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SevHUD (v3 Update Nov. 13 '25)

Posted: Tue Apr 10, 2018 9:25 pm
by SeventhSentinel
SevHUD: Now a fork of NashBar



Features
  • Transparent status bars faithfully adapted from supported games/mods
  • Automatically loads correct graphics based on current mapset
  • Optional NashBar-style enemy HP, powerup, and map completion stats displays
  • Translucent automap background
Supported Games
  • Doom, Doom II, Final Doom
  • Legacy of Rust
  • Chex Quest (includes optional extra feature)
  • FreeDoom
  • Adventures of Square


Compatibility
  • SevHUD v3 and up is ZScript-based. I have only tested it in UZDoom.
  • Software renderer does not support translucent automap background.
Download: https://github.com/SeventhSentinel/sevhud/releases

The files below are outdated and only kept for archival purposes.

Re: Transparent Vanilla HUD

Posted: Wed Apr 11, 2018 8:24 am
by Siberian Tiger
Hallo,

This looks really nice! I should incorporate this mod when I play GZDoom games.

Thanks for sharing this!

Re: Transparent Vanilla HUD

Posted: Wed Apr 11, 2018 10:57 am
by SiFi270
The frag counter and player color are misplaced in deathmatch.
Image
If you want to test how things look in DM without actually playing a multiplayer game, you can open up the console and type "map (whatever map) dm".

Transparent Vanilla HUD v2

Posted: Wed Apr 11, 2018 11:48 am
by SeventhSentinel
Updated first post with fixes.

Re: Transparent Vanilla HUD

Posted: Tue Aug 06, 2019 2:51 am
by dmslr
For some reason HUD is stretched vertically. Tested in gzdoom 4.1.3.

Re: Transparent Vanilla HUD

Posted: Tue Aug 06, 2019 1:35 pm
by Xeotroid
Does changing "HUD preserves aspect ratio" in HUD options fix it for you?

Re: Transparent Vanilla HUD

Posted: Tue Aug 06, 2019 3:06 pm
by dmslr
No, it doesn't.

Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)

Posted: Mon Oct 20, 2025 4:05 am
by SeventhSentinel
Seven years later, I've returned with a big update. See first post.

Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)

Posted: Mon Oct 20, 2025 4:43 am
by Enjay
SeventhSentinel wrote: Mon Oct 20, 2025 4:05 am See first post.
"See"
The joys of living in the UK with imgur's block on UK addresses.
Spoiler:
Not your fault, of course, I just thought it was ironic.

Anyway, on topic, thanks for the update. Files downloaded and given a whirl.
I wonder, is there a way to resolve this:
Image
See how when the automap is active, there is a large unshaded area towards the bottom of the screen. Is it my settings, or something to be looked at from the mod side? The red numbers version just shows a the status bar expanded to fit where the unshaded area is.

Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)

Posted: Mon Oct 20, 2025 7:00 am
by SeventhSentinel
As the first post states, please set it up using the built-in menu. It requires your HUD options to be a certain way to work; the menu should help with that. It's a little janky that way; I'm open to suggestions to make it less jank.
Also ninja reupload to fix a graphical error when playing with Scythe II loaded.
(Also looking for a better way to put the images up there.)

Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)

Posted: Mon Oct 20, 2025 7:33 am
by Enjay
Ah yes, thanks. It's the classic HUD scaling option that caused the gap on the automap.

Imgur images not showing are an issue between the UK Govt. and Imgur's owner, media labs. (As I understand it, the UK Govt. said "tell us what you are doing with user's data and comply with regulations or face a fine" and media labs said "nah, we're good, we'll just ban the UK.") Significant sections of teh intarwebs are not visible to UK residents as a result. Shame, because Imgur is the best and and utterly ubiquitous image sharing site.

Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)

Posted: Mon Oct 20, 2025 7:39 am
by SeventhSentinel
Shame indeed. Well, looks like I only have access to [imgur] and not [ img ], so imgur links they'll stay for the time being.

Re: Transparent Vanilla HUD (v2 Update Oct. 20 '25)

Posted: Tue Oct 21, 2025 1:24 pm
by SeventhSentinel
Been uploading a bunch of ninja hotfixes, particularly to fix issues I found with the Square HUD. Seems my testing for that was inadequate. Looks much better now.

Re: SevHUD (v3 Update Nov. 13 '25)

Posted: Wed Nov 12, 2025 11:20 pm
by SeventhSentinel
Turns out I couldn't leave well enough alone. Welcome to SevHUD v3, now a fork of NashBar. See first post.