

If you get lost, you can also use the option search.Īlso, virtually every setting in GZDoom takes effect instantly, even while the menu is still visible.
#GZDOOM HUD FULL#
You can get to the full menu from Full options menu near the bottom, and from there turn off the simple menu (if you want). Out of the box, GZDoom shows a reduced options menu, because it has a lot of options. Note that the routes given to the various settings are for the full options menu. There are fewer than I expected, which is good. Christ, the texture filtering.Īnyway GZDoom has a lot of options, so here is a handy list of the important ones. I am overjoyed to discover that this is no longer the case, and it plays like a god damn FPS out of the box, but there are still a few twiddles that need twiddling. Unfortunately, it has also historically been difficult to recommend to newcomers, because its default settings are… questionable.Ĭonspicuously, for over a decade, it defaulted to traditional Doom movement keys (no WASD) and no mouselook. Use what you've learnt here, and have a look through the example scripts posted below to try and understand more about it.GZDoom is the fanciest way to play Doom. These are obviously the very basic concepts you need to be familiar with in order to script your own custom hud.
#GZDOOM HUD HOW TO#
you will also be able to figure out how to display the armor and ammo counts.ģ) And finally, while this may sound tricky, it's actually very straightforward - turning your custom stat-bar on and off according to how the player has their HUD displayed, as discussed earlier. NB: I've deliberately left the HudMessage coordinates slightly unaligned in order to encourage people to find the correct offsets for themselves. Finally, notice that the HudMessage ID is lower than that of the stat-bar HudMessage ID so that the health count will display infront of the stat-bar. Notice I've changed the sethudsize to accomodate the font "BIGFONT", and the HudMessage coordinates will vary as a result. HudMessage (i: GetActorProperty(0, APROP_HEALTH) Ģ) Next comes displaying the player information. Notice that it is also an "ENTER" script, because it needs to be activated by the player so that you can easily access their inventory and health information. In this script, SetFont tells Doom that the font to use is actually the lump name of your custom stat-bar graphic ("HUDLUMP"), and printing "a" in the HudMessage, as above, will display that graphic. To display the new HUD bar, you use something like this: Make note of each graphics name as you will need them in the ACS script.ġ) If you use Doom Builder, open MAP01 of your wad and select "Edit" from the "Scripts" menu. This is important because a 1024x768 HUD graphic does not scale down well.Ģ) Load all the graphics you just made into your wad file using a lump management tool. Keep in mind the size of the average users' screen resolution, e.g. 11: Fullscreen without status bar, ZDoom HUD enabledġ) Create a graphic or graphics you want to use for the HUD.3-9: There is a border around the player's view, and the status bar is displayed.The values correspond to the HUD as follows: To make your HUD more user-friendly you should watch the value of the screenblocks CVAR (using GetCVar) and alter the HUD accordingly (try not to draw anything when the value is 12). You can have your script work around the existing HUD, but unless you intend to reuse parts, this is not recommended. You can disabled the built-in HUD by first using SBARINFO and set the height to 0. Understanding these concepts is vital to understanding the following tutorial. It is assumed that before you begin this tutorial, you are familiar with the following concepts:
