Yeah, I've had that suggestion before... I have a friend that has a friend that did the voices for me... but I think someone made a HL Vox add in for it at some point... I'll see about adding an option to toggle between the two before the official release.-Ghost- wrote:Nice, that HUD mod is really cool. I remember trying it out a month or two ago and really enjoying it. If you don't mind some feedback here, I've never really liked the armor voice used. I think it'd be a better fit having the HEV voice or something, since it has some pretty general vocal audio for damage as well. It can be annoying especially with the low ammo notifier if you're switching between guns quickly.
I think I noticed too while shooting a shotgun zombie that his name in the HP bar was temp or something. I really like the names you've added for the zombies though, that's a nice touch.
The "Temp XXX" in the bar is actually by design. That is how I am handling the head targeting. It is supposed to be the "Temperature" reading of the head of the monster. That way you know when you are aiming at the head. It fluctuates between 150-175 "degrees" because they are hellspawn and supposed to be hot... lol The reason I handled it like that is because of the way head targeting is done in Brutal Doom... the head target is constantly spawning anew, so it's a different actor every tic... the downside is that there is no way to store a static name like the body itself... so I could have it say just "Head", and it would work... but I figured having it say "Temp. XXX", and fluctuate gives it a more organic feel and seems more immersive. Since the actor is constantly spawning a new one, you get a random number in there every tic... so it looks like you are getting a fluctuating temperature reading. I hope that makes sense... it does to me
I hope he is... I really like his version. It is more grounded and I don't know... "meaty" than some others I play. I feel like it's a more visceral experience so far. As far as the resolution for the HUD, I designed it in 1920x1080, and have tested it up to 1920x1200... but I have tested it successfully down to the lower resolutions... It looks like ass in the really really low resolutions, like under 600 though... and that is a tradeoff I had to make for the higher quality images and scaling. I did make a lower res version of the graphics though, and it's available for download from the moddb page I added it to the test zip file, if you want to redownload: http://www.mediafire.com/download/0pmrg ... AR-2015.7zDevianteist wrote:The HUD is extremely impressive, and Johnny is going to probably be very excited. I know I was! Might I ask, what screen resolution(s) was the HUD made for, as I generally don't play in higher resolutions, for the sake of performance.
It -should- still work with the test version, and helps with performance at a very slight cost of visual splendor.