Ultimate DoomVisor

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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The Projects forums are only for 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.

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MarlboroMike2100
Posts: 136
Joined: Sun May 22, 2011 4:55 am
Location: Somewheres in PA.

Re: Ultimate DoomVisor

Post by MarlboroMike2100 »

But dose it come with options... like a cup holder? LOL. Diggin this a lot.
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DoomRater
Posts: 8265
Joined: Wed Jul 28, 2004 8:21 am
Location: WATR HQ

Re: Ultimate DoomVisor

Post by DoomRater »

I must say that helmet animation is cool and introduces an element of risk to picking up a new armor in the heat of battle. Friggin love it. Also, now that the radar is integrated, I can use it with more weapon mods. This feels so overall slick.
MrDowntempo
Posts: 38
Joined: Wed Mar 01, 2017 1:58 pm

Re: Ultimate DoomVisor

Post by MrDowntempo »

Any chance we'll get a compatibility patch for D4T?
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saegiru
Posts: 143
Joined: Mon Jun 23, 2014 1:55 pm

Re: Ultimate DoomVisor

Post by saegiru »

MrDowntempo wrote:Any chance we'll get a compatibility patch for D4T?
I'll look into it, although technically it should still work currently... The only thing a compatibility patch would do is enable the weapon and ammo lists and warnings. Everything else should theoretically work right now.
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Armaetus
Posts: 1252
Joined: Fri Mar 13, 2009 3:55 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State

Re: Ultimate DoomVisor

Post by Armaetus »

Has anyone tested this with Tilt++ ?
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Airos
Posts: 64
Joined: Thu Apr 13, 2017 11:13 pm
Location: Upstate NY

Re: Ultimate DoomVisor

Post by Airos »

Glaice wrote:Has anyone tested this with Tilt++ ?
I haven't tested them directly, but I seem to recall Tilt++ being in Project Brutality, which is very much compatible with this. Unless I'm completely mistaken, and PB uses totally different code.

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Twitchy2019
Posts: 174
Joined: Wed Jan 04, 2017 8:27 pm
Location: My Foot,Your Face! (Team Monster)

Re: Ultimate DoomVisor

Post by Twitchy2019 »

What file does one go to in the A-Base file to change the "Player" name in the visor?
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DoomRater
Posts: 8265
Joined: Wed Jul 28, 2004 8:21 am
Location: WATR HQ

Re: Ultimate DoomVisor

Post by DoomRater »

Why not just change your player's name in player options?
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Twitchy2019
Posts: 174
Joined: Wed Jan 04, 2017 8:27 pm
Location: My Foot,Your Face! (Team Monster)

Re: Ultimate DoomVisor

Post by Twitchy2019 »

DoomRater wrote:Why not just change your player's name in player options?
You can do that?
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DoomRater
Posts: 8265
Joined: Wed Jul 28, 2004 8:21 am
Location: WATR HQ

Re: Ultimate DoomVisor

Post by DoomRater »

I changed mine to DoomRater and it reflects my name in the visor. It's totally worth setting up for yourself.
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Twitchy2019
Posts: 174
Joined: Wed Jan 04, 2017 8:27 pm
Location: My Foot,Your Face! (Team Monster)

Re: Ultimate DoomVisor

Post by Twitchy2019 »

DoomRater wrote:I changed mine to DoomRater and it reflects my name in the visor. It's totally worth setting up for yourself.
I just realized I COULD do that. Thanks. I never really thought to change that.
Neverend
Posts: 1
Joined: Fri Jun 30, 2017 11:23 am

Re: Ultimate DoomVisor

Post by Neverend »

Is there a way to display system time and FPS (other than vid_fps 1) with this HUD?
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saegiru
Posts: 143
Joined: Mon Jun 23, 2014 1:55 pm

Re: Ultimate DoomVisor

Post by saegiru »

Neverend wrote:Is there a way to display system time and FPS (other than vid_fps 1) with this HUD?
No, not that I'm aware of. As far as I know,those are not functions that the engine supports with custom scripting. If you find a way,especially on the system time,let me know because that's a feature I've wanted in there since near the beginning of making UDV.
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skellitor301
Posts: 7
Joined: Thu Jul 13, 2017 2:00 am

Re: Ultimate DoomVisor

Post by skellitor301 »

I've come up with an error and I'm not sure how to fix it. It seems that the UDV clashes with KDIZD from the error it spits out. I'm fairly simplistic when it comes to modding Doom, aka I basically know how to use and set up ZDL. Any idea or tips on how to fix this issue? I've tried it on both ZDoom and GZdoom and I get the same error if that helps narrow things down.
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saegiru
Posts: 143
Joined: Mon Jun 23, 2014 1:55 pm

Re: Ultimate DoomVisor

Post by saegiru »

skellitor301 wrote:I've come up with an error and I'm not sure how to fix it. It seems that the UDV clashes with KDIZD from the error it spits out. I'm fairly simplistic when it comes to modding Doom, aka I basically know how to use and set up ZDL. Any idea or tips on how to fix this issue? I've tried it on both ZDoom and GZdoom and I get the same error if that helps narrow things down.
You need to use gzdoom 3.1 or higher.

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