XenHud and DevilHuntersHud

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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DevilHunter
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XenHud and DevilHuntersHud

#1

Post by DevilHunter » Tue Oct 16, 2012 5:41 pm

You all remember XensHud from Skulltag yea? Well, here it is again, only this time fixed up, and some stuff added, but with the mugface ofc.. Changelog are in the zips but I will post it here..

But first, SCREENSHOTS!!!!11!!!1!!
Spoiler: XenHudScreenshots (Open)
Image

This is the normal XenHud, fixed up Ofc..

Image

This one with Hp and Armor Numbers that turn blue, though ACS..

Image

This one has the Display of TeamWins in TLMS, though ACS..

Image

And this shows off when there is Ammo2 used with the Currently Selected weapon, it appears magically..
And now for the DevilHuntersHud Screenshots.. (btw, the DevilHuntersHud is based off the new bits that NightFright has did to the hud, I just renamed it.. seeing as it was left a mess of a name heh. I got permissions from both NightFright and Xen for that)
Spoiler: SCREENSHOTS for DevilHuntersHud (Open)
Image

This is the normal hud ofc..

Image

This be the one with Blue Hp and Armor though acs

Image

This with TLMS Scores though acs

Image

and this one with S-Ammo (Ammo2) display
Then there are the changelogs..
Spoiler: XenHud Changelog (Open)
// Readme for XenHudFace-FCombined
// Made by: [MLK]DevilHunter
// Born on: October 11, 2012

This is the Original Xenaero Hud, with the Mugshot. If there is a high demand for the non-hudface version, I will provide it.. All I need to do is remove the ST weapons
from the IsSelected lines, and bam it works. The old versions still work, you just need to load Skulltag_Data witch is provided from the last Skulltag Binary, and
Skulltag_Actors provided in Zandronum.

Btw, this version has Both TLMSWins Display and FullHealth/Armor ACS in it.
TAKE NOTE.. You will not be able to join Pure Servers with this in /skins UNLESS the Server has this pk3 loaded as a PWad.

// Credits to ---

Id Software for making Doom/Doom2 - The Best Games around :P
Carnevil - for Making Skulltag
Blzut3 - for making Sbarinfo
Torr - for Supporting, and Fixing up Skulltag to where it is today, as it is now Zandronum
And the Skulltag/Zandronum Team - Without them, there would be no Skulltag/Zandronum.

DTDSphere - for helping out NightFright with the HUD, and letting me use the code from his Armed Recruit HUD.
NightFright - who did most of the GroundBreaking Changes in the HUD
Llewellyn - For helping out with ACS
Xenaero - For making this Kickass Hud

Z/GZDoom - for without that, this would not be possible
Mancubus - for making Slade3, the Best Editor to Date

// ----
// Begin Changelog ---

===============================================================================
+ Added feature or noticeable improvement
- Bug fix or something removed
* Changed or Information
! Important - Take note!
===============================================================================

October 11, 2012 - XenHudFace-FCombined
=======================================
+ This version includes the TLMSWins/FullHP/Armor ACS Lump, ACS Script, and SbarInfo Entrys...
! REMEMBER - This version cannot be in /skins when Joining Pure Servers, else you will get booted upon connect saying "You must have same wads as Server" !
// THAT UNLESS.. the Server loads this Wad as a PWad
* No other Changes since XenHudFace-FTLMSWins

October 11, 2012 - XenHudFace-FTLMSWins
=======================================
+ This version includes the TLMSWins ACS Lump, ACS Script, and SbarInfo Entrys...
! REMEMBER - This version cannot be in /skins when Joining Pure Servers, else you will get booted upon connect saying "You must have same wads as Server" !
// THAT UNLESS.. the Server loads this Wad as a PWad
* No other Changes since XenHudFace-FHPArmor

October 11, 2012 - XenHudFace-FHPArmor
======================================
+ This version includes the FullHP/Armor ACS Lump, ACS Script, SbarInfo Entrys, and Decorate Lump...
! REMEMBER - This version cannot be in /skins when Joining Pure Servers, else you will get booted upon connect saying "You must have same wads as Server" !
// THAT UNLESS.. the Server loads this Wad as a PWad
* No other Changes since XenHudFace-Fixed

