doom 4 hud for doom 2

WELL HAPPY BIRTHDAY TO ME.

I'm often tinkering with this so I'll update with any tweaks I like in the future. Smooth Doom defines its own custom weapons so the player doesn't have the ones that my HUD was expecting. BD64 and now this? CSO2 Female Characters with THEIR Female Anims, DummyPrivateMessageAddFormRequesterModule. http://qlhud.net/author/R1per2. This mod is made with ZScript which is only compiled at runtime, so the source is in the PK3 itself (zscript.txt in this case). I'm getting the exact same problem here, and I can reproduce it 100% of the time. I'm also thinking difficulty has been retuned on lower difficulties due to the new weapons/monsters.

I'm also thinking difficulty has been retuned on lower difficulties due to the new weapons/monsters. Features.

Armor indicator, somehow, shows green armor if it's below 100% even if megaarmor is equiped and, vice versa, shows blue armor if it's above 100% but regular armor is equiped. Combat credit bonuses for killing % of demons on the map (like Doom 4) New difficulty settings Nightmare and Ultra Nightmare. My Busy Schedule is what is taking so long.

Top. It cuts off the ammo display and weapon models on the right side of the hud.

Which version of gzdoom are you using? Cookies help us deliver our Services. by NightFright » Mon Nov 25, 2013 10:53 am . But this is the first thing that i do when i'm able to do. Do you know how i could get the HD or better looking aesthetic textures within this mod ? Will this not work for Zandronum on my Mac? Sign up Upgrade system based on credits dropped by monsters, Doom 4-esque HUD with weapon-specific reticles, Combat credit bonuses for killing % of demons on the map (like Doom 4). Thanks, and good catch - I think my code for detecting the player's armor type is naive.

This is pretty incredible.

- MajorCooke/Doom4Doom See attached image - I am running the latest version of GZDoom, SmoothDoom and JPHUD loaded last with a clean file in ultrawide 3440x1440 resolutionLast image with is what I have it setup to look like without SmoothDoom, with the weapons and larger ammo display for the selected weapon shown properly, Cheers :) looking forward to a potential fix, your hud is my favorite I've come across and along with SmoothDoom is the 2 is must-haves for my vanilla playthroughs, Okay, try loading this pk3 instead of the main release jphud.pk3: https://www.dropbox.com/s/tzl1lh9fpmbbxaz/jphud_smoothdoom.pk3?dl=0. And so on. I might make a beta release for testing and debugging here on this wip so keep your eyes peeled. TIME FOR SOME BULLET CAKE! New difficulty settings Nightmare and Ultra Nightmare. Hopefully there's a fix for this, I really like this mod. New comments cannot be posted and votes cannot be cast. Thank you!

Consider Increasing The Bounty To Encourage Me. IT MUST BE MY BIRTHDAY. I'll fix this next time I return to it. Re: Widescreen HUDs for Doom II PWADs . Reply. Everything related to the hit action-horror series DOOM, by id software. level 2. dbthanatos. Thank you very much! Yeah same, I have also tried it on gzdoom and whenever i use the super shotgun it crashes the game. Not when it's about D4D :P. Works fine. update: fixed ammo display with mods that use custom fonts, update: K key now cycles stats/time display. And tomorrow morning. I thought that this was just Doom 4 weapons in original Doom but it is much more than that. Signup or login Achievements and Misc Dialogs in DooM UI Style. It emphasizes readability while conserving screen space. Just wish someone would offer the nuDoom music in a ready pk3-file.

Just tested the mod and I love the idea! AFAIK SmoothDoom makes some changes to the SBARINFO. Press question mark to learn the rest of the keyboard shortcuts. No I don't think so.

Thanks for reminding me, I released a fix: https://jp.itch.io/jphud-doom/devlog/192895/update-fixed-ammo-display-with-mods-... Would it be possible for this to work with SmoothDoom? It is objectively the most comfortable hud for Doom. NightFright Spotlight Team Joined: 02 May 2008 Location: Germany. Only one inconvenience - indicating armor type. I'm getting an error any time I try firing the SSG: gzdoom/src/zscript/vmexec.h:61: static int VMExec_Checked::Exec(VMFrameStack*, const VMOP*, VMReturn*, int): Assertion `(unsigned)(a) < f->NumRegD' failed. I'm just really impressed with the depth in this, far more than just a weapon mod for Doom! Keep the least important information at the edges of the screen, and possibly make health slightly larger than armor. File updated.

Or place the ammo counts at the bottom of the screen (similar to Quake) with the current pool centred and in large font (similar to how Doom 3 places the ammo counter on the weapons).Take a look at these cutom Quake Live huds. I'm just really impressed with the depth in this, far more than just a weapon mod for Doom! Well, I know what I'm doing on my lunch break.

