Only one inconvenience - indicating armor type. My Busy Schedule is what is taking so long. 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. The cake is not a lie. Cookies help us deliver our Services. NightFright Spotlight Team Joined: 02 May 2008 Location: Germany. What a day for mods! AFAIK SmoothDoom makes some changes to the SBARINFO. So have some patience. I'm just really impressed with the depth in this, far more than just a weapon mod for Doom! Thank you very much! It is objectively the most comfortable hud for Doom. Smooth Doom defines its own custom weapons so the player doesn't have the ones that my HUD was expecting. 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. This is pretty incredible. TIME FOR SOME BULLET CAKE! Receive these membership benefits: Install and manage your mods easily with community-made 1-Click mod downloaders. I'm getting the exact same problem here, and I can reproduce it 100% of the time. It is objectively the most comfortable hud for Doom. Only one inconvenience - indicating armor type. 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! to create shortcuts to your favorite games! I know what I'm doing for the next few weeks. Smooth Doom defines its own custom weapons so the player doesn't have the ones that my HUD was expecting. Looks like you're using new Reddit on an old browser. Using GZDoom 2.2.0 stable compiled from source, running on Arch Linux. Signup or login File updated. 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 … This was submitted as a request here ( Consider Increasing The Bounty To Encourage Me ) : 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. Click download now to get access to the following files: Hey, JP. And so on. I thought that this was just Doom 4 weapons in original Doom but it is much more than that. I might make a beta release for testing and debugging here on this wip so keep your eyes peeled. Thanks, and good catch - I think my code for detecting the player's armor type is naive. And tomorrow morning. 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. And lunch tomorrow. New comments cannot be posted and votes cannot be cast. IT MUST BE MY BIRTHDAY. By using our Services or clicking I agree, you agree to our use of cookies. CSO2 Female Characters with THEIR Female Anims, DummyPrivateMessageAddFormRequesterModule. - Additional bottom 1px row for Plutonia 2 HUD removed - Improvements for left panel of Interception HUD. thank you! Re: Widescreen HUDs for Doom II PWADs . WELL HAPPY BIRTHDAY TO ME. With a Hefty Amount of Classic DooM and Brutal DooM features of Hud. level 2. dbthanatos. It emphasizes readability while conserving screen space. You can check BTSX or Eviternity, for example. Not a member yet? Keep the least important information at the edges of the screen, and possibly make health slightly larger than armor. BD64 and now this? And after work. 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). Well, I know what I'm doing on my lunch break. 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 … Reply. 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! I'm often tinkering with this so I'll update with any tweaks I like in the future. Configuration options described in the included readme. But this is the first thing that i do when i'm able to do. I'll fix this next time I return to it. 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. All new monsters that behave like Doom 4 monsters. I'm also thinking difficulty has been retuned on lower difficulties due to the new weapons/monsters. Press question mark to learn the rest of the keyboard shortcuts. Which version of gzdoom are you using? I generalized it a little bit, but only just enough to make this custom version of it. This is a basic HUD mod for GZDoom 3.0 or later.
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