October 11, 2012 - XenHudFace-Fixed
===================
! Initial Release - Renamed from xenhudface to XenHudFace-Fixed !
+ Added S-Ammo Display in the Right-Center of the HUD - This only works with Weapons that have Ammo2 Defined
+ Added Monster Total/Kill Display - In this Version, it will be just above the Health/Armor Display
+ Moved the Scores Display to the Top; Removed Red and Blue words from it as well. So now, only the - and Numbers show
+ Added Inventory Bars - Should be at the Bottom of the Screen
+ Added the Health Icon.. (Defined as the Medkit, since there is no HealthIcon def in SBarInfo :|)
+ Added Ammo1 and Ammo2 Icon. Ammo 2 as stated above will appear near the center
+ Moved the Normal Statusbar to the Bottom, as it makes it easier to edit.. Since I play in FullScreen
* Reorganized the Sbarinfo Lump, and the List inside the pk3. The Arms Numbers in Fullscreen are also spaced better, so I think...
- Removed the Old Key Icons, but replaced them with the more Updated, and better looking icons :p
- Removed Scores from NormalBar as it overlapped the "Frags" bit of the Statusbar
- Removed the ST Weapons from the IsSelected lines as they were not Needed - If you play with Skulltag_Actors/Data, they still work correctly and display on hud

// --- End ---
Spoiler: DevilHuntersHudChangeLog (Open)
// Readme for DevilHuntersHudV4Combined
// Made by: [MLK]DevilHunter
// Born on: October 11, 2012

This Version includes both FullHealth/Armor Turn Blue, and TeamLMS Wins Display in one Pk3. Done so that if you want to try both at the same time or whateva...
TAKE NOTE.. that you cannot join Pure Servers with this Wad in /skins, UNLESS.. the Server loads this Wad as a PWad

This HUD is built off the last Build that NightFright has modified. I have Permission from Xenaero to take over the HUD as Owner. I may be still learning
about HUD, and SBarinfo, ACS, and Decorate, but As long as you all help me out, or point me to some help, that would be nice.

// Credits to ---

Id Software for making Doom/Doom2 - The Best Games around :P
Carnevil - for Making Skulltag
Blzut3 - for making Sbarinfo
Torr - for Supporting, and Fixing up Skulltag to where it is today, as it is now Zandronum
And the Skulltag/Zandronum Team - Without them, there would be no Skulltag/Zandronum.

Xenaero - for Making this Kickass Hud
DTDSphere for helping out NightFright with the HUD, and letting me use the code from his Armed Recruit HUD.
NightFright - who did most of the GroundBreaking Changes in the HUD
Llewellyn - For helping out with ACS - This Version Includes That ACS

Z/GZDoom - for without that, this would not be possible
Mancubus - for making Slade3, the Best Editor to Date

// ----
// Begin Changelog ---

===============================================================================
+ Added feature or noticeable improvement
- Bug fix or something removed
* Changed or Information
! Important - Take note!
===============================================================================

October 11, 2012 - V4Combined
=============================
+ This Version has both FullHealth/Armor Turn Blue, and TeamLMS Score Display for the Lazy People who don't know how to Edit Pk3's +
! REMEMBER - This version cannot be in /skins when Joining Pure Servers, else you will get booted upon connect saying "You must have same wads as Server" !
// THAT UNLESS.. the Server loads this Wad as a PWad
* No other Changes since V4

October 11, 2012 - V4TLMSWins
=============================
+ This version includes the TLMSWins ACS Lump, thanks to Llewellyn, that helped out with it. This allows a Display of "Wins" in TLMS..
! REMEMBER - This version cannot be in /skins when Joining Pure Servers, else you will get booted upon connect saying "You must have same wads as Server" !
// THAT UNLESS.. the Server loads this Wad as a PWad
* No other Changes since V4

October 11, 2012 - V4HPArmor
============================
+ This version includes the FullHP/Armor ACS Lump, ACS Script, SbarInfo Entrys, and Decorate Lump...
! REMEMBER - This version cannot be in /skins when Joining Pure Servers, else you will get booted upon connect saying "You must have same wads as Server" !
* No other Changes since V4

