HUD mod I made, to practice ZScript and because most visor HUDs are bloated and/or outdated.
Has many features, including dynamic cracking, swaying, blood, startup/death sequences, and more.
Many features are also configurable, make sure to check the options before playing!
Requires at least GZDoom v4.11.0.
Tested in 4.11.3, 4.13.2, and 4.14.0.
Should support most gameplay mods, although some elements of their UI will not show up here.
If you want to make your own versions that support them, go ahead. (If you can stomach my god-awful code that is)
Also has built-in support for Brutal Doom v22.
If you are just using this for the visor component, it should be near-universal.
Spoiler: v1.2; Outdated, but still get the main point across
Startup sequence
Gameplay
When using weapons without ammo, the HUD auto-hides the ammo display
Damage overlay animation, when you have armor
Visor retains a crack when low on armor
Death sequence: visor display malfunctions, but you can still see through a hole in the glass
Customizability Screenshots (with Act of Violence)
Spoiler: v1.3; technically outdated but nothing shown is truly different
Default appearance
Colorable displays, mugshot disabled
Compact mode
Compact mode with stats disabled and beams hidden
Helmet disabled, display background hidden
Helmet without displays
Credits can be found in the README in the files
Sorry about the crappy name, it was the first think that came to my head when I started working on this, and it stuck around...
Re: Helmeter - Dynamic, reactive visor HUD
Posted: Mon Apr 14, 2025 7:54 pm
by Carrotear
Oooh, me likey.
Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD
Posted: Wed Apr 16, 2025 3:47 pm
by DaDude001
v1.1 is out now, with a nifty little showcase to go with it
Changelog:
-Added a 5th crack to the visor
-Fixed helmet top graphic using an outdated design without holes for the armor overlay (oops)
-Added a cool little animation when you are damaged and have armor
Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD
Posted: Fri Apr 18, 2025 10:07 am
by cosmos10040
Keep getting vm aborts:
GVM execution aborted: tried to read from address zero. In function parameter "self"
Called from Actor.FindInventory [Native]
Called from BaseStatusBar.CheckInventory at gzdoom_dev_gl3.pk3:zscript/ui/statusbar/statusbar.zs, line 664
Called from Helmeter.ProcessNotify at helmeter_v1.1.pk3:zscript/helmeter.zsc, line 594
Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD
Posted: Fri Apr 18, 2025 10:53 am
by DaDude001
Should be fixed now.
Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD
Posted: Fri Apr 18, 2025 4:38 pm
by cosmos10040
Works perfectly! Lots of options too! Would be cool ifni can scale the items on the side of the visor.
Re: [v1.1 out now] Helmeter - Dynamic, reactive visor HUD
Posted: Mon Apr 28, 2025 8:08 am
by cosmos10040
I had an issue with the screen being red turns out if had another hud that went on when player dies and screen turned red, conflict solved.
Re: [v1.2] Helmeter - Dynamic, reactive visor HUD
Posted: Sun May 04, 2025 12:40 pm
by DaDude001
v1.2 released, mainly focused on revamping the stat display and polishing the armor overlay animations.
Changelog:
-Updated armor damage animation
-Armor overlay colors are now entirely handled with code, should reduce file size a bit
-Added an idle animation to the armor overlay
-Updated number glitch effect; now can show any character, with much simpler code
-Berserk icon is now animated to better indicate that it is an indicator
-Redesigned stats panel
-Adjusted grenade indicator with a new, smaller font instead of grossly scaling down the normal small font
Re: [v1.2] Helmeter - Dynamic, reactive visor HUD
Posted: Sun May 04, 2025 5:44 pm
by YukesVonFaust
is there an option to turn off sounds for the helmet btw?
Re: [v1.2] Helmeter - Dynamic, reactive visor HUD
Posted: Sun May 04, 2025 7:51 pm
by DaDude001
no, but I could see about adding it
Added, along with a small handful of other misc. things
v1.3 is out now, with a plethora of customizability, and powerup displays (at last)
Changelog:
-Added "compact mode" (experimental)
-Added some powerup displays
-Color of displays is fully customizable
-Ammo will no longer be drawn twice if ammotype 1 and 2 are the same
-Chance of displays malfunctioning is customizable
-Helmet overlay (and, optionally, the HUD) will be hidden in third person
Hello very good hud im in love but i was asking if you have a sbarinfo/zandronum version too( i don't care if not have the complex features) or you only made a zscripted version?
Really enjoying this HUD so far. The actual helmet overlay wasn't what I was looking for so being able to toggle it off is very helpful, and the graphics of the bars and numbers are great.
I did notice that there was no display for inventory items - if I cycle my inventory I can see the item names pop up, but there's no icon and no quantity so I can't tell how many of an item I'm carrying. Is that normal or am I dumbly overlooking a setting somewhere?
It's not implemented yet, but next on the to-do list. Until then, you could use FlexiHUD's inventory display, as it is drawn independently of the main HUD and is compatible with other HUD mods.