The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
GZDoom 3.0 or higher ( or equivalent QZDoom ) IS REQUIRED!!! ** UPDATED 2019-06-07** See below and Changelog.txt for full list of changes! Let me know if you find any bugs I missed, I'm sure there are some in there!
Get GZDoom Stable Releases Here
Get GZDoom Development Builds Here
Get QZDoom Stable Releases Here
Get QZDoom Development Builds Here
To download older archived versions of Ultimate DoomVisor, go here.
Check out my other mods to complement your UDV experience!
-- FEATURES --
Color reactive Health, Armor, and Ammo levels - Numbers change colors at certain levels.
Health display pulses orange below 50% Health, flashes red below 25% Health.
Simulated ECG (think Resident Evil) by health bar, changes at 50, 25, and 0.
Built-in Flashlight. Lights up dark areas, but alerts enemy to your presence. Use wisely!
Note: Only for GZDoom. Flashlight will not function with ZDoom.
Optional Armor drain when using Flashlight.
Weapon name displays above ammo display.
If weapon dual wield is available, visor will display "DUAL" underneath Weapon name.
Weapon list display.
Optional Accessory Battery power. Will spawn with Armor Bonuses - and can be used to power various optional tools.
Toggleable Radar. Three modes, Local, Movement, and Full.
Radar will show all lower tier monsters position above or below relative to player.
Monsters with 1000 or more health will show up as gold.
Optional toggle option to drain Accessory Battery power.
Note: Larger maps can cause a performance hit with the radar. If you experience performance issues when using radar, simply toggle it off.
Emergency Medical System - Can heal you when health is critical.
Ammo display flashes red when reserve ammo is below 20% capacity.
Ammo display blanks out when using melee attacks.
Optional Reserve Ammo display on right side of display.
Audible and On-Screen AI Warnings when Health is Critical, Armor is Zero, Ammo is Critical, and Ammo is Empty.
Mods that use Hand Grenades will show a Grenade counter on the bottom right display.
Support for inventory. Will show on Automap screen by default.
Berserk Strength indicator - UAC logo in bottom left of visor will pulse slowly to indicate you are under the effects of Berserk Strength.
Option to limit Berserk/Demon Strength from 1-10 minutes.
Optional Helmet Equip animation at level start, or also when getting > 10 armor and a full armor item.
Reactive armor damage. Helmet shows persistent damage at various armor levels.
Alt2 visor has extra crack option that will obscure your aiming if enabled.
Option to start with 0-200 armor at start of game.
Reactive blood splatter based on damage taken. Will stay on armor until you receive > 10 armor at one time, or clean it off slowly by holding your "forward+back" keys at the same time.
Option to take "air loss" damage when in an outdoor area if armor is below a certain level.
Mugshot display in bottom left of Visor.
Mugshot display will show "malfunction" and flicker at 60 armor or below. Shows clear consistent display above 60 armor.
Mugshot display is "broken" at 10 or lower armor. Shows only static, then completely gone at 0 armor.
Mugshot displays "fatigued" if health critical and bleeding, "energized" if over 180 health. (if enabled or on UDV - Hardcore Difficulty)
Fatigued will make you slower and jump shorter.
Energized will make you faster and jump higher.
Level Stats display in top left of Visor.
Engagement Time (level time) in top middle of Visor. (Great for Speedrunners!)
Combat Recorder (Autosave) mode. Allows user to autosave every 1-10 minutes. Countdown next autosave in bottom right of Visor. Disabled by default, available in DoomVisor HUD Options.
Unknown/Unsupported weapons and their ammo will show in the counter area, but will not be color reactive or receive warning sounds.
Many crosshair choices.
Custom menu option in Options -> Ultimate DoomVisor HUD.
All Menus and Messages are in DoomVisor font! More immersion means more fun!
Optional harder difficulties option. UDV Truly Brutal and UDV Hardcore. (Including Realistic Aim and Critical Bleeding)
Optional item modifications for Light Amplification Goggles and Radiation Suit. Carry two of each and use at any time.
Allows Light Amp Goggles to be turned on or off at will, and also dropped when partially used.
HEV Suit that can be turned on or off at will, and also dropped when partially used.
HEV suit and now partially protects against fire, ice, and electricity as well as nullifies acid and poision.
2 second delay when toggling the HEV suit, for balance and realism.
If enabled, will randomly spawn with armor bonuses. Original immediate use Radiation Suits will still spawn at their normal locations.
Optional SmartMediKit that can replace standard medikits. Will break apart if you are missing less than 25 of your total health. Also can be manually opened by "using" them like opening a door.
Can randomly spawn "NanoStim" which will increase your base maximum health by 5 to a maximum of 180 total health.
Optional lower resolution pk3 included for faster performance at the cost of a bit of visual prettiness.
Optional pk3 to remove DoomVisor font in menus.
Optional Alternate Graphics for Doomguy and Visor! (Thanks Lightsource!)
Ability to darken the default lighting levels in WAD from UDV Menu. Choose between dark, darker, and pitch black levels. Great with the flashlight!
Optional colored lighting effects.
Optional atmospheric fog effects.
Optional ambient sound and music pack!
Optional CoopLives script for multplayer coop. Limit the number of lives before level restart.
MANY Toggle options, for almost any setting.
-- CURRENTLY FULLY SUPPORTED MODS --
Vanilla Doom & Doom II
Brutal Doom V21
Brutal Doom 64
Project Brutality 2.03
Brutal Pack V9
Johnny Doom
Smooth Doom
Brutal Doom v21 RC4
Project Brutality 3.0 Test
If your mod is not on the list, there is an option to use a generic weapon script that will display counts, but will not show warning colors or play warning sounds.
-- 2.13 CHANGES -- 2019-06-07
Fixed issue with armor display during invisibility.
Changed color of Smart Medi Kit to an orange cross.
Fixed issue with startup message not displaying on level start.
Updated to support all current BDv21 weapons and changes.
Major changes to support the BDv21 vehicles. 10:50 PM 12/17/2018
Fixed long standing bug with Tactical mode not working correctly. 11:09 PM 12/17/2018
Removed Aiming Momentum options - recommend using Immerse mod by Josh771, since it is much better. 11:10 PM 12/26/2018
Removed auto walk speed limiter when playing UDV Hardcore difficulty. 11:10 PM 12/26/2018
Added new option to enable walk speed limiter at any time in UDV Gameplay Options (requires map restart). 11:10 PM 12/26/2018
Removed Damage Factor from UDV Hardcore difficulty. 4:34 PM 12/27/2018
Added new option to change damage factor in UDV Gameplay Options. 4:35 PM 12/27/2018
Added Fast Monsters option in UDV Gameplay Options (requires map restart). 4:35 PM 12/27/2018
Added option to play warning sound when near or on damaging floors. (No more wondering if it will hurt you to stand on things!) 1:57 PM 1/6/2019
Added new option for Automatic EMS. Defaults to off. 3:59 PM 1/10/2019
Updated Radar script code to make UniqueTIDs - more reliable. 11:45 PM 1/11/2019
Fixed bug with EMS running after death. 9:53 PM 1/12/2019
Fixed bug with Mugshot not appearing on armor greater than 100. 11:06 PM 5/25/2019
Fixed bug with walk speed carrying over into UDV Hardcore difficulty. 11:06 PM 5/25/2019
-- 2.12b CHANGES -- 2018-01-21
Fixed issue with enemy healthbar disappearing after demon transformations in Project Brutality. 10:46 PM 7/8/2017
Updated to fix broken menu options for various commands. 11:17 1/21/2018
Updated to support current BDv21 Beta weapons and monster changes. 11:17 1/21/2018
Fixed issue with HUD not reappearing after exiting level during demon transformation in Project Brutality. 5:19 PM 1/22/18
Updated to support current Project Brutality 3.0 Test weapon lists. 9:23 PM 1/22/18
Added Unmaker to Project Brutality weapon script. (Will not show in weaponlist due to being secret, like Hitler's Buzzsaw) 10:35 AM 1/23/18
Added UDV font portable health kit graphics. 6:08 PM 1/23/18
-- 2.12 CHANGES -- 2017-06-03
Added BD64 stamina meter to BASE. 12:28 AM 5/29/2017
Changed item spawner script to 5 tics after map start to avoid spawning with monsters in Project Brutality. 9:03 PM 6/1/2017
Added BD64 stamina meter to ALT2. 11:34 AM 6/3/2017
Updated Equip Helmet on Armor Pickups to match new PB Medium armor of 150. 5:12 PM 6/3/2017
Added new UDV compatible multiplayer CoopLives script to gameplay options. 5:17 PM 6/3/2017
Fixed dual ammo display on 4:3 mode for BASE and Alt 1. 5:53 PM 6/3/2017
Removed EMS Min Armor option. 12:54 PM 6/4/2017
Added new Min Armor for all tools slider in Tools Menu. 12:54 PM 6/4/2017
Added Lives indicator for UDV CoopLives mode. 1:02 PM 6/4/2017
Fixed bug where Player indicator on radar remained after respawn if radar was off. 1:33 PM 6/4/2017
Added new AI Voice "Rallinth" - Thanks Samarai1000! 10:48 PM 6/5/2017
Fixed a bug with autosave that would load during multiplayer games. 10:09 AM 6/11/2017
Fixed bug with Project Brutality Demon Rune Transformations not resetting visor after wearing off. 6:57 PM 6/16/2017
Increased health display for Demon Rune Transformations to show 4 digits. 6:57 PM 6/16/2017
Fixed bug with extcam not clearing correctly. 6:58 PM 6/16/2017
Fixed bug with air hole showing on automap. 11:51 PM 6/17/2017
Changed color of smart medikits to blue to differentiate them from regular. 9:41 PM 6/24/2017
Fixed bug with Enemy Healthbar disappearing after using Project Brutality Guided Rockets. 11:03 PM 7/1/2017
Fixed bug with HEV Suit freezing all players when equipping. 11:08 AM 7/4/2017
Fixed bug with armor warning playing during Baron/Revenant transformations in Project Brutality. 11:35 AM 7/4/2017
Fixed bug with Critical/Energized showing during transformations in Project Brutality. 11:35 AM 7/4/2017
Fixed bug with "DUAL" showing for Carbine Rifle when option wasn't enabled in Project Brutality. 10:56 PM 7/4/2017
Fixed Alt2 "DUAL" display. 11:34 AM 7/5/2017
Fixed issue with mod not loading on anything other than Project Brutality because of previous "DUAL" fix. 4:35 PM 7/5/2017
-- 2.11 CHANGES -- 2017-05-12
Bleeding damage no longer takes armor and has custom obituary. 9:17 AM 5/9/2017
Air Loss damage no longer makes pain grunts, and has custom obituary. 9:17 AM 5/9/2017
Radar should now track friendly marines. 1:46 PM 5/9/2017
Radar should now track other players in multiplayer. 1:46 PM 5/9/2017
Updated Bleeding damage to no longer be affected by skill level (Thanks Blue Shadow!!!) - requires ZScript - GZDoom 3.0 or higher required. 12:04 PM 5/10/2017
Fixed issue with Explosive Barrels getting a TID assigned and showing up on the map. 5:05 PM 5/10/2017
Fixed issue with mods changing UDV Assigned Player TID necessary for Radar. 6:16 PM 5/10/2017
Added new options to customize Critical/Energized health amounts. 2:10 PM 5/12/2017
Updated Autosave script to leave screen more quickly during external camera views. 5:18 PM 5/12/2017
Added faint non-invasive UDV version number at bottom left of screen for debug and tracking purposes. 5:19 PM 5/12/2017
Re-worked Ambient "C" module to be much smaller, moved script from BASE to "C" module and added new cave style background track. 12:58 AM 5/13/2017
Clarified some menu options. 1:39 AM 5/13/2017
Emergency Patch - fixed issue with PB weapons and things using a static TID. Radar now should adapt to mods that change the TID. 10:02 AM 5/13/2017
Fixed PB TID issue again. 5:07 PM 5/13/2017
Fixed Radar not showing enemy height icons correctly. 5:08 PM 5/13/2017
Added new height icons in Radar for Players. 5:08 PM 5/13/2017
Changed the TID stuff again. You know what? F- TID stuff. 7:21 PM 5/13/2017
Added new logic to not change TID while dead. 7:29 PM 5/13/2017
Added DoomED Numbers to UDV Items. 11:13 PM 5/13/2017
Removed random spawner items and made ACS script to add UDV items if enabled. 9:18 PM 5/17/2017
Added separate option to choose Accessory Battery spawns. 10:09 PM 5/17/2017
Removed GLDEFS for removed UDV_ArmorBonus. 7:54 AM 5/18/2017
Fixed bug with random spawner causing extra spawns at origin coordinates. 7:54 AM 5/18/2017
Added CVARs to choose max amt of random spawn items per level. 5:03 PM 5/18/2017
Updated Ambient addon to not play default music if off. Allows for other music mods to work. 6:56 PM 5/20/2017
Fixed some EnemyHB code to address bug. 4:12 PM 5/21/2017
Updated EnemyHB with ability to disable assigned names. 4:54 PM 5/21/2017
Fixed bug with radar power not working. 5:27 PM 5/21/2017
Updated HEV Suit to protect against air loss damage when equipped. 9:38 PM 5/23/2017
Increased MAX amount for Accessory Battery spawns in Menu from 10 to 20. 9:06 AM 5/24/2017
Added startup graphic during GZDoom loading. 1:41 PM 5/24/2017
Fixed bug with Radar spawner during timefreeze events. Fixes issue with WeaponWheel mod. 12:02 PM 5/26/2017
Added menu option for choosing starting battery amount. 12:25 AM 5/27/2017
Changed Radar TID assignment to run every second instead of every tic. Should greatly increase performance. 12:58 AM 5/27/2017
Added menu option to disable Radar TID assignment completely. Possible performance increase at loss of radar tracking. 12:58 AM 5/27/2017
-- 2.10 CHANGES -- 2017-05-08
Fixed long standing bug with Fog that I wasn't aware of, that was preventing from changing density. 5:40 PM 5/7/2017
Fixed bug where "Cortana" voice wouldn't play sound for scanner disabled. 6:11 PM 5/7/2017
HUGE CHANGE - Radar no longer requires "B" Module. All monsters should now be tracked via radar, always. Holy crap. 11:37 PM 5/7/2017
All of this is thanks to The Zombie Killer's 10x Universal monster spawning mod. Took the idea behind how it works, applied it to Radar... and BOOM! It works(with some modifications)... INSANITY! 11:43 PM 5/7/2017
HUGE CHANGE - And... "B" Module no longer needed to capture fatalities!!! 12:03 AM 5/8/2017
HUGE CHANGE - "B" Modules GONE! No longer needed at all - Critical Bleeding will now take a random 1-2 damage... so when near death, you have a slight chance of surviving a bit longer if you're lucky... 1:37 PM 5/8/2017
Fixed Bleeding/Critical to work in multiplayer, as well as updating instantly on option change instead of requiring script restart. 12:12 PM 5/8/2017
Screen Shake option will now update instantly instead of requiring script restart. 12:18 PM 5/8/2017
Aiming Momentum option will now update instantly instead of requiring script restart. 12:27 PM 5/8/2017
Moved visor inventory graphics for PB items into main UDV BASE file. Separate "B" module no longer required. 1:39 PM 5/8/2017
Added LQ version of armor hole graphic. 3:01 PM 5/8/2017
Now can choose default radar mode at map start. 3:02 PM 5/8/2017
Removed sae_deathcam checks from BASE and Alt2 visor since they are no longer needed. 5:07 PM 5/8/2017
-- 2.01 CHANGES -- 2017-05-07
HEV Suit will replace all Radsuits again if enabled. Tweaked the equipping freeze delay to give foot protection while equipping, thus you will not take damage. This fixes the issues with replacing Radsuits in maps. 10:47 PM 5/2/2017
Added new Extended Accessory Battery - gives 25 Accessory Battery, lower chance of spawn, but balances out energy a bit better. Don't have to be QUITE so conservative with your tools anymore. 5:45 PM 5/4/2017
Updated PB 3.0 Test Module with some missed enemy names. 7:07 PM 5/4/2017
Added "Cortana" AI voice, and converted some audio to OGG to further reduce file size. 8:44 PM 5/4/2017
Renamed armor hole option to be less confusing. 11:18 AM 5/5/2017
Fixed bug with "hole" showing in armor even if dynamic damage was turned off. 11:31 AM 5/5/2017
Fixed bug with Reserve Ammo list not showing up unless you enabled Weapon List. 12:38 PM 5/5/2017
Added new option to disable all battery power. 11:10 AM 5/6/2017
If battery power options disabled, accessory batteries will no longer spawn. 11:10 AM 5/6/2017
Fixed bug with Alt 2 visor disabling blood splatter when armor damage was off. 11:22 AM 5/6/2017
Changed to only one UDV Difficulty instead of two and Individual gameplay settings can be enabled in Gameplay Options for any difficulty. 11:52 AM 5/6/2017
Fixed bug with bleeding not being disabled if changed during game. 11:52 AM 5/6/2017
Slightly increased transparency for final two armor levels of Alt 2. 12:48 PM 5/6/2017
Fixed bug where Radar would not turn off if battery was drained. 1:30 PM 5/6/2017
Fixed bug where flashlight wasn't turning on if battery was zero, even if power requirement was turned off. 1:36 PM 5/6/2017
-- 2.00 CHANGES -- 2017-04-27
Fixed animated face not working from 1.85
New animatied faces for berserk/invulnerability.
