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

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seedzhao
Posts: 64
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Re: [WIP] NC HUD v1.18

Post by seedzhao »

hello. i would like to thank you. hud is fantastic.
but it doesn´t work well with eriguns mod. is there a way to fix it?
Snake122591
Posts: 3
Joined: Mon Jul 07, 2014 12:01 pm

Re: [WIP] NC HUD v1.18

Post by Snake122591 »

Well the weird thing is - is that it works. Health is displayed and so is armor. But the ammo count doesn't seem to calculate. I did read the README file on how to set it up but I can't make heads or tails of the thing.
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seedzhao
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Re: [WIP] NC HUD v1.18

Post by seedzhao »

yes, this is exactly what happens to me. mess with doom mods is very hard, man...
i´m researching for tutorials about a month and didn´t get nothing.
Blue Shadow
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Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.18

Post by Blue Shadow »

The instructions assume you have some knowledge in [wiki]ACS[/wiki], [wiki]DECORATE[/wiki] and [wiki]SBARINFO[/wiki]. If you don't, I guess it's time to start learning.

I checked Eriguns, and I found out that you only need to do a few ACS changes to the HUD (in the nchud.acs file), more specifically, here (lines 86 to 98):

Code: Select all

str nc_weaponslist[D_NUMBEROFWEAPONS][6] =
{
  {"Fist",                  "NoPrimary",  "NoSecondary", "1", "No",  "No"},
  {"Chainsaw",              "NoPrimary",  "NoSecondary", "1", "No",  "No"},
  {"Pistol",                "Clip",       "NoSecondary", "2", "No",  "No"},
  {"Shotgun",               "Shell",      "NoSecondary", "3", "No",  "No"},
  {"SuperShotgun",          "Shell",      "NoSecondary", "3", "No",  "No"},
  {"Chaingun",              "Clip",       "NoSecondary", "4", "No",  "No"},
  {"RocketLauncher",        "RocketAmmo", "NoSecondary", "5", "No",  "No"},
  {"PlasmaRifle",           "Cell",       "NoSecondary", "6", "No",  "No"},
  {"BFG9000",               "Cell",       "NoSecondary", "7", "No",  "No"},

  {"NC_DATPistol",          "Clip",       "Shell",       "8", "No",  "Yes"},
  {"NC_DATPistol2",         "Clip",       "Shell",       "9", "Yes", "Yes"},
  {"NC_DATPistol3",         "PistolMag",  "Clip",        "0", "No",  "No"},
};
And, after you're done from the above, here as well (line 63):

Code: Select all

#define D_NUMBEROFWEAPONS	12
There are comments in that same file that will help you understand what these are and what to do with them.

Oh, and this is very important, once you've done your changes and saved the file, don't forget to compile it into a useable form by the engine.

How do I compile the file, I hear you ask? Here is a hassle-free way (in the long run) to do it:
  • Download and install SLADE3 and ACC (you'll find it in the Editing section). If you already have them, then we're done from this step.
  • Fire up SLADE, and from the menu go to Edit --> Preferences...
  • From the list of headers on the left, expand Scripting (click on the '+' sign) and highlight/click on ACS.
  • In the option window/form, there is a browse button, click on it and navigate to where you had ACC installed, and choose acc.exe. Ok everything to end the setup.
Once you're done with that, open the HUD file (with SLADE, of course) and locate the nchud.acs file. Right-click on it, and from the context menu: Scripts --> Compile ACS. Save the file after you're done.

If you want, you can make a patch to load on top of the original HUD with Eriguns instead of directly modifying said HUD. To do this:
  • Create a new archive with SLADE: from the menu go to File --> New --> Zip Archive.
  • Open the HUD file, and copy the nchud.acs file to the new archive you just created: Right-click on the file and choose Copy from the context menu. Click on the new archive tab, and then, from the menu go to Entry --> Paste.
Now you have a copy of that file in the new archive. Make your changes to it, save the file, compile it, and then save the archive. Loading the files, should be in this order: Eriguns --> main HUD --> patch.

