[Discontinued] NC HUD v2.6.0 - September 7th, 2019
-
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WIP] NC HUD v1.13
For anyone interested, I've made a patch that can be used to make the HUD work with WildWeasel's Accessories to Murder mod.
Check the opening post for more info.
(Sorry for double-posting there)
Check the opening post for more info.
(Sorry for double-posting there)
- Hexereticdoom
- Posts: 679
- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
- Contact:
Re: [WIP] NC HUD v1.13
Hi Blue Shadow,
Sorry if I should sound like a real bore... But if it's possible, could you please make another patch for your HUD recent version to work correctly with Brutal Doom?
'Cause I posted already the suggerence on Blackfish's thread, but no response at all since then...
Man... Your HUD is too good!
Sorry if I should sound like a real bore... But if it's possible, could you please make another patch for your HUD recent version to work correctly with Brutal Doom?
'Cause I posted already the suggerence on Blackfish's thread, but no response at all since then...

Man... Your HUD is too good!

-
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WIP] NC HUD v1.13
Had a feeling that somebody will ask about a patch of Brutal Doom! 
Well, the patches I'll be putting here will only be for mods that I, personally, am interested in, and Brutal Doom isn't one of them, I'm afraid. However, considering the demand for such a patch, I think I'll make an exception - but only this once.
Now, I looked into Brutal Doom's code, and I see that making the patch isn't going to be as straight-forward as it was with Accessories to Murder's. I'm going to have to implement some code in the main HUD to factor-in Brutal Doom's use of AmmoType1 as reserve ammo, and AmmoType2 as "clip" ammo (the HUD currently expects it to be the other way around). So, you'll have to bear with me.
Also, I'm going to need to get Blackfish's permission before I release the patch when/if it's done.

Well, the patches I'll be putting here will only be for mods that I, personally, am interested in, and Brutal Doom isn't one of them, I'm afraid. However, considering the demand for such a patch, I think I'll make an exception - but only this once.
Now, I looked into Brutal Doom's code, and I see that making the patch isn't going to be as straight-forward as it was with Accessories to Murder's. I'm going to have to implement some code in the main HUD to factor-in Brutal Doom's use of AmmoType1 as reserve ammo, and AmmoType2 as "clip" ammo (the HUD currently expects it to be the other way around). So, you'll have to bear with me.
Also, I'm going to need to get Blackfish's permission before I release the patch when/if it's done.
- Hexereticdoom
- Posts: 679
- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
- Contact:
Re: [WIP] NC HUD v1.13
OK my friend... Thanks in advance! 

-
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WIP] NC HUD v1.14
Alright, I've got the green light from Blackfish to release the patch. The OP has been updated with a new version of the HUD (v1.14), and the addition of the Brutal Doom patch. Also, make sure to read the notes there as well - it's very important that you do so.
- Quadruplesword
- Posts: 275
- Joined: Sat Jul 19, 2008 6:26 pm
- Location: Off hunting demons
Re: [WIP] NC HUD v1.14
Lookin' good
. Brutal Doom patch works like a charm.

-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: [WIP] NC HUD v1.14
Really good one
So far it's running flawlessly. There is one little thing i'd like to ask about this HUD. Is it supposed to show the Kills number, secrets and items because even if they are all 3 "on" in zdoom hud options they aren't displayed. That's the only thing that isn't like the screenshots at the start of the tread so if you could tell me if it's a bug or just those 3 have been removed from the HUD i'd appreciate it.
Thanks in advance

Thanks in advance

- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: [WIP] NC HUD v1.14
Looking great
Nice with the support for several HUDS now as well.

-
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WIP] NC HUD v1.14
The tally (kills/items/secrets) and reserve/all-ammo displays can be toggled on or off from: Options -> HUD Options -> NC HUD. They have nothing to do with ZDoom's own options.Endless123 wrote:Is it supposed to show the Kills number, secrets and items because even if they are all 3 "on" in zdoom hud options they aren't displayed.
- Hexereticdoom
- Posts: 679
- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
- Contact:
Re: [WIP] NC HUD v1.14
HOLY SWEET AND COOL HELL!!!!! THIS REALLY ROCKS, YAYYYY...

Many many, soooo MANY thank-yous for the BD patch my big friend!
And now... Time to kill some hell spawns!!!



Many many, soooo MANY thank-yous for the BD patch my big friend!

And now... Time to kill some hell spawns!!!

-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: [WIP] NC HUD v1.14
Great thanks that works now 

Re: [WIP] NC HUD v1.14
This is a very good HUD, author. But I have a little problem. I play with "DN Brutal Doom Pack" (http://forum.zdoom.org/viewtopic.php?f=19&t=36006) please add in the next update patch for this mod.
See:



and the problem with the hammer, it is not displayed in numbers. (and still not a big problem, for example: the SSG has the number 9, this is not correct.) Fix it, please. Thanks in advance.
See:



and the problem with the hammer, it is not displayed in numbers. (and still not a big problem, for example: the SSG has the number 9, this is not correct.) Fix it, please. Thanks in advance.

-
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WIP] NC HUD v1.14
Sorry, but the "rules" in the opening post are clear.
The rules in the OP wrote:
- Do not request patches; except for the Brutal Doom patch, the ones I will be making are only for mods that I'm interested in.
However, that doesn't mean you cannot make your own patch. The main HUD comes with a simple guide, if you will, on how to customize the HUD to accommodate for new weapons and ammo. You can also use one of the patches as a base to make your own patches.
- Brutal Doom patch notes:
- The patch is only meant to be used with "vanilla" Brutal Doom. So, if you use an add-on or a mutator of some sort, and it turns out that it does not work, do not come to me and complain about it. I have absolutely no intention of supporting these add-ons and mutators.
Re: [WIP] NC HUD v1.14
Hello,i have a question:how do i change the size of your HUD? I`m not talking about stretching in zdoom options.I want to change my hud size between stretch and non stretch option.
Sadly zdoom doesn`t have pixel doubling for normal status bar.
Sadly zdoom doesn`t have pixel doubling for normal status bar.
-
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WIP] NC HUD v1.14
I don't think there is a way to change the size of a fullscreen HUD to one's likings; you either use stretching or not. There is no "in between" option.