Menudef options updated
Fixed runaway script 4278 in saehud
Updated external camera check script to be more universal and reliable.
Integrated saeweap modules into BASE module. No longer required for weapon warnings.
Fixed EMS being able to be activated after death.
Cleaned up mugshot code, much more efficient.
Fixed Bleeding/Critical/Energized being carried over on respawn in multiplayer.
Added Helmet Animation on start/new armor.
New visor graphics for armor during invisibility.
"Active Camo" counter during invisibility.
Alt2 flashing icon when less than 30 armor.
New "Accessory Battery" items, and display.
Flashlight can now use Accessory Battery instead of Armor.
EMS can now require Accessory Battery instead of Armor.
Radar can now require Accessory Battery.
Separate blood splatter generated from total damage taken.
Ability to "clean" blood splatter manually by holding "forward+back" at the same time.
Optional "Air Loss" damage when armor is under a certain level when in an "outside" zone.
Optional warning beep when armor is below "air loss" armor level.
Goggles and HEV Suit timers now carry over to subsequent levels instead of resetting.
Recoded Health and Armor in SBARINFO. Much more efficient.
Optional red tint on low health to reduce vision and add difficulty.
Integrated HEV Suit/Goggles/SmartMedikit as options in UDV.
Berserk/Demon Strength limiter option added.
Choose starting armor amount, 0-200 instead of only 80.
Fixed Enemy Healthbar horizontal amount display being incorrect.
Increased enemy health from 1.0 to 1.5 on UDV Hardcore difficulty.
Optional additional crack in Alt2 Visor.
Menu Spacing reduced to 9 so that menus do not go off screen on some smaller displays.
Recoded all options/tools to support multiplayer.
HEV Suit/Goggles will spawn with Armor Bonuses at a low chance if enabled.
Revamped darkdoom code to be more efficient.
Fixed UDVReset command.
Option to disable weapon scripts and use generic in case of mod incompatibility.
New independent battery script that can be called from any tool that uses battery.
Re-coded radar and brought back all 3 modes.
New option to display default class name of monster instead of "Class X Entity" for Enemy Healthbar.
Updated Flashlight to use DarkDoom Flashlight 2.0.
Ambient Music/Sound can now be toggled individually.
Fixed Ambient Music/Sound not resetting if changed midgame. 1:27 PM 4/28/2017
Modified Vanilla_Revenant_UDV, Vanilla_DNImpVariant1_UDV, and Vanilla_DNImpVariant2_UDV in the PB 3.0 module to fix issue with radar overflow. 1:28 PM 4/28/2017
Changed Medikit and Armorbonus pickup sounds. 4:13 PM 4/28/2017
Added special handling for Brutal Doom 64 Tactical mode to disable Critical/Energized so sprinting still works. 5:23 PM 4/28/2017
Added 15 new sound effects to UDV Ambient while still reducing overall file size by around 15Mb. 9:46 PM 4/28/2017
Fixed small bug with Dark Doom effects not clearing variables if disabled. 10:59 AM 4/29/2017
Fixed bug with UDV Helmet animation not playing the equip sounds. 7:35 PM 4/29/2017
Modified dark doom to remove unneeded CVAR and replaced with script variable. 10:57 PM 4/29/2017
Added back LQ Flashlight Option for those that need it. 11:21 PM 4/29/2017
Added auto cleaning option to remove blood from visor. 12:17 AM 4/30/2017
Extra Crack for Alt2 Visor menu option now only visible if loading Alt2 visor module. 12:18 AM 4/30/2017
Fixed Apply All Changes option to call correct UDVReset script. 12:20 AM 4/30/2017
Errors such as the ones in the screenshot below ARE NORMAL and DO NOT affect gameplay. They are there because of the MANY mods this HUD is compatible with. I will no longer be answering questions about them in comments.
This is a very graphic intensive HUD. If your system runs on lower specs, use the LQ option inside the game.
To access Ultimate DoomVisor HUD Options:
• Options -> Ultimate DoomVisor HUD
Zandronum 1.2.2 support available, requires its own separate pk3 file. It is extremely out of date and will stay at version 1.34. For now 1.34 is working and should continue to work for the most basic features.
Version 1.34 Zandronum 1.2.2 Compatible PK3
I am far from a hardcore coder, so it might not be perfect, and without NC Hud for scripting, and 2800fps from reddit with his DoomVisor graphics it would not exist. Hope you like it! Let me know if you have ideas for changing/adding anything.
Thank you to SGT_MARK_IV, Quaker540, PA1NKI113R, 2800fps from reddit, and everyone else who's mod has something to do with this. Without your awesomeness, I wouldn't have made this.
The biggest feature I want to expand on currently is more levels of damage. If anyone has the artistic talent to create more damage I can integrate into the graphics, PLEASE let me know.
Thank you all so much, and Stay Brutal!
Average
9.3183 votes submitted.
Could I get a proper non-widescreen version of this?
Yeah, sorry I'll update the description. As this is my first attempt, I had enough trouble just getting it to work in 1920x1080. If anyone has any advice on how to get it to scale properly to other resolutions, I am all for it, but as it stands for right now this is my best effort. I am going to work on other resolutions eventually, but I thought I would make it available for now.
Everything works fine except the flashlight, when i turn it one nothing happens, can u help me please?
Make sure Dynamic Lights are turned on in your advanced options.
No Dynamic Lights, no flashlight.
I have the same problem. But your advice doesn't works. What do I need to do?
How do you activate the Enemy Health Bars?
i have a problem with my UDV it Imgur.com
Try a different texture format: Zdoom.org
RGBA8 should work.
I hate to ask but every time I try to load it it says "1 errors while parsing DECORATE scripts" what did I do or not do?
Hi.Thanks for doing all this work that we can enjoy for free!
How will this work on my 2560x1440 monitor as of now?
Cheers.
Hey, just wanted you to know I updated it with 4:3 support for 1600x1200 resolution. Hopefully that helps!
(buried)
No.
Okay finally! I was trying to find an HUD like this! This is what I was looking for!
****...bad time for me to forget how to remove the face.
Just edit the sbarinfo and remove or comment out the lines that include mugshot, and also DrawImage "G_HBAC01"
That should do it for you. :)
oh yeah thats right...thanks bud
nevermind
Since now it has compatibility with Brutal Doom V19, I make a short review of this HUD;
1; It's badass! All of the art is amazing, except the helmet (a bit), the helmet has some leftovers of broken glass around your vision.
2; Works fine! With HD stuff on it, you may have a very very tiny slow down, but overall it's very good!
3; Yes! You can finally see your face! That makes x10 more amazing!
Nicely done saegiru! Keep up the good work!
Thanks for the thoughts.
I was wanting to do something more with the helmet graphics, which I plan on fixing when I can. Basically I am not extremely graphically talented, and can't create a helmet graphic from scratch. This is just a modified version of the DoomVisor graphic, so if anyone has any art skills and wants to help create something better, I am definitely up for looking. It would also help to have someone that could create a base image that would scale better at different resolutions.
I plan on continuing to work on this, and spent all day today dreaming about different things I want to add and making notes, so keep an eye on it. :)
2560x1440 will be nice
1280x720 ? :D
Awesome, I have to have a monitor the size of a tv screen just to use this. Was looking forward to this one too...
Sorry man, I'm going to work on it. For the quality I want, it doesn't scale easily. The only ways I know how to make it work for lower resolutions is to either manually scale it down and rework the position of all the HUD parts, or start with one far lower res version and scale it up - which loses quality as it scales. It is very time consuming. My first major thing was to get the code and the functions down. Now that mostly all that is taken care of, I am still going to try to do something for other resolutions, so keep checking back.
How in a ******* hell I am going to work with this all I want it to do is trying it didn't work on gzdoom
I LOVE YOU MAN!!!
Without your compilation, I wouldn't have even attempted it... so the feeling is mutual. :D
I just want to say that this is the greatest hud I've ever used!
I was just about to type that!! Especially how it dynamically changes (me and saegiru talked about that to see if it was possible) and he pulled it off!
Thanks guys! I definitely want to do more levels of damage. I am hoping for at least every 10%, but preferably more, possibly every 5%. I have the code ready, just need to get some art assets for it that aren't too intrusive. :)
Aww yes, at 1 health stain the whole visor with blood and cracks so you can barely see anything at all! This is a awesome visor, especially the health bar!
What files do I have to drag into gzdoom to run the Ultimate Doom Visor???
Btw, the grenade counter doesn't show up on here.
worked for me! Are you using both wads along with pa1n's mod?
maybe you didn't download it at all? it's built into the hud, it's always there. There's no way it's just not showing up.
load order
Here's the load order:
Painkiller Brutal Doom
DoomVisor Hud
Painkiller DoomVisor addon.
Also, it's completely invisible in 16:10 aspect ratio.
Here's your problem. The second one. Remove it.
Unsurprisingly...that changed nothing.
By "DoomVisor Hud", I was referring to the base file in the addon. Since now there's two files in this addon.
I'm a little perplexed. What did you think would happen when you ran two completely different huds together? Not trying to be rude, just... interested in knowing why.
I don't think you quite understand. The two hud files. There's a main file and an addon, right? So therefore, you need to load the vanilla and the Painkiller addon at the same time. e_e
By the way, the description says, in all caps "** CURRENTLY ONLY FULLY WORKS WITH 1920X1080 16:9 RESOLUTION. 1600x1200 4:3 DOES NOT HAVE ADVANCED FUNCTIONS YET, OTHER RESOLUTIONS WILL BE SUPPORTED WHEN I CAN FIND AN EFFICIENT METHOD **" So that's why it's invisible in 16:10.
Also, most hud mods are nothingness in 16:10. What's up with that? In 4:3 it's simply oversized. What's so broken about 16:10 ratio?
wait a minute I remember Visor HUD has skull face on the left any way thanks for great addon
Just wanted to tell you that I voted 10/10 on this because this is EXACTLY my ideal HUD. I was about to create one, but I cancelled it, because I'm not really familiar with SBarInfo etc. I know DECORATE and ACS like a talented modder, though.
I've always wanted a HUD like this for brutal doom. Reminds me of the last mission on halo reach where your screen begins to crack.
Hah, same here, I never really worked with SBarInfo (well it involves a lot of art and though my drawing skills are average my shading skills are terrible. I have to say though this IS how I'd imagine THE doom guy's visor would look like.
Ok so I get that my native resolution (1680x1050, 16:10) isn't supported, that's fine I can wait until it's updated to use it. I'm just curious though, how come it worked fine for me two versions ago? The sides were cut off a little since the hud was technically wider than my screen, but it still showed up fine and none of the info was cut off. If I can't use it now I understand, I'm just curious as to what changed?
Honestly I'm not sure. It really shouldn't have worked at 1680x1050 on any of my versions... my SBARINFO specifically should only have run at 16:9 or 4:3, it's set up that way. Possibly you had another mod running alongside that was overriding the SBARINFO settings in my HUD?
Regardless, I am experimenting with resolution fixes right now - and have made a minor bit of progress. With any luck it will work on all resolutions and ratios relatively soon.
just tell me how to get a flashlight to work.
OpenGL with dynamic lightings on.