The above might seem involving or too much for someone who doesn't have experience in modding, but I'm afraid there is no other way to it; if you want the HUD to work with something other than vanilla Doom, you have to do some modifications.
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Cryomundus
Posts: 497
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Re: [WIP] NC HUD v1.18

Post by Cryomundus »

So I've been trying to do some editing to get this to work with BDSE as I did with V1.14, but I've run into a peculiar error. And yes, I did compile the nchud.acs after editing it. And looking over the sbarinfo I haven't found anything unusual that would cause this. I think I ran into this previously, but I don't remember how I fixed it. :S

It has something to do with an "unknown font" in sbarinfo.

Giant wall o' text under the spoiler, and tested on GZDoom v1.8.02 and v1.8.06 with similar results.
Spoiler:
Blue Shadow
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Re: [WIP] NC HUD v1.18

Post by Blue Shadow »

A lot of things changed since v1.14. Check your nchud-BDSE.pk3 file and make sure it's up to date with the main HUD in terms of base code; "NC_HPGray" doesn't exist anymore, neither those fonts.
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seedzhao
Posts: 64
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Re: [WIP] NC HUD v1.18

Post by seedzhao »

Blue Shadow, you are helpful dude!
thank you for your tips, man! in fact, is more like a tutorial... and a good one.
is not that hard to understand, i will see if i follow and can get it to work.
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Cryomundus
Posts: 497
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Re: [WIP] NC HUD v1.18

Post by Cryomundus »

Blue Shadow wrote:A lot of things changed since v1.14. Check your nchud-BDSE.pk3 file and make sure it's up to date with the main HUD in terms of base code; "NC_HPGray" doesn't exist anymore, neither those fonts.
Oh wow, I'm one hell of a derp. Thought I had the newest version all along, thanks!

Edit: annnd now its doing the thing where it won't properly update the numbers and bars.

Edit2: And as I type this I realize what went wrong. Wooooo! 8-)

Edit3: Got the color bars working, but the ammo counters for the weapons won't update. :? The worst part of this is that I know its a really simple thing I'm overlooking too.

Edit4: GOT IT! Turns out some sbarinfo editing was needed, as the ammo types were different.
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seedzhao
Posts: 64
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Re: [WIP] NC HUD v1.18

Post by seedzhao »

man, i did it!
isn´t that hard to do. i did it!
thanks for your help!
Snake122591
Posts: 3
Joined: Mon Jul 07, 2014 12:01 pm

Re: [WIP] NC HUD v1.18

Post by Snake122591 »

Thanks a lot for the assistance Blue Shadow. will definitely will try that when my new keyboard arrives :D
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.18

Post by Blue Shadow »

You're welcome, everyone.
shadowAOD
Posts: 10
Joined: Mon Aug 04, 2014 1:00 pm

Re: [WIP] NC HUD v1.18

Post by shadowAOD »

Hey everyone :)
First timer here

was wondering though about a problem I'm having

this HUD doesn't seem to work right with me
the ammo reserves don't light depending on which weapon you have
and it doesn't display how much ammo I have in my current weapon(missing bars)
Spoiler:
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] NC HUD v1.18

Post by Blue Shadow »

What mod are you using the HUD with? From the screenshots, it looks like an old version of WildWeasel's Accessories to Murder mod. If so, I'd suggest updating your version of the mod and loading its compatibility patch. The load order should be like this: Accessories to Murder --> main HUD --> patch.


(Oh, I'm sorry I didn't catch your post until now.)
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Zaratul
Posts: 110
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Re: [WIP] NC HUD v1.18

Post by Zaratul »

@shadowAOD
http://devbuilds.drdteam.org/gzdoom/
You should update your GZdoom.
shadowAOD
Posts: 10
Joined: Mon Aug 04, 2014 1:00 pm

Re: [WIP] NC HUD v1.18

Post by shadowAOD »

I'm actually using doomnukem's weapons pack really

but it seems that that's not the problem as I've
started the game without them and the
problem is still there

I've also tried updating gzdoom but no luck either :(
Spoiler:
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