[minimod] Devred's Action HUD

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DonDevRed
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[minimod] Devred's Action HUD

Post by DonDevRed »

Howdy, I present here my first (in a long time) mod.

Image

A simple mod that replaces the HUD with something more interactable. Taken a bit from Time Crisis and such games, this mod displays your ammo in a tray that animates any changes in the ammo count. Tossing ammo casings, adding new ammo, and switching trays when switching ammo types are among the ones done here.



I made this mod as a way to practice GZDoom's zscript language, and I ended up cooking something that is best playable with vanilla DOOM or mods that use DOOM's default ammo types. It can still play with other mods that don't use the default ammo types, but it won't display the respective ammo sprites on the tray. Instead, it'll display a generic ammo sprite.

However you choose to play with this mod, I hope it can spice up your game a bit!

-Requires GZDoom 4.12.2 or higher, and a copy of classic DOOM and DOOM II iwads.

-Also if you wish to use this mod or use the code within this mod for your own mods, or make an improved version, you are free to do so. Credit ain't necessary but is much appreciated.

Changelog:
>Version 1.0:
-Mod is released.

>Version 1.1:
-Mugshot can be moved or disabled. This can be done in the settings.
-Animation speed can be manually tweaked in the settings now.
-Tray can play more than 1 casing eject animation at a time.
-Additional casing eject animations for Clip and Shell ammo classes.
-Added BigShot animation for Cell ammo class, when a weapon uses 10+ ammo in one shot.
-Bullet tray sprite removed.
-Tray rounds disappear based on how much ammo is used in one shot.
-You can now adapt ammo sprites to mod-made ammo classes through compatibility patches. (Template file with instructions available in the mod.)
-Comes with two compatibility patches for the mods "Beautiful Doom" and "Hellcrusher".

Downloads:

ModDB page: https://www.moddb.com/games/doom-ii/add ... action-hud

Download on Drive: https://drive.google.com/drive/folders/ ... drive_link

Github repo: https://github.com/DonDevRed/Devred-s_Action_HUD
Last edited by DonDevRed on Sun Mar 16, 2025 4:24 am, edited 1 time in total.
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mamaluigisbagel
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Re: [minimid] Devred's Action HUD

Post by mamaluigisbagel »

I love how animated this HUD is! The only gripe I have so far is the mugshot being on the bottom center of the screen over the weapon sprite. I would've personally preferred it next to the health/armor bar. Maybe an options menu to tweak these could be added at some point?
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Carrotear
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Re: [minimid] Devred's Action HUD

Post by Carrotear »

mamaluigisbagel wrote: Tue Sep 03, 2024 9:45 pm I love how animated this HUD is! The only gripe I have so far is the mugshot being on the bottom center of the screen over the weapon sprite. I would've personally preferred it next to the health/armor bar. Maybe an options menu to tweak these could be added at some point?
Same here. But me likey this hud, overall.
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Gorec
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Re: [minimid] Devred's Action HUD

Post by Gorec »

just tried you hud mod - i have a problem: ammo counter does not properly show eject animations, it looks like the casing(or rocket or plasma) just disappears, i tried a clean config to see if it helps but only a little - you can see parts of animation that fade in and out of existence, maybe theres supposed to be some sort of way to fix this?
nevermind i found a solution - vertical sync must be turned on, that way the animation will show itself fully, but if you turn on rendering interpolation then the animation will be very fast - i have a 164hz monitor and its hella fast, there is a way obviously to change the fact that you must have less fps for the animation to play the way it was intended (Doom Delta has casing animations that have the same speed with any fps)
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Gorec
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Re: [minimid] Devred's Action HUD

Post by Gorec »

also some suggestions -
1.same as other people an option to disable mugshot and move it around would be great, especially since original sprites are not centered properly
2.make casing animations randomized and if a weapon uses more ammo do more than one animation
3.a name or an icon of a weapon
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mickromash
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Re: [minimid] Devred's Action HUD

Post by mickromash »

Besides exact actor's name comparison, you can check if actor is inherited from another ammo calss

Code: Select all

If(ammotype is "Clip")
or if it replaces ammo class

Code: Select all

If(actor.GetReplacee("Clip") is ammotype.GetClassName())	//GetReplacee need to be called from some actor
or if it has ammo class name in it

Code: Select all

If(ammotype.GetClassName().IndexOf("Clip")>-1 || ammotype.GetClassName().IndexOf("clip")>-1 || ammotype.GetClassName().IndexOf("mag")>-1)	//e.t.c.
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DonDevRed
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Re: [minimod] Devred's Action HUD

Post by DonDevRed »

Alright, so I think for this week, I wanna focus on improving this mod.

Y'all seemed to like it, but also pointed out some issues with it, and I think it's time I make some fixes and changes. Such as animation speed fix, mugshot disable and placement, and maybe even compatibility patching.

Hopefully I get through all these within the span of this week. Imma put Cheddarhead to the side though while at it.
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DonDevRed
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Re: [minimod] Devred's Action HUD

Post by DonDevRed »

A new version of Devred's Action HUD has been released, with a slew of improvements and changes.

The full gist is in this video.



But for those who wanna get to the details, here's what changed.

-Mugshot can be moved or disabled. This can be done in the settings.
-Animation speed can be manually tweaked in the settings now.
-Tray can play more than 1 casing eject animation at a time.
-Additional casing eject animations for Clip and Shell ammo classes.
-Added BigShot animation for Cell ammo class, when a weapon uses 10+ ammo in one shot.
-Bullet tray sprite removed.
-Tray rounds disappear based on how much ammo is used in one shot.
-You can now adapt ammo sprites to mod-made ammo classes through compatibility patches. (Template file with instructions available in the mod.)

Anyway, links are in the top post. Hope you enjoy it and have fun.

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