The cake is not a lie. I know what I'm doing for the next few weeks. Not a member yet? https://jp.itch.io/jphud-doom/devlog/192895/update-fixed-ammo-display-with-mods-... https://forum.zdoom.org/viewtopic.php?t=45550, https://www.dropbox.com/s/tzl1lh9fpmbbxaz/jphud_smoothdoom.pk3?dl=0, https://jp.itch.io/jphud-doom/devlog/98146/updated-with-a-fix. What a day for mods! A new "Compact HUD" mode has been introduced for widescreen rendering mode which leaves the status bar widgets at the same position as in regular rendering mode instead of moving them to the edges of the … We even created a tool for it.

Ever since Bethesda brought back DOOM and DOOM II on the App Store and Google Play, both releases have been getting big updates with new content and … I don't know if you're aware but custom intermission fonts can mess up alignment in the ammo tally. All new monsters that behave like Doom 4 monsters. Holy crap! And after work. By using our Services or clicking I agree, you agree to our use of cookies. - Additional bottom 1px row for Plutonia 2 HUD removed - Improvements for left panel of Interception HUD. thank you! That's probably an engine bug.

Sorry, I'm new to this.

You can easily build it yourself. Changelog: - HUDs for 3 IWADs added (Chex Quest, Freedoom, Hacx) NightFright Spotlight Team … Click download now to get access to the following files: Hey, JP.

Crispy Doom 5.7.2 has been released on March 13, 2020 to introduce the Compact HUD for widescreen rendering mode and bring some general improvements and fixes.

The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. With a Hefty Amount of Classic DooM and Brutal DooM features of Hud. So have some patience. Fixed: https://jp.itch.io/jphud-doom/devlog/98146/updated-with-a-fix. You can check BTSX or Eviternity, for example. The readme says it needs gzdoom 2.2.0. Have the current ammo pool float to the top? I can't seem to reproduce this issue with a fresh config (gzdoom.cfg) when I load SmoothDoom first and then JPHUD - the ammo display always draws near the right edge of the screen with no cut off, no matter what aspect ratio or scaling factor I choose. Configuration options described in the included readme. Smooth Doom defines its own custom weapons so the player doesn't have the ones that my HUD was expecting. Thank you very much! I generalized it a little bit, but only just enough to make this custom version of it. Im glad you're liking all the stuff we've done over the past several months of really, really hard work :D. OH LOOK ANOTHER DOOM MOD!

FWIW the version of SmoothDoom I have is the latest one in this thread: https://forum.zdoom.org/viewtopic.php?t=45550, I tried with a clean config file and while I can see the ammo display on the right, I cannot see the weapon models/sprites next to it that is present without SmoothDoom. Vertical health and armor bars should make it easy to tell how much health you have in your peripheral vision without glancing at numbers. Doom 4-esque HUD with weapon-specific reticles. Is there a source code for this mod so we can make our own changes? Hi, thanks for the suggestions and examples. I generalized it a little bit, but only just enough to make this custom version of it. http://www.moddb.com/mods/d4d-doom4-for-doom/addons/proj2music3pk. This was submitted as a request here ( Consider Increasing The Bounty To Encourage Me ) : View more in thread. Only one inconvenience - indicating armor type. dmslr 1 year ago. It is objectively the most comfortable hud for Doom. Using GZDoom 2.2.0 stable compiled from source, running on Arch Linux. This is a basic HUD mod for GZDoom 3.0 or later. Become one today and start sharing your creations! I tried looking into fixing it myself but since this is made with zscript I have no idea what I'm doing lol, will be willing to donate something like 25$ if you could make a patch or tell me how to fix it :), Edit: loading your hud before SmoothDoom makes it not load at all and loading it after causes the issue mentioned above. The oldschool Doom Hud will be available for team fortess 2! Looks like you're using new Reddit on an old browser. If the emphasis is on readability and keeping the information in the periphery, why not swap armor and health? A great DooM HUD is always appreciated! Receive these membership benefits: Install and manage your mods easily with community-made 1-Click mod downloaders. Voxelbro : Allmap, radsuit & berserk voxels ScubaSteve : First person Mancubus weapons Mike12 : First person Revenant cannons id Software : Quake 4 / Doom 2016 sounds and graphics Flying Wild Hog : Hard Reset Sounds Activision : Battlezone I & II Sounds Monolith : Sprite used for Baron of Hell hand Blizzard : Diablo II Sound (just one!)

to create shortcuts to your favorite games! And lunch tomorrow. A mod for GZDoom, backporting Doom 2016's weapons, monsters and features to Doom 2.

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