPG mod.
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mamaluigisbagel
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Re: [WIP] NC HUD v1.19

Post by mamaluigisbagel »

the new patch for Doom RPG is not working for me. I'm using the Doom RPG Launcher, add both nc-hud v1.19 and the drpg patch and the only difference is the doomguy's mug is larger than the screen on the fullscreen hud; The huds are the same as default. (status bar and fullscreen)

I've tried with RLA out of curiosity, with Extras add-on, and without extras add-on. All 3 give the same result. I also updated gzdoom to the latest build with no different result. Do I need to update the launcher to get a drpg compatibility patch for the hud or is this an issue with the hud itself?

EDIT: Just got the newest launcher, and still isn't working. Didn't hurt to try.
Blue Shadow
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Re: [WIP] NC HUD v1.19

Post by Blue Shadow »

mamaluigisbagel wrote:the new patch for Doom RPG is not working for me. I'm using the Doom RPG Launcher, add both nc-hud v1.19 and the drpg patch and the only difference is the doomguy's mug is larger than the screen on the fullscreen hud; The huds are the same as default. (status bar and fullscreen)
I don't know how the launcher behaves, as I don't use it myself. If the issue is with load order, here is how it should be:

Code: Select all

Doom:   Custom map/mapset (if any) -> DoomRPG -> DoomRPG-Doom1 -> main HUD -> patch
Doom 2: Custom map/mapset (if any) -> DoomRPG -> main HUD -> patch
I've tried with RLA out of curiosity, with Extras add-on, and without extras add-on. All 3 give the same result. I also updated gzdoom to the latest build with no different result. Do I need to update the launcher to get a drpg compatibility patch for the hud or is this an issue with the hud itself?
The patch is only to be used with Doom RPG alone. It's not going to work with RLA or any other extras offered by Doom RPG itself.
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mamaluigisbagel
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Re: [WIP] NC HUD v1.19

Post by mamaluigisbagel »

well I didn't expect RLA to work in the first place. Just felt I should try it out, but I'll try using batch files instead and see how that goes. I'll get back to you once I try it out.

EDIT: So far, my only problem is that I can't see my credits. I haven't played too far into the game, but wanted to go ahead and report this small bug. Other than that, it works pretty good. (although the skin shown on the RPG menu is not the default skin that I'm using (doom 64 guy instead of the base skin. Odd, but doesn't matter))
Blue Shadow
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Re: [WIP] NC HUD v1.19

Post by Blue Shadow »

mamaluigisbagel wrote:my only problem is that I can't see my credits.
Weird, the credits display should be at the top-left corner.
although the skin shown on the RPG menu is not the default skin that I'm using (doom 64 guy instead of the base skin. Odd, but doesn't matter)
The HUD doesn't alter anything related to Doom RPG's in-game menu. Even if I wanted to change things, I simply can't, since the menu stuff is handled through ACS, not SBARINFO.
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