[Release] NC HUD v2.3.0 - July 21st, 2018

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby ShockwaveS08 » Sat Sep 01, 2018 1:05 pm

Feature Request: Health/Armor/Ammo notifications in the style of Doom 2016/Eternal.

Have mini-boxes pop up next to the health and armor bars, plus a given ammo type, displayed like this...

[+5 @] (Where "@" is the icon of the item in question.)

The HUD would likely need to have the capability to read the restoration/munition count of an item pickup in some manner, and this HUD element needs to be deployed en-masse if you pick up a Backpack/Bag of Holding, or similar capacity-increasing item, to account for everything being replenished.
ShockwaveS08
 
Joined: 07 Jul 2016
Discord: Shockwave_S08#0859

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby Blue Shadow » Sat Sep 01, 2018 5:50 pm

This gets a "No" purely because there isn't a way to detect if an item has been picked up apart from modifying the item in question to somehow communicate with the HUD, but that's beyond the scope of a HUD mod.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby ShockwaveS08 » Fri Sep 07, 2018 8:49 am

Suggestion 1: Mod-Defined Powerup Timers
Find a way to allow plugin developers to custom-define their own powerup filters and icons for a given mod. Special code in the althudcf.txt for hiding specific "fake powerups" (like BD21's "Infrared" scopes for both the Rocket Launcher and Railgun), adding new powerups and icons to the list (i.e. BD21's Baron and Revenant Demon Spheres, or literally every powerup in MetaDoom) and reassigning pre-existing icons to modified powerups (BD21's Infrared Goggles have no icon whatsoever, even with the Powerup Timers plugin) would be nice.

Suggestion 2: Weapon Ammo - Owned Weapons Only; No Clips Shown
A way to hide loaded ammo clips in "Owned Weapons Only" view for weapons such as the ones in BD21 would greatly de-clutter the ammo interface while maintaining this option's original vanilla-oriented intent.

Suggestion 3: Compact, "Bar-less" interface (completely optional)
Only applies to Health/Armor and Reserve/Clip Ammo windows. For those users who would rather have as much screen real-estate as possible (and/or are running around 480p in 4:3 or 16:10 mode), add an option for a more-compact version of the main HUD, removing the bars entirely, but keeping the numbers, icons, mugshot, and current Inventory item, where applicable.
ShockwaveS08
 
Joined: 07 Jul 2016
Discord: Shockwave_S08#0859

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby Blue Shadow » Fri Sep 07, 2018 2:07 pm

ShockwaveS08 wrote:Mod-Defined Powerup Timers
Find a way to allow plugin developers to custom-define their own powerup filters and icons for a given mod. Special code in the althudcf.txt for hiding specific "fake powerups" (like BD21's "Infrared" scopes for both the Rocket Launcher and Railgun), adding new powerups and icons to the list (i.e. BD21's Baron and Revenant Demon Spheres, or literally every powerup in MetaDoom) and reassigning pre-existing icons to modified powerups (BD21's Infrared Goggles have no icon whatsoever, even with the Powerup Timers plugin) would be nice.

Icon assignment is done via the ALTHUDCF lump, whether to show, hide (use TNT1A0 as the icon) or change a powerup's icon. Now, for the rocket launcher's scope, you get PowerLightAmp, which you can just hide, since Brutal Doom's infrared goggles use PowerTorch, instead. As for the demon strength rune (I imagine this is what you meant by "demon sphere"), it gives you PowerStrength, which isn't your typical powerup that wears off with time, so it has no place in the powerups bar.

Tekish is the one who maintains the Brutal Doom patch. So you might want to speak with him about these changes.

Weapon Ammo - Owned Weapons Only; No Clips Shown
A way to hide loaded ammo clips in "Owned Weapons Only" view for weapons such as the ones in BD21 would greatly de-clutter the ammo interface while maintaining this option's original vanilla-oriented intent.

Cannot be done, as there isn't a way to tell whether a given weapon uses its ammo types as clip and reserve or not. Your best option is to override the ammo list via a patch to add whatever ammo types you want.

Compact, "Bar-less" interface (completely optional)
Only applies to Health/Armor and Reserve/Clip Ammo windows. For those users who would rather have as much screen real-estate as possible (and/or are running around 480p in 4:3 or 16:10 mode), add an option for a more-compact version of the main HUD, removing the bars entirely, but keeping the numbers, icons, mugshot, and current Inventory item, where applicable.

I'll pass. Removing the bars would require a layout redesign/alteration of the bottom portion, which is something I really don't want to bother with. The whole idea of the HUD is the bars, and that's how it was designed based on.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby Tekish » Fri Sep 07, 2018 7:36 pm

I've updated the Brutal Doom ALTHUDCF lump to accommodate most of what was requested, but I'm too lazy to create a new account to post it on GitHub, so I'll just throw it here if that's okay. Ignore the weird indentation, HTML renders tabs a lot differently than my code editor. Also, like Blue said, one of those power-ups is just a renaming of the berserk pack, which is already shown elsewhere in the HUD and is not relevant here.

Code: Select allExpand view
MiniHellRocketAmmo      FATBD0
PowerLightAmp         TNT1A0
PowerTorch            PVISA0
PowerTransformBaron      D4BST01
PowerTransformRevenant   D4REVL0
SoulAmmo            UNHWA0
Tekish
 
Joined: 28 Jun 2016

Re: [Release] NC HUD v2.3.0 - July 21st, 2018

Postby Blue Shadow » Sat Sep 08, 2018 10:14 am

Ah, I see what he meant by "demon sphere" now. It's something introduced in the newer version of Brutal Doom. What I had was the April one. My bad.

Anyway, patch updated.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010

Previous

Return to Graphic/Audio Patches

Who is online

Users browsing this forum: Lud and 0 guests