I have two questions about the GZDOOM HUD and I wondered if someone could help me. I am looking to be able to hide the gun from the bottom of the screen (a la eduke32) as I find it distracting... and also, is there any way to change the size of the alternate HUD? I find the fonts and sprites too small for me on 640x480 but alas that is the lowest res that is available when using OpenGL. I want to be able to have the HUD twice the size like it is on 320x240 (aka massive lol) as I tend to sit quite far from the monitor. Is this *AT ALL* doable? I'm up for virtually anything except programming as I can't do it. Editing INI files and stuff is not a problem.
Also a note for the mods/admins: I tried signing up here previously twice with account names 'trencheel.303' and 'trencheel303' with my AOL address and I never received the registration email. those accounts WERE done by me but are obviously obsolete, I'd be very greatful if they could be deleted, and my username changed back to 'trencheel303'... thanks!
Re: GZDOOM: HUD question and resizing.
Posted: Tue Dec 29, 2009 19:44
by trencheel-303
I'm sorry gentlemen, I've been a bit of a nob end - should have thought about this more and waited till I got home to wade through that INI file G/ZDOOM uses. Now that I have, I have found a setting which does exactly what I want for the HUD:
hud_scale=true
Makes the HUD look nice and big on 640x480, as if its running in 320x240. I imagine it would work for any resolution too, I can't imagine how anyone can see it properly at 1024x768 let alone higher resolutions, so for those with poorer sight it could help. Or if you're like me and sit half a mile away from the monitor. The one reservation is, you have to use the non alternative fullscreen HUD for this - the one that only shows health, armour and your current weapon's ammo in red text. No biggy, I actually think it's a tidier HUD, I just liked the alt. HUD's colour range for health, armour and ammo, which worked in harmony with your variable coloured cross hair.
Also, I've since realised that hiding the weapon is not a good idea since in DooM there are two ammo types shared between more than one weapon. In Quake III and Duke Nukem this wasn't a problem for me because all weapons use unique ammo, so by simply looking at the ammo type on the screen I could tell what weapon I was using - DooM is not so, so I will just have to live with the distraction of the muzzle flash and animation, as I don't want to mistakenly fire the BFG when I meant the plasma gun.
In that case, it concludes my question... thanks anyway fellas. GZDoom seems a great extension to an already great mod, well done. If there's one thing I would suggest is that the health on the alternate HUD be placed on the bottom, with the armour on top, as the way it is now it looks a bit naff when you have no armour, a big space.
Re: GZDOOM: HUD question and resizing.
Posted: Wed Dec 30, 2009 14:14
by Enjay
Glad you're sorted out but if you did still want to experiment with hiding the player weapon you could type:
r_drawplayersprites 0
at the console. This hides the player's HUD weapon sprite.
Re: GZDOOM: HUD question and resizing.
Posted: Thu Dec 31, 2009 6:32
by Nash
Alternate HUD can be scaled somewhat using the console command hud_althudscale. Try values 1 or 2. You can't make it as massive as the scaled fullscreen HUD though.
Re: GZDOOM: HUD question and resizing.
Posted: Thu Dec 31, 2009 10:48
by trencheel-303
I tried doing that not in the console but in the INI file, same value though - didn't make it any bigger than it already was in 640x480. I just like it mind numbingly big...
Thanks for that tip Enjay as well. Nice to see I'm not the only DooM lover in Scottyland!
Re: GZDOOM: HUD question and resizing.
Posted: Thu Dec 31, 2009 22:07
by Nash
Oh, sorry I wasn't able to help you. I guess it's only useful for users who play at much larger resolutions (I play at 1920 x 1200, the alt HUD is so tiny by default).
Re: GZDOOM: HUD question and resizing.
Posted: Tue Jan 26, 2010 16:38
by trencheel-303
Enjay wrote:Glad you're sorted out but if you did still want to experiment with hiding the player weapon you could type:
r_drawplayersprites 0
at the console. This hides the player's HUD weapon sprite.
Okay then gents I'm back to pester you. How do I apply the above command permanently? I can apply it fine in the game but alas when I quit and restart GZDOOM the setting isn't remembered. Applying it in the INI file seems useless as well.
Re: GZDOOM: HUD question and resizing.
Posted: Tue Jan 26, 2010 18:31
by Gez
It's not archived. If you really want it applied every time, I suppose you could try using an autoexec.cfg file so that it's reset every time you run the game. Just put +set r_drawplayersprites 0 in such a file and it would probably work.
Well, slap me and call me Brenda. That worked. You guys are good
Just one thing, the command 'set bla bla bla' doesn't have the plus in front of it.
Thanks again.
EDIT: I hope you guys don't think I'm taking liberties but there's one more thing I'd like to know. How do I permanently set the game's FOV to 110? The standard FOV of 90 seems almost 'zoomed' to me since I play Quake 3 on 110, and the above trick doesn't seem to work in the autoexec file for FOV. I looked in the article you linked and a search on 'FOV' or 'field of view' doesn't even come up. Just now I have a partial substitute by playing on a widescreen resolution, but it's not ideal.
Re: GZDOOM: HUD question and resizing.
Posted: Tue Jan 26, 2010 20:34
by Gez
It's not possible to set the FOV before a game is started. You can change the FOV in the console with the fov command, e.g. fov 110, but that'll be reset to 90 every time you start a new game, change map, load a save, etc.
Re: GZDOOM: HUD question and resizing.
Posted: Tue Jan 26, 2010 20:36
by trencheel-303
bugger.
I guess using forced widescreen on a 4:3 monitor is about the best I'll get then without having to type 'fov 110' at the beginning of every level. Cheers anyway though.
Re: GZDOOM: HUD question and resizing.
Posted: Wed Jan 27, 2010 1:28
by NeoHippo
trencheel-303 wrote:... without having to type 'fov 110' at the beginning of every level...