good Huds?

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Ace
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good Huds?

#1

Post by Ace » Thu Aug 30, 2012 10:27 pm

You guys know any good huds that you would suggest? Thanks, and put a link! :)
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Ijon Tichy
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RE: good Huds?

#2

Post by Ijon Tichy » Thu Aug 30, 2012 10:35 pm

hud_althud 1

there, you're set for life

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DevilHunter
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RE: good Huds?

#3

Post by DevilHunter » Fri Aug 31, 2012 7:06 am

I have a collection.. (various versions rather) of a hud that Xenaero made years ago.. (was it years ago??) However, due to the fact that I get limited time online atm.. (tough times....) I been kinda ansty on releasing them, that and a few bugs down the road. However, I might release them soon. This may be the only time I have net for awhile (yea.. an hour at the library sucks, however, I'm using a hotspot from my friends Phone)

If anything, hud_althud (Zdoom's HUD) is pretty decent. Anyhow.. I haven't seen anyone repost there HUD's, so I suggest taking a look Here <(yea, clickable link) Just note however, those in the ST/Gzdoom HUD folder.. They may or may not work in Zandronum.. For the ST ones, just load Skulltag_Data_126.pk3 (zipped because I like it like that) and perhaps.. Skulltag_Actors.pk3, that ships with Zandro 1.0.

Who knows when I might work up the courage to upload my Hud, which is still being worked on a lil.. I still have to do a bit of.. getting everything to look just right. Those damn coordinates.. Using either fullscreen, or fullscreen, fullscreenoffsets, or whateva else.. (yea I been pulling my hair out) just gets annoying, but all in good time, It looks pretty decent right now.

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RE: good Huds?

#4

Post by Mechromancer » Fri Aug 31, 2012 11:51 pm

I thought there was something wrong with Xenaero's stuff that made it virtually unusable with later versions of ST, or now as it's apparently called, Zandronum. I could however be wrong. But ja, hud_althud is interesting... I'd love to learn how to SBARINFO so I can start building my own huds

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Medicris
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RE: good Huds?

#5

Post by Medicris » Sat Sep 01, 2012 3:50 am

Open the wad with Slade, look at the SBARINFO lump, and remove the references to Skulltag-only weapons (not many). There, done. It works.

It's what I did, anyway.

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Ænima
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RE: good Huds?

#6

Post by Ænima » Sat Sep 01, 2012 4:49 am

Medicris wrote: Open the wad with Slade, look at the SBARINFO lump, and remove the references to Skulltag-only weapons (not many). There, done. It works.

It's what I did, anyway.
I had to do the same for SST Lite.


Why is this a crash-causing issue, anyways? Seems like the kind of thing that would merely warrant a startup message like missing textures would. "SBARINFO:Unknown type at line 86 ("Minigun")" or something like that.
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Torr Samaho
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RE: good Huds?

#7

Post by Torr Samaho » Sat Sep 01, 2012 9:03 am

Ænima wrote: Why is this a crash-causing issue, anyways?
Is it actually crashing or exciting gracefully with a proper error message?

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RE: good Huds?

#8

Post by Llewellyn » Sat Sep 01, 2012 9:37 am

Torr Samaho wrote:
Ænima wrote: Why is this a crash-causing issue, anyways?
Is it actually crashing or exciting gracefully with a proper error message?
Graceful exit.

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RE: good Huds?

#9

Post by Torr Samaho » Sat Sep 01, 2012 1:39 pm

Llewellyn wrote: Graceful exit.
Then everything seems to be working as intended. The error handling is inherited from ZDoom. If you'd like to know why this is not only a warning, please ask over there (after checking that it's still the same in the latest ZDoom revision). BTW: I wish people would stop confusing crashes and graceful exists. Those are two very different things.

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RE: good Huds?

#10

Post by Ænima » Sat Sep 01, 2012 3:35 pm

Sorry, I got my terminology mixed up. :S
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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