October 11, 2012 - V4
===================
! Initial Release - Renamed from st_dtdhud-v3f.pk3 to DevilHuntersHudV4.pk3 !
+ Added S-Ammo Display in the Right-Center of the HUD - This only works with Weapons that have Ammo2 Defined
+ Added Monster Total/Kill Display - In this Version, it will be where the Mugshot used to be in st_dtdhud-v3f.pk3 (Right of Health Display)
+ Moved the Mugshot to the Center. When there is a mod with Ammo2, such as Brutaldoom, the Mugshot will move over, and Ammo2 will appear next to Ammo
+ Moved the Scores Display to the Top; Removed Red and Blue words from it as well. So now, only the - and Numbers show
+ Added Inventory Bars - Should be at the Bottom of the Screen
* Reorganized the Sbarinfo Lump, and the List inside the pk3
- Removed Scores from NormalBar as it overlapped the "Frags" bit of the Statusbar
- Removed the ST Weapons from the IsSelected lines as they were not Needed - If you play with Skulltag_Actors/Data, they still work correctly and display on hud
- Removed the FullHealth/Basic Armor ACS stuff; Where the health/armor would turn blue. Reason being that you cannot play on Pure Servers Online with the Hud in /Skins


// --- End ---
Then there are the links
Spoiler: LINKS!!! (Open)
Spoiler: BUGS!! (Can you figure out why this happens? (Open)
I kinda found a few bugs..

1. !Not really a bug..! but when in FullScreen in DevilHuntersHud, the frags will overlap the word Frags in the HUD.. This is due to spacing..

2. Somehow, the Numbers won't go over 999 or 99.. I dunno what cuases this and happens on Big maps. However, it does go over with the Monster/Kills Count.

Fixed this by bumping the DrawNumber in sbarinfo....

3. I don't know if this is due to other Mods, other then my Hud but.. Health/Armor would sometimes go over 200. I noticed it one time playing SP with no mods loaded.
EDIT: Added link to NoMug Version.. If requested, will make NoMug for each version... Added Bugs...

UPDATE: The only Update (hence HF1) is replacing STARMS with STPTS as I had it in the first place.. For some reason, Slade3 Didn't save my changes, and instead put STARMS there..

Yea.. anyhow, links in the Links section.

UPDATE AGAIN: Fixed the Links. I was under a Time Limit, so yea..

Big Update: Remember that You can only use DevilHuntersHudV4-HF1 or XenHud-Fixed on Servers with sv_pure True. The other versions have ACS in them, and are not allowed to be used unless the Server itself hosts it.
Last edited by DevilHunter on Wed Oct 21, 2015 7:33 pm, edited 1 time in total.

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RE: XenHud and DevilHuntersHud

#2

Post by W1D3A55 » Tue Oct 16, 2012 10:39 pm

In all honesty, I think that both of these HUDs look a bit bad. I really don't think people want massive text on the screen. If the text and icons were a lot smaller along with the format a bit different, it may be a different story.
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RE: XenHud and DevilHuntersHud

#3

Post by infurnus » Tue Oct 16, 2012 10:49 pm

It's far less obstructive than the default Doom HUD.
I've used the XenHud for as long as I can remember, if you don't want to use these HUDs you don't have to.

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RE: XenHud and DevilHuntersHud

#4

Post by Ruin » Tue Oct 16, 2012 11:39 pm

Been using the XenHud (DTD's mix on it) for a long time. Love it.
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RE: XenHud and DevilHuntersHud

#5

Post by Medicris » Wed Oct 17, 2012 2:22 am

I'd like them a whole lot more if the face wasn't kinda just floating in front of the gun. Kinda distracting. Besides that nitpick, top notch HUDs. Using DH-HUD.

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RE: XenHud and DevilHuntersHud

#6

Post by DevilHunter » Sat Oct 20, 2012 9:37 pm

Yes well, I still don't know how to "resize" the text.. It is rather annoying for me too. I did however, try the mix like.. Smallfont, Confont, Bigfont, DBigfont... All of it seems to be the same size for me.. If anyone can help me out with that.. That will be nice.

Medicris, to help with your issue, look in the sbarinfo lump using Slade3 for..

Code: Select all

drawselectedinventory alternateonempty, INDEXFON, 143, 168

// Mugshot
	{
		drawmugshot "STF", 5, 143, 168;
	}
}
In either version of DHHud, or XenHud, and either.. remove that line, or just put // in front of each line. That should remove the Mugshot, or.. you can move it around using cordnates.. And have fun with that, it takes nearly forever to figure out where it points to.

Thank you all for the comments. I forgot to mention.. the Numbers and text may look a bit off.. that is Because I use Dansco's hires fonts, and they have different offsets. Also, you may want to change "cl_stfullscreenhud" to false.. (or was it true) to where the st elements such as the life counter, and whateva else shows up.

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RE: XenHud and DevilHuntersHud

#7

Post by Ænima » Tue Oct 23, 2012 5:38 pm

Sweet. I'll definitely be trying this out. I might even make a custom set of Wuffy mugshot sprites.
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RE: XenHud and DevilHuntersHud

#8

Post by DevilHunter » Tue Oct 23, 2012 6:21 pm

Should not be too hard, far as I know, You can just take a whole set of Mugshot Sprites from a wad, provided that they have the same filename as the doom/doom2 spirtes, and put them in another wad, and there you go.

I have mugshot images from STWolf3dV4, and Zarkeys... However, I still want to know how does One shrink certain HUD elements, and font.. :/

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RE: XenHud and DevilHuntersHud

#9

Post by Lord_of_D: » Wed Oct 24, 2012 2:18 am

damn, what class of sorcery is this? great job, i didnt knew this was actually possible, gonna install it right now :D
Image

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RE: XenHud and DevilHuntersHud

#10

Post by katZune » Wed Oct 24, 2012 2:59 am

i had the old version but i found another one but this is better! nice job bro'
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
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Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

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RE: XenHud and DevilHuntersHud

#11

Post by Xenaero » Wed Oct 24, 2012 5:17 am

omfg

this is still being used

am i in hell

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RE: XenHud and DevilHuntersHud

#12

Post by DTDsphere » Wed Oct 24, 2012 8:42 am

Lol, I forgot about this.

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RE: XenHud and DevilHuntersHud

#13

Post by Luke » Wed Oct 24, 2012 10:12 am

Nice huds, but in 1920x1200 they just disappear on the screen, and stretch status bar doesn't influence it.
Maybe it's just me and my configuration, but this is how the XenHud looks:
Spoiler: 1920x1200 (Open)
Image

Link to a shrunken image:
Image

The DevilHuntersHud looks the same way but with the fancy patch behind the ammunitions and the health.
Last edited by Luke on Wed Oct 24, 2012 10:13 am, edited 1 time in total.

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RE: XenHud and DevilHuntersHud

#14

Post by DevilHunter » Wed Oct 24, 2012 3:58 pm

katZune wrote: i had the old version but i found another one but this is better! nice job bro'
The old version still works.. Just need to break it open using Slade 3, Navigate to the Sbarinfo lump, and remove any ST weapons like the Railgun, Minigun, ect. Ofc, you can run sp with Skulltag_Actors/Data if you wish...
Xenaero wrote: omfg

this is still being used

am i in hell
Lawls.. How could you? I ask permissions on if I could take it over or whateva not too long ago heh..
DTDsphere wrote: Lol, I forgot about this.
Same thing I said to Xenareo.. heh
Luke wrote: Nice huds, but in 1920x1200 they just disappear on the screen, and stretch status bar doesn't influence it.
Maybe it's just me and my configuration, but this is how the XenHud looks:
Spoiler: 1920x1200 (Open)
Image

Link to a shrunken image:
Image

The DevilHuntersHud looks the same way but with the fancy patch behind the ammunitions and the health.
That can be easily fixed.. Just Crack open the Console, type "hud_scale 1" and it should appear bigger. If anything, that was done with Nightfright was still modding the Hud. And well, I think it was DTDSphere who wanted it that way. I can't remember, and the thread is long gone.. (RIP Skulltag and its Forums :/)

I kinda found a few bugs..

1. !Not really a bug..! but when in FullScreen in DevilHuntersHud, the frags will overlap the word Frags in the HUD.. This is due to spacing..

2. Somehow, the Numbers won't go over 999 or 99.. I dunno what cuases this and happens on Big maps. However, it does go over with the Monster/Kills Count.

3. I don't know if this is due to other Mods, other then my Hud but.. Health/Armor would sometimes go over 200. I noticed it one time playing SP with no mods loaded.

And well.. I don't know what else I should do to the Hud atm. I have however, removed the MugShot, naming it NoMugShot.. However, I do not have my drive with me, so Next time I do, I will upload it for Medicris, and whoever else does not want the Mugshot.

Question Medicris.. Do you still want the mugshot in the Normal hud?

Small Edit: I know I said I put a Score Graphic into the Normal hud.. Well, It appears that the entry was never saved, Or.. switched somehow to STARMS. I will upload a hotfix when I get back to Wifi with my Drive. It's nothing major, just a lil annoyonce.
Last edited by DevilHunter on Wed Oct 24, 2012 3:59 pm, edited 1 time in total.

