This mod brings the iconic Unreal-style ingame head-up display to EDuke32 using only CON code. Despite its small size, the mod also provides neat and elegant solutions to some minor but longstanding issues found in the original game. It was mostly finished yesterday, but it took me a while to playtest it and fix some issues I found. Today I've tried my best to polish it to a "stable" release. Still I need some public testing, so please report any problems you get when using it.
UGHUD10.ZIP (22.22K)
Number of downloads: 43
To install, just unpack this into your EDuke32 directory and select UGHUD as a game directory on the startup screen, or run the provided batch file. See the readme file for a detailed description. The mod replaces both the old and "modern" mini-HUDs, but keeps the old full blown status bar also quickly accessible. Use the 'shrink/enlarge screen' keys to switch between different modes.
You may find a similar HUD in Unreal and Return to Na Pali games (known together as Unreal Gold, hence the "UGHUD" designation). I like these games a lot and always wanted to have the same style of HUD available in Duke Nukem 3D. I think that this style of HUD best fits the atmosphere of some user maps such as Red series, but it also plays well with the original episodes.
Another thing bundled with UGHUD is my KILCOUNT mod that introduces a new counter for kills that actually kind of works. It's a small CON script that can be used on its own, but I wrote it together with UGHUD, so I just put it into the same release.
I'd also wish to release my new map that is almost done, but I can't keep up with releasing anything more substantial for Duke in 2024. I hope you enjoy this little mod and find it useful.
UGHUD mod features:
- New HUD drawing code with two modes inspired by the game HUD in Unreal
- Code-only implementation with no additional content required
- Using bars to display the percentage of ammo and inventory in a compact way
- Integral (pixel-perfect) scaling of the HUD with square pixel aspect ratio
- The scale adjusts to any screen resolution and responds to HUD options
- Two types of game messages, with pickups shown in the bottom like in Unreal
- Using a similar style for displaying level titles upon load
- The crosshair is green and is also drawn using pixel-perfect scaling
- Will not select a weapon with no ammo (again, like in Unreal)
- Some extra messages when Duke dies or kills himself (beta)
- Fixed pipebombs shown as not selectable when only the detonator is available
- A custom level stats display that uses the same scaling method
- Also showing level stats in automap mode (alongside the level name)
- Well-structured code that can be studied and reused in other places
- No extra per-actor variables introduced
- Contains custom code for printing numbers with precise coordinates
- Also contains code for drawing solid rectangles and outlines
- The old HUD is fully restored when switching to the legacy status bar
- Viewport shrinking has been restored with a better tile for the border
KILCOUNT mod features:
- Counting every potential enemy respawn right from the start of a level
- The total number of enemies normally stays the same as you play
- No double-counting of "compound" enemies (e.g. not counting hatched eggs)
- Fixed double-counting squished enemy corpses
- Fixed double-counting frozen pigs
- Counting enemies eaten by slimers as kills
- Will count any custom enemies added to the game
Original README file with other info: