Custom textures and sprites
#1 Posted 26 June 2017 - 11:03 AM
16:9 level ending screen
Ultrawide master race goodness
HUD variants:
Original HUD extended to look better in widescreen
These two are based on the HUD found in the leaked alpha resources. The point is to keep the style of the full HUD while making it less clunky and not obtrusive.
This post has been edited by fgsfds: 08 July 2017 - 03:23 PM
#2 Posted 28 June 2017 - 05:10 PM
fgsfds, on 26 June 2017 - 11:03 AM, said:
Compact HUDs like that which keeps the style of the full HUD and all the important information while maintaining the... umm, "compactness", would be very welcome additions to all major build games (DN3D, SW, Blood and RR).
It was a missed opportunity on the Megaton-style ports.
#3 Posted 29 June 2017 - 02:06 PM
This post has been edited by fgsfds: 04 July 2017 - 11:11 AM
#4 Posted 30 June 2017 - 05:29 AM
I like the first variant because it's really something else in contrast to other huds from this time of games.
The second one is more classic looking and the skulls in the third variant are a bit too much for my taste.
#6 Posted 07 July 2017 - 07:59 AM
#7 Posted 07 July 2017 - 09:25 AM
#8 Posted 09 July 2017 - 10:13 AM
Attached File(s)
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dogHU7a.jpg (55.12K)
Number of downloads: 132 -
1.png (36.59K)
Number of downloads: 79
This post has been edited by M210: 09 July 2017 - 10:19 AM
#11 Posted 13 July 2017 - 01:08 AM
The old ones always move all over the place when you get mouse look and high resolutions.
Any command to make it static ?
#12 Posted 14 July 2017 - 04:14 AM
Devon, on 13 July 2017 - 01:08 AM, said:
Probably in the next release.
This post has been edited by fgsfds: 14 July 2017 - 04:14 AM
#13 Posted 01 August 2017 - 11:26 AM
fgsfds, on 26 June 2017 - 11:03 AM, said:
Very nice but what about 16:10? Could you make it?
#14 Posted 13 August 2017 - 07:56 PM
#15 Posted 13 August 2017 - 10:50 PM
And it's better to wait, when I add "include" command to def-parser.
My def-parser support "voxel.def" and "textures.def" files only.
This post has been edited by M210: 13 August 2017 - 10:53 PM
#16 Posted 09 November 2017 - 01:18 PM
This post has been edited by fgsfds: 09 November 2017 - 01:21 PM
#17 Posted 09 November 2017 - 05:03 PM
fgsfds, on 09 November 2017 - 01:18 PM, said:
I'm actually doing my first playthrough of Doom 2016 right now, which if I'm not mistaken your wheel is inspired by. It looks pretty good. I don't know if alpha channels/transparency is based on the artwork or if it's all in the code, but it would definitely need that. Would love to play Blood on my Steam Link and big screen tv with a controller!