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RE: XenHud and DevilHuntersHud

#15

Post by katZune » Wed Oct 24, 2012 9:37 pm

i mean i used the old version in skulltag, then i started to use sky driver hud and now this again :)
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: XenHud and DevilHuntersHud

#16

Post by Luke » Thu Oct 25, 2012 7:18 am

It worked!
I'll be playing looking Doomguy's weird facial expressions again, Thank you! :D

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RE: XenHud and DevilHuntersHud

#17

Post by Luke » Sat Oct 27, 2012 5:26 pm

I guess I found a bug.

I joined [UK] -->Grandvoid--> Who Dun It Final 5 (Sep 4th) server and I got this boot log:
[spoiler]

Code: Select all

OS: Windows NT 6.1 (Build 7601)
    Service Pack 1
M_LoadDefaults: Load system defaults.
Unknown command "iwanttousecrouchingeventhoughitsretardedandunnecessaryanditsimp"
W_Init: Init WADfiles.
REMOVING SKINS AND WADS PATHS
I_Init: Setting up machine state.
CPU Speed: 2406 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz
  Family 6, Model 15, Stepping 11
  Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
ParseSectInfo: Loading sector identifications.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
Attempting to remap non-existent texture BON3A0 to BON3A0_H
Attempting to remap non-existent texture BON3B0 to BON3B0_H
Attempting to remap non-existent texture BON3C0 to BON3C0_H
Attempting to remap non-existent texture BON3D0 to BON3D0_H
Attempting to remap non-existent texture BON4A0 to BON4A0_H
Attempting to remap non-existent texture BON4B0 to BON4B0_H
Attempting to remap non-existent texture BON4C0 to BON4C0_H
Attempting to remap non-existent texture BON4D0 to BON4D0_H
Attempting to remap non-existent texture MEDIA0 to MEDIA0_H
Attempting to remap non-existent texture ARM3A0 to ARM3A0_H
Attempting to remap non-existent texture ARM3B0 to ARM3B0_H
Attempting to remap non-existent texture BKEYA0 to BKEYA0_H
Attempting to remap non-existent texture BSKUA0 to BSKUA0_H
Attempting to remap non-existent texture BSKUB0 to BSKUB0_H
Attempting to remap non-existent texture RSKUA0 to RSKUA0_H
Attempting to remap non-existent texture RSKUB0 to RSKUB0_H
Attempting to remap non-existent texture BSKUB0 to BSKUB0_H
Attempting to remap non-existent texture CANBA0 to CANBA0_H
Attempting to remap non-existent texture CANRA0 to CANRA0_H
Attempting to remap non-existent texture BCOLA0 to BCOLA0_H
Attempting to remap non-existent texture RCOLA0 to RCOLA0_H
Attempting to remap non-existent texture TLP4A0 to TLP4A0_H
Attempting to remap non-existent texture TLP4B0 to TLP4B0_H
Attempting to remap non-existent texture TLP4C0 to TLP4C0_H
Attempting to remap non-existent texture TLP4D0 to TLP4D0_H
Attempting to remap non-existent texture SMWTA0 to SMWTA0_H
Attempting to remap non-existent texture SMWTB0 to SMWTB0_H
Attempting to remap non-existent texture SMWTC0 to SMWTC0_H
Attempting to remap non-existent texture SMWTD0 to SMWTD0_H
Attempting to remap non-existent texture SMYTA0 to SMYTA0_H
Attempting to remap non-existent texture SMYTB0 to SMYTB0_H
Attempting to remap non-existent texture SMYTC0 to SMYTC0_H
Attempting to remap non-existent texture SMYTD0 to SMYTD0_H
Attempting to remap non-existent texture TLP3A0 to TLP3A0_H
Attempting to remap non-existent texture TLP3B0 to TLP3B0_H
Attempting to remap non-existent texture TLP3C0 to TLP3C0_H
Attempting to remap non-existent texture TLP3D0 to TLP3D0_H
Attempting to remap non-existent texture TWHTA0 to TWHTA0_H
Attempting to remap non-existent texture TWHTB0 to TWHTB0_H
Attempting to remap non-existent texture TWHTC0 to TWHTC0_H
Attempting to remap non-existent texture TWHTD0 to TWHTD0_H
Attempting to remap non-existent texture TYELA0 to TYELA0_H
Attempting to remap non-existent texture TYELB0 to TYELB0_H
Attempting to remap non-existent texture TYELC0 to TYELC0_H
Attempting to remap non-existent texture TYELD0 to TYELD0_H
Attempting to remap non-existent texture DOOMA0 to DOOMA0_H
Attempting to remap non-existent texture DOOMB0 to DOOMB0_H
Attempting to remap non-existent texture DOOMC0 to DOOMC0_H
Attempting to remap non-existent texture DOOMD0 to DOOMD0_H
Attempting to remap non-existent texture GARDA0 to GARDA0_H
Attempting to remap non-existent texture GARDB0 to GARDB0_H
Attempting to remap non-existent texture GARDC0 to GARDC0_H
Attempting to remap non-existent texture GARDD0 to GARDD0_H
Attempting to remap non-existent texture INFRA0 to INFRA0_H
Attempting to remap non-existent texture INFRB0 to INFRB0_H
Attempting to remap non-existent texture INVSA0 to INVSA0_H
Attempting to remap non-existent texture INVSB0 to INVSB0_H
Attempting to remap non-existent texture INVSC0 to INVSC0_H
Attempting to remap non-existent texture INVSD0 to INVSD0_H
Attempting to remap non-existent texture TIMEA0 to TIMEA0_H
Attempting to remap non-existent texture TIMEB0 to TIMEB0_H
Attempting to remap non-existent texture TIMEC0 to TIMEC0_H
Attempting to remap non-existent texture TIMED0 to TIMED0_H
Attempting to remap non-existent texture BFG2A0 to BFG2A0_H
Attempting to remap non-existent texture GLAUA0 to GLAUA0_H
Attempting to remap non-existent texture MNGNA0 to MNGNA0_H
Attempting to remap non-existent texture RAILA0 to RAILA0_H
Attempting to remap non-existent texture TRAKA0 to TRAKA0_H
Attempting to remap non-existent texture TRAKB0 to TRAKB0_H
Attempting to remap non-existent texture TRAKC0 to TRAKC0_H
Attempting to remap non-existent texture TRAKD0 to TRAKD0_H
Unknown patch 'SFLSA0' in texture 'BFLASMAL'
Unknown patch 'STFLA0' in texture 'STFLA1'
Unknown patch 'SFLSA0' in texture 'RFLASMAL'
Unknown patch 'STFLA0' in texture 'STFLA2'
Unknown patch 'SFLSA0' in texture 'WFLASMAL'
Unknown patch 'STFLA0' in texture 'STFLA3'
Unknown patch 'SFLAA0' in texture 'GFLAA0'
Unknown patch 'SFLAB0' in texture 'GFLAB0'
Unknown patch 'SFLAC0' in texture 'GFLAC0'
Unknown patch 'SFLAD0' in texture 'GFLAD0'
Unknown patch 'SFLAE0' in texture 'GFLAE0'
Unknown patch 'SFLAF0' in texture 'GFLAF0'
Unknown patch 'SFLSA0' in texture 'GFLSA0'
Unknown patch 'SFLSB0' in texture 'GFLSB0'
Unknown patch 'SFLSC0' in texture 'GFLSC0'
Unknown patch 'SFLSD0' in texture 'GFLSD0'
Unknown patch 'SFLSE0' in texture 'GFLSE0'
Unknown patch 'SFLSF0' in texture 'GFLSF0'
Unknown patch 'SFLSA0' in texture 'GFLASMAL'
Unknown patch 'STFLA0' in texture 'STFLA4'
Unknown patch 'SFLAA0' in texture 'YFLAA0'
Unknown patch 'SFLAB0' in texture 'YFLAB0'
Unknown patch 'SFLAC0' in texture 'YFLAC0'
Unknown patch 'SFLAD0' in texture 'YFLAD0'
Unknown patch 'SFLAE0' in texture 'YFLAE0'
Unknown patch 'SFLAF0' in texture 'YFLAF0'
Unknown patch 'SFLSA0' in texture 'YFLSA0'
Unknown patch 'SFLSB0' in texture 'YFLSB0'
Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch 'STFLA0' in texture 'STFLA5'
Unknown patch 'turba0' in texture 'ARTITU1'
Unknown patch 'turbb0' in texture 'ARTITU2'
Unknown patch 'turbc0' in texture 'ARTITU3'
Unknown patch 'turbd0' in texture 'ARTITU4'
Invalid data encountered for texture WhoDunItFinal5c.pk3:sprites/unkna0.raw
Unknown patch REDSKY_1 in texture SKY1
Unknown patch REDSKY_2 in texture SKY1
Unknown patch REDSKY_3 in texture SKY1
Unknown patch REDSKY_4 in texture SKY1
Texture SKY1 is left without any patches
Unknown patch STARSKY1 in texture SKY2
Unknown patch STARSKY2 in texture SKY2
Unknown patch STARSKY3 in texture SKY2
Unknown patch STARSKY4 in texture SKY2
Texture SKY2 is left without any patches
Unknown patch HELLSKY1 in texture SKY3
Unknown patch HELLSKY2 in texture SKY3
Unknown patch HELLSKY3 in texture SKY3
Unknown patch HELLSKY4 in texture SKY3
Texture SKY3 is left without any patches
Unknown patch 'TNT1' in texture 'DOORA0'
Unknown patch 'TNT1' in texture 'CHARA0'
Unknown patch 'TNT1' in texture 'ELITA0'
Unknown patch 'TNT1' in texture 'ELITB0'
Unknown patch 'TNT1' in texture 'ELEVHACK'
Unknown patch 'MEDALE' in texture 'MEDLF'
Attempting to remap non-existent texture MMTOPL to FULLEFT
Attempting to remap non-existent texture MMBOTL to EMPLEFT
Attempting to remap non-existent texture MMTOPR to FULRIGHT
Attempting to remap non-existent texture MMBOTR to EMPRIGHT
Attempting to remap non-existent texture HEALCOL to HUDCOLOR
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Bad hex number: 0,
Bad hex number: 0,
Bad hex number: 0,
Tried to register class 'Crossbow' more than once.
Tried to register class 'Column' more than once.
Tried to register class 'Door' more than once.
Tried to register class 'Chandelier' more than once.
Tried to register class 'WDIBarrel' more than once.
Invalid command for KEYCONF: bind pgup "vote_yes;wdi_voteyes"
Invalid command for KEYCONF: bind pgdn "vote_no;wdi_voteno"
R_Init: Init Doom refresh subsystem.
Brightmap 'BRPANBOO' not found in texture 'PANBOOK'
Brightmap 'bulbc0' not found in texture 'BULBA0'
DecalLibrary: Load decals.
Patch installed
Warning: _DeadCyberdemon and DeadCyberdemon both have doomednum 5070.
Warning: _GreyColumn and GreyColumn both have doomednum 5051.
Warning: _TallGreyColumn and TallGreyColumn both have doomednum 5052.
Warning: _GreyHeartColumn and GreyHeartColumn both have doomednum 5053.
Warning: _TallGothicColumn and TallGothicColumn both have doomednum 5054.
Warning: _RevenantHand and RevenantHand both have doomednum 5055.
Warning: _ImpHead and ImpHead both have doomednum 5056.
Warning: _Impse and Impse both have doomednum 5058.
Warning: _FloatingBobbingSkull and FloatingBobbingSkull both have doomednum 5009.
Warning: _ImpalingSpike and ImpalingSpike both have doomednum 5120.
Warning: _ImpalingSpike2 and ImpalingSpike2 both have doomednum 5121.
Warning: _ImpalingSpike3 and ImpalingSpike3 both have doomednum 5122.
Warning: _WhiteTorch and WhiteTorch both have doomednum 5150.
Warning: _ShortWhiteTorch and ShortWhiteTorch both have doomednum 5151.
Warning: _YellowTorch and YellowTorch both have doomednum 5152.
Warning: _ShortYellowTorch and ShortYellowTorch both have doomednum 5153.
Warning: _RedEvilEye and RedEvilEye both have doomednum 5059.
Warning: _BlueEvilEye and BlueEvilEye both have doomednum 5060.
Warning: _RedCandleStick and RedCandleStick both have doomednum 5156.
Warning: _BlueCandleStick and BlueCandleStick both have doomednum 5157.
Warning: _RedTechLamp and RedTechLamp both have doomednum 5154.
Warning: _RedTechLamp2 and RedTechLamp2 both have doomednum 5155.
Warning: _RedColumn and RedColumn both have doomednum 5158.
Warning: _BlueColumn and BlueColumn both have doomednum 5159.
Warning: _ImpalingSpike4 and ImpalingSpike4 both have doomednum 5320.
Warning: _ImpalingSpike5 and ImpalingSpike5 both have doomednum 5321.
Warning: _ImpalingSpike6 and ImpalingSpike6 both have doomednum 5322.
Warning: _ImpalingSpike7 and ImpalingSpike7 both have doomednum 5323.
Warning: _ImpalingSpike8 and ImpalingSpike8 both have doomednum 5324.
Warning: _ImpalingSpike9 and ImpalingSpike9 both have doomednum 5325.
Warning: _ImpalingSpike10 and ImpalingSpike10 both have doomednum 5326.
Warning: _ImpalingSpike11 and ImpalingSpike11 both have doomednum 5327.
Warning: _MarineHelmetGibs and MarineHelmetGibs both have doomednum 5328.
Warning: _ImpStatue and ImpStatue both have doomednum 5110.
Warning: _DemonStatue and DemonStatue both have doomednum 5111.
Warning: _ArchvileStatue and ArchvileStatue both have doomednum 5112.
Warning: _BaronStatue and BaronStatue both have doomednum 5113.
Warning: _CyberdemonStatue and CyberdemonStatue both have doomednum 5114.
Warning: _MassmouthStatue and MassmouthStatue both have doomednum 5115.
Warning: _Hissy and Hissy both have doomednum 5057.
Warning: FakeChainsaw and Stimpack both have doomednum 2011.
Warning: FakeBeretta and Pistol both have doomednum 5010.
Warning: SmallKit and FakeChainsaw both have doomednum 2011.
Warning: BigKit and Medikit both have doomednum 2012.
Warning: Column and Column both have doomednum 2028.
Warning: BarKey and RedCard both have doomednum 13.
Warning: Bottle and PotF both have doomednum 31981.
Warning: WDIBarrel and WDIBarrel both have doomednum 13967.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
Unknown flat AKACH06
Unknown flat FNSPAD1
Unknown terrain grass
Unknown terrain grass
Unknown terrain grass
Unknown terrain grass
Unknown flat MOES20
Skin ShotgunSkin duplicated as skin10
Skin PistolSkin duplicated as skin11
Skin ChainsawSkin duplicated as skin12
Skin MurderSkin duplicated as skin13
Skin FistSkin duplicated as skin14
Skin WrenchSkin duplicated as skin15
Skin PipeSkin duplicated as skin16
Skin M1Skin duplicated as skin17
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.

Execution could not continue.

Script error, "DevilHuntersHudV4.pk3:sbarinfo" line 179:
'red' is not a valid team.
[/spoiler]

PS: Sorry for the double post.
Last edited by Luke on Sat Oct 27, 2012 5:27 pm, edited 1 time in total.

User avatar
DevilHunter
Zandronum Tester
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RE: XenHud and DevilHuntersHud

#18

Post by DevilHunter » Sat Oct 27, 2012 9:20 pm

How.. is that a bug related to My huds? I don't even see that cmd in my hud pk3s at all.. o_O

ALSO, while on the subject, do NOT have these huds in your skins folder while playing whodunit. The reason behind that is, it will screw up the WhoDunIt hud, because it overwrites it, and thus makes it look all stretched out.

Medicris, I uploaded a version that will remove the MugShot in the FullScreen part of the hud.. Here it Is < yes thats a Link, hit it :p

Also, if anyone knows why the bloody frags/kills/monster count will not go up above 999, yet the st counterparts do, please for the love of god tell me why.. It is rather annoying.

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Luke
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Posts: 512
Joined: Mon Jun 18, 2012 6:32 pm
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RE: XenHud and DevilHuntersHud

#19

Post by Luke » Sun Oct 28, 2012 4:20 pm

So this is a bug of WDI? Or this ain't a bug at all and what I've to do is to remove the pk3 from the skin folder everytime I play WDI?
I used other huds before and those ran fine with WDI and other mods, if this one doesn't I won't use it, even though it's one of the best custom huds ever seen so far.
Closing question: should I report this issue in the official WDI topic or is something that cannot be fixed?

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DevilHunter
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RE: XenHud and DevilHuntersHud

#20

Post by DevilHunter » Tue Oct 30, 2012 3:18 pm

I have no clue.. I know I had this issue before, and removing all the custom stuff like HiRes Fonts, HUD, and what not fixed the issue. I will have to look into it more. Sadly, my laptop will not charge anymore.. I think its because of the charger. When I got it from my friend, it was the wrong size or something..

It fits, but sadly, does not work unless I fuck around with it for 5-10 mins. I will look into it next time I can get a charge. The battery life on it sucks ass..

Anyhow, I'm not surpised that my other questions was not answerd :| It really does bother me when I enter a map with more then 999 monsters and the counter does not even count those over 999..

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