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Re: [WIP] NC HUD v1.11
Posted: Wed Aug 07, 2013 10:02 am
by Quadruplesword
It does not work with Zandronum or Skulltag (in case of the latter, it never will be).
But Zandronum is the only source port that works correctly on my computer

. Ah well, I almost never play vanilla anyway so I'm perfectly fine with the Brutal Doom version.
Re: [WIP] NC HUD v1.11
Posted: Wed Aug 07, 2013 12:33 pm
by Blue Shadow
The reason it doesn't work with Zandronum is because the HUD uses (some) features that port doesn't support. It can't be helped.
Re: [WIP] NC HUD v1.11
Posted: Wed Aug 07, 2013 1:05 pm
by Quadruplesword
The reason it doesn't work with Zandronum is because the HUD uses (some) features that port doesn't support. It can't be helped.
That's understandable. It just kinda sucks for me because GZDoom won't work right on my new PC. There's thick, black lines on textures that are supposed to be see-through (like bars) and I can't find a fix for it.
Re: [WIP] NC HUD v1.11
Posted: Wed Aug 07, 2013 3:08 pm
by Blue Shadow
Have you reported the issue at the
GZDoom forums (though not necessarily as a bug)? Maybe someone there could help you figure it out.
Alternatively, what about ZDoom? Sure it doesn't have a hardware renderer, but hey, it is still an option.
Re: [WIP] NC HUD v1.11
Posted: Thu Aug 08, 2013 2:24 pm
by Hexereticdoom
Hi!
I just wanted to know... Will be available in a near future a new Brutal Doom version of this HUD, based on 1.11?
The actual DEHUDv3 for BD is just fine, but I think the last design of 1.11 is a lot better...
Thank for your attention!

Re: [WIP] NC HUD v1.11
Posted: Thu Aug 08, 2013 3:29 pm
by Blue Shadow
You might want to ask Blackfish about that instead, since he is the one maintaining that version of the HUD, not me.
Re: [WIP] NC HUD v1.11
Posted: Thu Aug 08, 2013 4:04 pm
by Hexereticdoom
Blue Shadow wrote:You might want to ask Blackfish about that instead, since he is the one maintaining that version of the HUD, not me.
Aha... Yes, you're right. I'll post my question in the other thread, then. Thanks!

Re: [WIP] NC HUD v1.11
Posted: Thu Aug 08, 2013 9:42 pm
by doomfiend
You know, this Hud would look really spiffy with Doom nukems Visor hud :O I would do it my self but I can't skew images properly to save my life
Re: [WIP] NC HUD v1.11
Posted: Sat Aug 10, 2013 7:29 pm
by Quadruplesword
Wow... I feel like a complete and total derp wad right now. All I did was install some new OpenGL drivers off of AMD's official website and now the thick black bars are gone. That's pretty shameful that an IT guy like me would overlook such a simple solution
Ah well, I don't want to derail this thread, so I will say that this is probably one of my favorite HUD mods that I've run across. Clean, easy to use, and gives you all the information you need
Also, can I offer a suggestion? I would like this HUD even better if you put the key display where the version number is, like it was in older versions. I just think it would look neater that way.
Re: [WIP] NC HUD v1.12
Posted: Sat Aug 24, 2013 4:04 am
by Blue Shadow
Re: [WIP] NC HUD v1.12
Posted: Tue Aug 27, 2013 6:27 am
by CABE
This does not work with the Doom Nukem Brutal Doom pack version 3.

Re: [WIP] NC HUD v1.12
Posted: Wed Aug 28, 2013 2:17 am
by Blue Shadow
Assuming that the mod in question has custom weapons, then you need to modify the HUD to make it work with the mod you're loading.
Re: [WIP] NC HUD v1.12
Posted: Wed Aug 28, 2013 2:26 am
by X-DOOM
Good work there
Blue Shadow, keep upgrading it, i find every update much easier to work with my
project.
Re: [WIP] NC HUD v1.12
Posted: Wed Aug 28, 2013 5:35 pm
by Hexereticdoom
Wowww, v1.12... Looks really nice! Love it, haha...
Beside, i'ts a pity still there's no new version compatible with Brutal Doom... Hope Mr. Blackfish (or another user, why not) could update the old one... Sadly, I'm too inexpert to do it myself...

Re: [WIP] NC HUD v1.13
Posted: Sat Aug 31, 2013 7:59 am
by Blue Shadow
Version 1.13 is out! - As usual, check the opening post for download and info.