Simple HUD Add-ons [Updated September 22, 2024]

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Dudweiser
Posts: 60
Joined: Mon Jan 08, 2018 5:54 pm

Re: Simple HUD Add-ons [Updated February 19, 2022]

Post by Dudweiser »

The text for kills etc on my screen is microscopic for the resolution/scaling settings I am using, anything I can do to rectify this? (Level info mod)
Tekish
Posts: 151
Joined: Tue Jun 28, 2016 6:31 pm

Re: Simple HUD Add-ons [Updated February 19, 2022]

Post by Tekish »

LevelInfo, PlayerInfo and AmmoInfo all change size with the scaling settings provided in the GZDoom options. To get there, go to HUD Settings, then Scaling Options. Inside there are two options you can use. The user interface scale will change the size (as well as all HUD elements) so long as the messages override below is set to the default. If it's not, then you can change only the text size using that messages override.
Dudweiser
Posts: 60
Joined: Mon Jan 08, 2018 5:54 pm

Re: Simple HUD Add-ons [Updated February 19, 2022]

Post by Dudweiser »

Tekish wrote:LevelInfo, PlayerInfo and AmmoInfo all change size with the scaling settings provided in the GZDoom options. To get there, go to HUD Settings, then Scaling Options. Inside there are two options you can use. The user interface scale will change the size (as well as all HUD elements) so long as the messages override below is set to the default. If it's not, then you can change only the text size using that messages override.
Yeah I tried this already but this makes all the other text on screen go so big I can barely see the screen lol. Ive mnaged to change the font to a bigger font which worked, however the kills text and numbers now overlap :(
Tekish
Posts: 151
Joined: Tue Jun 28, 2016 6:31 pm

Re: Simple HUD Add-ons [Updated February 19, 2022]

Post by Tekish »

Could you make a screenshot of what this looks like? The text should scale at pretty much the same size as pickup messages. As for the font issue, the add-ons use customized fonts for spacing and positioning - just plugging in a random one will have all kinds of visual problems like the one you're experiencing.
D4N5T3P
Posts: 12
Joined: Wed Jul 17, 2019 2:06 pm
Graphics Processor: nVidia with Vulkan support

Re: Simple HUD Add-ons [Updated March 12, 2022]

Post by D4N5T3P »

Hi! I'm loving the levelinfo addon a lot! But I was wondering, is there a way to make it so that it didn't show items? I'd like to see just kills and secrets
Tekish
Posts: 151
Joined: Tue Jun 28, 2016 6:31 pm

Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by Tekish »

I wasn't planning on adding any new options, but this is an easy change and could be useful for those who don't care about item pickups. It's available as a toggle in the latest version of LevelInfo.
D4N5T3P
Posts: 12
Joined: Wed Jul 17, 2019 2:06 pm
Graphics Processor: nVidia with Vulkan support

Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by D4N5T3P »

Nice! Thanks a lot!
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Delfino Furioso
Posts: 118
Joined: Sat Mar 27, 2021 3:21 pm

Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by Delfino Furioso »

Hi! I'm working on a tweaked version of this hud:
https://www.doomworld.com/forum/post/2474092

I'd like to integrate your LevelInfo component into it.
Would this be ok with you? Even if I were to share it publicly?

I'd give proper credits to you, of course!
Tekish
Posts: 151
Joined: Tue Jun 28, 2016 6:31 pm

Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by Tekish »

Sure thing - feel free to use it however you want.
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Delfino Furioso
Posts: 118
Joined: Sat Mar 27, 2021 3:21 pm

Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by Delfino Furioso »

thank you!

I've published the end result here
https://www.doomworld.com/forum/post/2474092
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ShockwaveS08
Posts: 195
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Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by ShockwaveS08 »

Is it possible to add a module, for a directional-damage indicator (red arrow style) that's centered close to the reticle? Tons of other shooters already have this feature by default, and the only real directional-damage indicator I've come across is Gerodium's module, which is a fair bit out-of-date, and only shows numerals pertaining to incoming damage. Having a version of this, that works with modern GZDoom builds, would be instant autoload-material for me.
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generic name guy
Posts: 123
Joined: Wed Nov 11, 2020 3:25 pm
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by generic name guy »

ShockwaveS08 wrote: Wed Aug 31, 2022 5:20 pm Is it possible to add a module, for a directional-damage indicator (red arrow style) that's centered close to the reticle? Tons of other shooters already have this feature by default, and the only real directional-damage indicator I've come across is Gerodium's module, which is a fair bit out-of-date, and only shows numerals pertaining to incoming damage. Having a version of this, that works with modern GZDoom builds, would be instant autoload-material for me.
I do know of one, it's exactly what you described
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stainedofmind
Posts: 154
Joined: Sun Sep 01, 2019 10:59 am

Re: Simple HUD Add-ons [Updated May 18, 2022]

Post by stainedofmind »

Minor bug report in the HitMarkers module, I got a "tried to read from address zero" error on line 40, and taking a look, there's no check to see if e.thing exists before trying to access fields, which apparently can happen sometimes.
Tekish
Posts: 151
Joined: Tue Jun 28, 2016 6:31 pm

Re: Simple HUD Add-ons [Updated October 24, 2022]

Post by Tekish »

I've added a couple more checks that should prevent this from happening in the future. Thanks for bringing this to my attention.
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Dan_The_Noob
Posts: 878
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Graphics Processor: nVidia with Vulkan support

Re: Simple HUD Add-ons [Updated October 26, 2022]

Post by Dan_The_Noob »

MsrSgtShooterPerson pointed me to these mods.

is it possible for LevelInfo to use the name of the powerup pickups? so if for example i have 2 different invulnerability powerups in a mod, it could show both if i picked up both.

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